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- FREQUENTLY ASKED QUESTIONS & TIPS
-
- While (of course) everything is buried in the documentation of DBSCHESS
- somewhere, this is a selection of the areas that I believe cause the most problems
- (with different wording compared to the normal F1 help). Within reason, I'll
- happily answer any requests for help - and the requests will influence future
- versions of this file. I suggest a quick skim through this file - and come back to it
- later after attacking the program.
-
- INSTALLATION.
-
- The program and associated files are available in a compressed ZIP file.
- Depending on where you obtained it from, it will either be a self expanding EXE
- called DBSZIP.EXE, or a straight ZIP file with a name of the form DBSnna, where
- nna gives the version number, e.g. DBS18A.ZIP is version 1.8a.
-
- In either case it is essential that you use the parameters -D -N when
- expanding the issued file. This is because the -D causes the subdirectories below
- the main directory to be set up properly (and -N is needed to overwrite older
- versions of things only). It is also essential that you do the whole exercise in a new
- directory/folder, otherwise all the DBS files get mixed up with something else and if
- you don't like DBSCHESS it will be a pain to disentangle them. In a separate
- directory everything can be simply deleted - the program creates no files outside its
- area, it modifies none of your windows files.
-
- GAME & VARIATION MOVES.
-
- There is one thread of "Game" moves through the stored game, to the side
- of and beyond these moves there may optionally be "Variation" moves (the analysis
- you have played through using the program). The question is "if I just make a
- move on the board will it get the status of a Game move"? The rule is that if the
- current position is the end of the existing Game moves and the program knows of
- no other moves that you have played from this position, then Yes it will be. In
- particular if you simply play through the moves from the start position they will all
- be Game moves (which is equivalent to what happens when you import a PGN file).
- If you go back a move and add a new one it will be a variation move. You can alter
- the status forcibly later if you wish.
-
- The important thing for CC players is that when they open a game (it goes
- to the end of the Game moves) - you do not wish the first thing you try in your
- analysis to become a Game move - so hold the CTRL key down as you make the
- very first move. Thereafter, no problem, as everything you do is just analysis.
- When you "plump" for the actual move to play, it will be converted to Game status
- when you F10 or F12.
-
- MAKING A MOVE.
-
- You can select the move from the list of valid moves (awkward I'll agree if
- you are displaying the latest moves). It is probably more practical if you have
- simply clicked on the piece to narrow the list to the legal moves for that piece only.
- An ethical problem is whether the list of moves is in itself "computer assistance", in
- which case you would want to use the View | * & ? only option.
-
- My preference is to drag using the mouse. I know some people would like
- the image of the piece to move with the cursor, but there are as many arguments
- against as for. My philosophy is that for boring serious use the visual effect isn't
- needed - and a minor point is that it can't be done without a complete rewrite of the
- visual interface. The present system also means that you can design your own
- board and pieces as bitmaps (just follow the rules) or try out some of the ones Alan
- Cowderoy has written (see my homepage).
-
- APPEARANCE OF THE BOARD IMAGE.
-
- There do seem to be some problems with older video drivers - and I can't do
- anything about that. You may well find that one of the alternative bitmaps (use Edit
- | Load Bitmaps) may solve the problem, if so then stick to that one as the default.
-
- PRINTING.
-
- One of the unsolved problems is that I've had one report of the board image
- failing to print. In that situation all the user can do is construct a printout with a
- word-processor via the program's output to the clipboard - which might be the
- preferred method anyway. And accept my apologies.
-
- Those of us with a Black & White printer should remember to load the
- BW.BMP bitmap before printing.
-
- F10 & F12.
-
- They are there for historical reasons, they are both used in the context of
- making a move in CC games. F10 is a simple crude method of making the current
- position the last of the Game moves - appropriate for friendly games. If you are
- recording things in a serious game, then the full details in F12 are required.
-
- They also interrelate with the email window (F6) allowing you to build up a
- reply to your opponent as you play through 2 or more games.
-
- There should be a method that suits you, it looks complicated because I've
- been trying to please everyone, just ignore what you don't need.
-
- DATES.
-
- I really can't help much with the notation here. It is different in the US, and
- also the rules for reflection time differ in different tournaments. I can at least give
- you the value for the previous move by the player, so that you can invent your own
- notation - it is a free text area. E.g. May 12 =34 to show that the move was played
- on May 12 thereby giving a total of 34 days taken so far.
-
- REGISTERING.
-
- The details are all in the README.TXT (no I never read those either<G>).
- If you are in any doubt please contact me first, the technology doesn't exist to
- return the money if you decide later that it was a mistake. Try it out in the
- shareware version until you are certain. I'm doing this exercise to retain my sanity
- having taking early retirement, any contributions salve your conscience and help my
- beer-fund!
-
- If you register you are registered for all future versions - and are welcome
- to suggest extra features. I'll treat such requests on the criteria of a) can I do it?
- and b) does it fit in with everything else in the program structure?
-
- HELP
-
- The F1 key gets you to the help file during the run of the program. German
- users should download the file DEUTSCH.HLP from my homepage and replace
- and rename the DBSCHESS.HLP with the translation from Martin Hamacher.
- Before downloading a new version of DBSCHESS, it is a wise precaution to save a
- copy of the German version as the HLP file will be overwritten by a new English
- one.
-
- EDITING
-
- In all the text input areas, all the usual editing keys work. E.g. Delete End
- and Home. The usual shortcuts for editing and pasting likewise, Ctrl/C will copy a
- highlighted area, Ctrl/X will cut it and Ctrl/V pastes the clipboard contents. Ctrl/Z
- undoes an edit.
-
- Be careful that the active area is indeed the edit area before using Home and
- End - these keys have a different effect elsewhere.
-
- EXAMPLE GAMES
-
- You can download the complete collection of games that IÆve published on
- my Homepage. The link is from the first page.
-