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- Manual REBEL 7.0 Contents
-
- Preface and user definitions.
-
- Ch. 1: INSTALLATION
- 1.1. System requirements
- 1.2. The installation
- 1.2.1. Starting the installation
- 1.2.2. Copy protection
- 1.3. Files and directories after installation
- 1.4. The REBEL.CFG file
- 1.5. Registration
- 1.6. Hints for system optimization
-
- Ch. 2: REBEL SCREEN
-
- Ch. 3: THE FIRST GAME
- 3.1. Move input
- 3.2. Manipulating moves
- 3.3. Changing the chess program (briefly)
- 3.4. Leaving the program
-
- Ch. 4: GENERAL RULES FOR OPERATION
- 4.1. Moving pieces for keyboard users
- 4.2. Using the pulldown-menus
- 4.3. Using the buttons
- 4.4. Using Hotkeys
- 4.5. Loading and saving files
- 4.5.1. Loading files
- 4.5.2. Saving files
-
- Ch. 5: INFLUENCING THE CHESS ENGINE
- 5.1. Changing the chess engine of REBEL
- 5.2. The different time levels under LEVEL F2
- 5.3. The different options under OPTIONS F3
- 5.3.1. Permanent brain
- 5.3.2. Brute force
- 5.3.3. Combination
- 5.3.4. Selection
- 5.3.5. Playing style
- 5.3.6. Playing strength
- 5.3.7. Hashtables
- 5.4. Book openings
- 5.4.1. In general
- 5.4.2. Loading opening books (DATA F4)
- 5.4.3. Loading user book (DATA F4)
- 5.4.4. Book opening on/off (SETTINGS F5)
- 5.4.5. Tournementbook on/off (SETTINGS F5)
- 5.4.6. Userbook on/off (SETTINGS F5)
- 5.4.7. Alternative opening books
-
- Ch. 6: DATABASE
- 6.1. Database loading and saving
- 6.2. Loading a game (DATA F4)
- 6.3. Loading next game (DATA F4)
- 6.4. Saving a game (DATA F4)
- 6.5. Rewrite a game (DATA F4)
- 6.6. Delete a game (DATA F4)
- 6.7. Reorganisation (DATA F4)
- 6.8. Search functions (DATA F4)
- 6.8.1. Searching by name
- 6.8.2. Searching by text
- 6.8.3. Searching by moves
- 6.8.4. Searching by position
- 6.9. Overviews (DATA F4)
- 6.9.1. Complete overview
- 6.9.2. Overview top 40 by percentage
- 6.9.3. Overview top 40 by ELO-rating
- 6.9.4. Overview of tournaments
- 6.9.5. Overview of matches
- 6.9.6. Overview of book openings
- 6.10. Creating a new and empty database (DATA F4)
- 6.11. Conversion program for ChessBase
- 6.11.1. TB.EXE T(o) B(ase)
- 6.11.2. Notes on TB.EXE
-
- Ch. 7: SCREEN SETTINGS
- 7.1. Changing names (SETTINGS F5)
- 7.2. Info (SETTINGS F5)
- 7.3. Show hint (SETTINGS F5)
- 7.4. Show teacher (SETTINGS F5)
- 7.5. Sound on/off (SETTINGS F5)
- 7.6. Mouse on/off (SETTINGS F5)
- 7.7. Resign on/off (SETTINGS F5)
- 7.8. Turn board (SETTINGS F5)
- 7.9. Languages (SETTINGS F5)
- 7.10. Colors (SETTINGS F5)
- 7.10.1. Change colors
- 7.10.2. Reset colors
- 7.10.3. Save colors
- 7.10.4. Standard colors (START F1)
- 7.11. Pieces (SETTINGS F5)
- 7.12. Bookopenings on/off
- 7.13. Tournementbook on/off (SETTINGS F5)
- 7.14. Userbook on/off (SETTINGS F5)
- 7.15. Animation (SETTINGS F5)
- 7.16. Save configuration (SETTINGS F5)
- 7.17. Standard configuration (SETTINGS F5)
-
- Ch. 8: SETTING UP POSITIONS (POS F6)
- 8.1. Set up a position (POS F6)
- 8.2. Make board empty (POS F6)
- 8.3. Abort set up (POS F6)
- 8.4. White/black to move (POS F6)
-
- Ch. 9: NIC/PGN
- 9.1. Open NiCBase gamefile (NIC/PGN F7)
- 9.2. Load NiCBase game (NIC/PGN F7)
- 9.3. Next game (NIC/PGN F7)
- 9.4. Previous game (NIC/PGN F7)
- 9.5. Search in NiCBase (NIC/PGN F7)
- 9.6. REBEL to NiCBase (NIC/PGN F7)
- 9.7. Import NiCBase in REBEL (NIC/PGN F7)
- 9.8. Game to PGN (NIC/PGN F7)
- 9.9. Database to PGN (NIC/PGN F7)
- 9.10. Import PGN in REBEL (NIC/PGN F7)
-
- Ch. 10: REMAINING OPTIONS
- 10.1. New game (START F1)
- 10.2. Analysis mode (NIVO F2)
- 10.3. Player-Player mode (OPTIONS F3)
- 10.4. Automatic play (OPTIONS F3)
- 10.5. Analyse game (OPTIONS F3)
- 10.6. Analyse database (OPTIONS F3)
- 10.7. Goto move number (OPTIONS F3)
- 10.8. Search for move (OPTIONS F3)
- 10.9. Replay game (OPTIONS F3)
- 10.10. Write move comments (OPTIONS F3)
- 10.11. Game to textfile (OPTIONS F3)
- 10.12. PC-Auto-board (OPTIONS F3)
- 10.13. Auto 232 (OPTIONS F3)
- 10.14. Starting game (DATA F4)
- 10.15. Overview MVS-file (DATA F4)
- 10.16. Swapping clocks
- 10.17. Swapping names
-
- CH. 11: TROUBLE-SHOOTING
- 11.1. DOS problems
- 11.2. "This is not a proper installed version of REBEL 7.0"
- 11.3. Graphical problems
-
- Ch. 12: SHORT HISTORYPREFACE AND USER DEFINITIONS.
-
- Dear reader,
-
- Welcome to the growing number of chess players who want to take
- advantage of the PC. By buying REBEL 7.0 you have made a good choice in the
- area of computer chess software. Not only because the chess programs from
- Ed Schröder belong to the group of the strongest programs available, but
- also because of the fact that this program combines good chess with an
- build-in database which will give you so many possibilities, that we are
- convinced that you will appreciate the possibilities of your PC more and
- more, but also, and that is ofcourse the main point, you will even more
- enjoy the game of chess.
-
- The REBEL team from Schröder BV.
-
- USER DEFINITIONS
-
- COPYRIGHT
- The REBEL 7.0 software is the exclusive property of Schröder BV and
- is protected by Dutch and International law. You are prohibited from
- transferring this product in any way or form whatsoever.
- It is forbidden to change, split, dissamble or produce any changed
- form of this product.
-
- LIMITED WARRANTY
- The media upon which the program is recorded is warranted to be free
- from defects for the standard guarantee specified by legislative regulations.
- The warranty is void if the failure of the media is due to accident, abuse
- or misapplication. Apart from this warranty Schröder BV or his suppliers
- will not in any event be liable for any loss, including consequential loss,
- caused by any error or defect howsoever arising.
- In any case liability shall be limited to the amount actually paid by the
- purchaser for the software.
-
- These conditions are governed by Dutch law.Ch. 1: INSTALLATION
-
- 1.1. System requirements
- The following PC specifications are required:
- 80386-processor or higher, VGA-card and monitor, minimum 2Mb internal memory,
- a hard disk with at least 1½ MB free space.
- Recommended is an extern disk-caching program (128 or 256 Kb).
- This is especially desirable when using the database options.
- More free internal memory than the minimum of 2Mb will have a
- positive effect on the programs playing strength.
- The presence of a VGA-card which is VESA-compatible is highly recommended
- (most computers have nowadays) for it will influence the performance of the
- graphics positively. It will also allow you to change the colors of ALL
- items that are listed when you activate F5-Colors.
- The lack of VESA-compatibility will cause some items to be connected to
- eachother in case of changing colors; in this case you are also advised
- to deactivate the animation.
-
- 1.2. The installation
- For installation you need the original, NOT write protected, REBEL diskette.
- If you have write protected the diskette, by moving the notch, you may
- experience problems with the installation.
-
- 1.2.1. Starting the installation
- a) put the original REBEL diskette in the diskdrive of your PC;
- b) activate the diskdrive (type for example "a:" + ENTER)
- c) type "install" + ENTER
- d) the screen will show you the default settings and will ask you for
- confirmation.
- e) if you answer with "Y" the program will start the installation.
- f) answering "N" allows you to changing the settings.
-
- 1.2.2. Copy protection
- To prevent our product from being copied by third parties, which is
- a criminal offence while the program is protected by copyright, the
- program is software-protected.
- You have the possibility to install the program unlimited for personal use
- only from the original diskette.
-
-
- 1.3. Files and directories
-
- After installation
- * REBEL.EXE : the chess program part 1
- * REBEL.CHS : the chess program part 2
- * REBEL.TRL : the language file
- * REBEL.GIF : the welcome screen (picture)
- * FRAGILE : the pieces needed for display of material differences
- * BOOK.TRL : the names of the book openings in available languages
- * BOOK.TRX : the corresponding moves with the BOOK.TRL file
- * REBEL.ECO : the corresponding ECO-codes for the bookopenings
-
- After first use
- * REBEL.CFG : the user settings (see chapter 1.4)
- * REBEL.CLR : the user settings for the colors
- * REBEL.BGN : information about the game you were in the last time you
- used REBEL
-
- Directories
- * BOOKS containing 3 book opening files:
- 1. REBEL.MVS (500.000 moves)
- 2. SMALL.MVS (100.000 moves)
- 3. KASPAROV.MVS (100.000 moves)
- * GAMES containing 3 files needed for the database:
- GAMESBASE.DAT, GAMEBASE.IX1,
- GAMEBASE.IX2 containing more than 1000
- (grand)master games. Furthermore this directory
- contains 3 small databases:
- 1. TACTICS 50 tactical positions with full
- explanation
- 2. BT-2450 30 positions of the well-known BT-test
- in order to test the strength of the computer
- 3. BT-2630: the latest BT-test for strong programs
- * PIECES contains three different piece sets: REBEL.PCS,
- CREATIVE.PCS and BLOCK.PCS
- * TOOLS contains the conversion program needed to convert
- ChessBase game collections to the REBEL-format,
- TB.EXE
-
-
- The following directories can be present if you have used certain options:
- * TEXT into this directory the program will write all requested
- textfiles
- * PGN to write games in PGN-format
- * NiCBase to write games in NiCBase-format
-
- Trouble-shooting in the event that certain files are missing:
- No REBEL.CFG : the program will automatically take the default
- values after installation
- No REBEL.CLR : the program will automatically take the default
- values after installation
- No REBEL.BGN : the program will start up with a new game;
- No FRAGILE : the program will not display the differences in
- material when F5-INFO is configured to "Normal"
- No REBEL.ECO : the corresponding ECO-codes will not be
- displayed together with the bookopening
- No REBEL.MVS : you will be prompted with a warning message,
- you will then have the choice to either stop or to
- play on without an opening book
- No REBEL.TRL : the program will stop;
- No REBEL.PCS : the program will stop;
- No REBEL.GIF : the program will stop;
- No BOOK.TRL : the program will stop;
- No BOOK.TRX : the program will stop;
-
- Should the program stop, you will have to restore the missing file(s)
- from a backup. If you did not make a backup you will have to install the
- program again.
-
- 1.4. The REBEL.CFG file
- The REBEL.CFG contains the following user settings
- * name (and path) of the current opening book, database and piece set
- * path of the PGN-directory and of the NiCBase-directory
- * configuration of the info and animation
- * show hint move, turn board yes/no
- * possibility to consult teacher yes/no
- * sound, mouse, resign on/off
- * used language
- * opening book, tournament book and user book on/off
-
- The fundamental choice is made NOT to save any changed settings of the
- chess program. This means in practise that if you start REBEL the program
- automatically plays with the strongest settings. An exception is made for
- the time level. This information is saved in the REBEL.BGN file.
-
- 1.5. Registration
- The program is copy-protected and therefore registration is not necessary.
- Registering yourself however, has advantages.
- If you send us the filled-in registration form, we will inform you from
- time-to-time about new developments, newly released databases and newly
- released books. In addition you will receive a free diskette containing
- several interesting opening books and a program that converts openingbooks
- from other chessprograms (ChessGenius, Fritz, Chessmaster 4000, ChessMachine)
- to the REBEL-format.
-
- 1.6. Hints for system optimalization
- REBEL is a DOS-program, but can also run under Microsoft Windows allthough
- this is not recommended because it will cost playingstrength.
- If you choose to use REBEL under Windows, then type REBEL W.
- The use of hashtables however will then be limited to 256 Kb.
-
- To obtain optimum results of the playing strength, we advise you to restrict
- the use of disk-caching programs, such as Smartdrive or Norton Cache,
- since these programs greatly reduce the useful Hashtable size of REBEL.
- On the other hand, disk-caching programs are very useful when using big
- databases as well as for finding book moves.
- We have noticed an increase of disk speed of 400% using Smartdrive and
- of 900% using the Norton Speedcache from Symantec by certain overviews in
- a big database.
- For those people who have 4Mb internal memory we recommend the
- following compromise: reserve at least 256 KB for your favourite
- disk-caching program. REBEL still has 2Mb for its hashtable, which
- is more than sufficient.
-
- 1.7. Your config.sys
- In order to avoid problems with loading and saving games and databases, your
- CONFIG.SYS file must define the files for at least at 20.
- The line in your config.sys then should be "FILES=20".
- This also applies for your boot-diskette.
-
- Ch 2: The REBEL screen
- 1) The pull-down menus
- 2) Name section, name of the white player
- 3) Name section, name of the black player
- 4) Time section, white clocks pro move and total time
- 5) Time section, black clocks pro move and total time
- 6) Level section, time-level of play
- 7) Move section, moves currently played
- 8) Material section, material difference, black is one pawn up
- 9) Button (fast takeback 3 moves)
- 10) Button (takeback ½ move)
- 11) Button (force move)
- 12) Button ( ½ move forward)
- 13) Button ( 3 moves forward)
- 14) Comment field (main variation-1)
- 15) idem (main variation-2)
- 16) idem (main variation-3)
- 17) idem (current line)Ch. 3: THE FIRST GAME
-
- If you want to play a game with white, just input the desired opening move
- and the computer starts calculating its move.
- If you wish to play with black, click the REBEL button, or press ALT_M.
-
- 3.1. Move input
- You can input a move in different ways.
- 1) Click with the mouse on the piece you want to move.
- Click with the mouse on the square you want to go to.
- 2) Use the cursor keys to go to the square where the piece you want to
- move resides, and press ENTER. Drag the piece with the cursor keys to
- the square you want to go to, and press ENTER again.
- 3) Type the coordinates of the move in 4 characters.
- For example type e2e4.
-
- You can use variations of these three systems if you wish.
- If your move is legal, the piece is moved and the computer will start
- evaluating its own move.
- 4) If the indicated hint move is also your choice then you can speed up the
- input of that move by clicking on the hint move with the mouse.
- Keyboard users can use ALT_H.
- 5) Mouse users can make use of the following quick input procedure:
- If the comment field contains hint moves from the opening book,
- then clicking on such a move will immediately execute them.
- 6) If you want the computer to play another book move, press F10.
- This is the so-called next best function and is only active when the
- computer knows the current position from its book.
-
- 3.2. Manipulating moves
- The buttons provide you with a number of possibilities to manipulate the
- moves (for details, see 4.3)
- <HOME> program goes to the beginning of the game
- <END> program goes to the end of the game
- <-> program goes one move back
- <+> program goes one move up
- Mouse users have the possibility to click on any move in the Move section,
- for super fast takeback! By accessing menu OPTIONS F3, you can also go to
- specific moves (see 10.7, 10.8).
-
- 3.3. Changing the chess program (briefly)
- In this chapter we briefly indicate the possibilities for changing the
- evaluations of the program. For more details, we refer to chapter 5.
- * You can change the average time the computer uses to calculate a
- move via NIVO F2.
- * You can change the program's thinking depth, the memory it uses,
- and the thinking when you are on the move via OPTIONS F3.
- * You can change from which opening book you want to play or cancel
- the opening book completely via DATA F4 and SETTINGS F5.
-
- 3.4. Leaving the program
- You leave the program by accessing START F1 Exit to Dos or by
- pressing ALT_X. If you have changed any of the user settings or colors,
- the program will ask you if you want to save them or not.
-
-
- Ch. 4: GENERAL RULES CONCERNING OPERATING
-
- Basically you can go back to the game by pressing ESC wherever you are in
- the program. When in the database, mouse users can return to the game by
- clicking in the upperleft corner of the screen.
-
- 4.1. Moving pieces for keyboard users
- Use the cursor keys to go to the square where the piece you want to move
- resides, and press ENTER. Drag the piece with the cursor keys to the square
- you want to go to, and press ENTER again.
-
- 4.2. Using the pull-down menus
- The use of the 7 pull-down menus is Windows-alike.
- There are two ways to operate them: clicking without holding the
- mouse, and clicking when holding the mouse.
- If you click the mouse on one of the menus, the functions in the particular
- menu will appear on your screen. Make your choice by clicking on one of the
- functions inside the menu. If you click on a menu by holding the mouse you
- can drag the mouse to the desired function in the menu. If you release the
- mouse the function will be executed immediately. In this case, the scroll
- bar will follow the mouse movements.
-
- Keyboard users can access the pull-down menus with the F1 to F7 buttons.
- The cursor keys will move the scroll bar to the desired function.
- Some functions in the pull-down menus have sub-menus, displayed as
- >> or <<. They will appear automatically when the scrollbar lights such an
- option. Keyboard users can use the cursor keys.
-
- 4.3. Using the buttons
- You can operate the buttons by a short click with the mouse and the button
- will light up shortly. Keyboard users can use the corresponding Hotkeys.
-
- Keys Functions
- << Takeback three moves (Hotkey ALT_B)
- < Takeback a half-move (Hotkey "-")
- REBEL Forces the program to calculate a move or, if the program is
- already calculating, force the program to move. (Hotkey
- ALT_M). This button will change into GAME in the analysis
- level which will allow you to restore to the moves that were
- current before you started analysing.
- This button will change into EXIT while analysing a game or a
- database and allows you to abort the analysis to return to the
- current game.
- > Move forward a half-move (Hotkey "+")
- >> Move forward three moves (Hotkey ALT_F)
-
- 4.4. Using Hotkeys
- Several Hotkeys are available, mostly based on pressing the ALT
- button simultaneously with another key. Using hotkeys will resut in a
- faster and more convenient way of operating the program.
-
- Overview
- TAB OPTIONS F3-go to move
- HOME Go to begin of game
- END Go to the end of end
- PG-UP Go one page of moves back
- PG-DWN Go one page of moves forward
- ALT_B button <<
- "-" button <
- ALT_M button REBEL or, when in the database, swap display
- between text and the three next moves.
- "+" button >
- ALT_F button >>
- ALT_D DATA F4-load database
- ALT_G START F1-new game
- ALT_H Execute hint move if present.
- ALT_I DATA F4-game info when a game is loaded. If not, the
- program info (START-F1) will be displayed.
- ALT_L DATA F4-load game
- ALT_N DATA F4-load next game
- ALT_P DATA F4-search position
- ALT_S DATA F4-save game
- ALT_T If the teacher function is active, this will swap the current
- information in the comment field with the teacher info results.
- Within the database ALT_T will write to a text file.
- ALT_X START F1-back to operating system
-
- F10 "next-best" (see Ch. 3.1)
-
- 4.5. Loading and saving files
-
- 4.5.1. Loading files
- DATA F4 load database With this option you load/select another database.
- DATA F4 load book With this option you load/select another opening library.
- DATA F4 load userbook With this option you load/select your own handmade
- opening library.
- SETTINGS piece set With this option you load/select another piece set.
- NIC/PGN Open NiCBase gamefile With this option you can open a NiCBase *.G30 file.
- NIC/PGN -PGN into database With this option you can select a PGN-file and
- import it in the current REBEL database.
-
- The move section will change in an alphabetic overview of the present
- subdirectories and files in the current selected directory.
-
- By clicking on (sub)directories and harddisk(s), you can have access to
- any file. Floppy drives are not available for loading and saving files in
- the REBEL program. You can easily load the desired file by clicking on it.
- Keyboard users have to confirm their choice with pressing the ENTER key.
- For fast scrolling a scrollbar is available for mouse users in addition to
- the overview. Keyboard users can use the PG-UP, PG-DWN, HOME and END keys for
- this purpose. In the level section all available harddisks and CD-ROM players
- are displayed, for keyboard users accessable with the left and right arrow
- keys. To leave the option, press ESC or click outside in the disksection.
-
- 4.5.2. Saving files
- Used in the following functions:
- * OPTIONS F3-game to text file.
- * DATA F4-create new database.
- * OPTIONS F3-analyse database if the file ANALYSE.DAT already
- exists.
- * DATA F4-overviews.
- * NIC/PGN F7-Convert REBEL > NiCBase
- * NIC/PGN F7-Game to PGN
- * NIC/PGN F7-Database to PGN
-
- In all cases you will be prompted to type a filename of your choice.
- You are obliged to input a valid DOS file name. The program will warn you if
- the filename is not valid. In case the file name already exists, the program
- will ask for a confirmation to overwrite the existing file.
- Some of the above standing options are not available when the file that is to
- be saved would be saved on a CD-ROM, while it is impossible to write on a
- CD-ROM.
-
-
- Ch. 5: INFLUENCING THE CHESS ENGINE
-
- 5.1. Changing the chess engine of REBEL
- You can change the chess engine of the program in many ways.
- Since the program always starts with the strongest settings, this
- means that every change you make will result in weakening the program.
-
- 5.2. The different time levels under LEVEL F2
- At the start of the program, the playing level is taken from the
- last time you used the program. By changing the level of play, you
- can make the program stronger or weaker. The general rule is:
- The more time you give to the program, the stronger it will play.
-
- Overview
- TIME The program will play on the selected average time.
- BLITZ Play a game with a fixed amount of time. The
- program will warn you if you exceeded the time limit.
- In this case you have lost the game. You can see your
- remaining time in the time section.
- HANDICAP Same as BLITZ, but now you can reserve more time
- for yourself and less for the computer. You can see
- your remaining time in the time section.
- TOURNAMENT Plays a game on a desired tournament level.
- The program will warn you if you exceeded the time
- limit. In this case you have lost the game.
- After the time control(s), you will receive the extra
- time needed. You can see your remaining time in the
- time section.
- PLY Let the program play on a fixed (ply) depth.
- MATE A special level for solving difficult Mate problems.
- The program will ONLY search for a possible move
- sequence to achieve checkmate. If a mate is not
- possible at the current board position, the program
- will display: No mate possible and no move is being
- given by the program.
- USER Same as TIME, but now you can define your own
- favourite level of play. You will be prompted to type
- the desired time. Type for example 00:25 and the
- program will play at an average time of 25 seconds
- per move.
- INFINITE The program will continue evaluating until you stop it
- (i.e. with the REBEL button) or when a mate is
- found, or when the maximum ply depth is reached.
- ANALYSIS For this special level we refer to chapter 10.2.
-
- 5.3. The other options under OPTIONS F3
- OPTIONS F3 contains a number of possibilities to change the chess
- engine of the program.
-
- 5.3.1. Permanent brain
- With this option you can prevent the computer from thinking while
- it is your time to move. This will make the program weaker ofcourse.
- If the permanent brain is active, the computer will take full advantage
- while you are thinking about your move.
-
- 5.3.2. Brute force
- Brute force is a specific method for computer chess. If brute force is
- active, all possible positions will be evaluated, without regard to if they
- are good or bad. The main advantage is that there is no risk that the
- computer will overlook a move.
- The default setting, however, is: "not active". The program will now use
- the selective method in which only the good moves will be evaluated.
- This will speed up the search time.
-
- 5.3.3. Combination
- If combination is on, the program generally will find the right moves in
- tactical positions quicker than when combination is off.
- By default, this option is turned off, because it influences the program
- too much in normal play.
-
- 5.3.4. Selection
- The program (when brute force is off) has its own intelligent flexible
- algorithm to decide if a given variation should be extended or not. This is
- called "selection" and is based on a judgement by the program whether it
- makes sense to extend a given variation or not. With this option you can
- turn off the program algorithm and change it into a fixed depth of selection.
- You will have the choice between 1 through 9. "N" is the default setting
- meaning Normal. If you were to choose selective 4, while the program was,
- for example, on the 9e ply, this would mean that the calculations were done
- with the settings: 5 ply brute force and 4 ply selective thereafter.
- With Normal the whole selection scheme is totally flexible.
-
- 5.3.5. Playing style
- You have the choice of 5 different playing styles ranging from agressive
- to defensive. In the pull-down menu the actual playing style is displayed
- by the corresponding uppercase letter.
-
- 5.3.6. Playing strength
- There are 3 levels of playing strength. If you select the novice option
- here, you have the best possibility to beat the program.
- In the pull-down menu the actual playing style is displayed by the
- corresponding uppercase letter.
-
- 5.3.7. Hashtables
- The term hashtables stands for an algorithm in which the program stores the
- results of its evaluations into the PC memory. This is very helpful for the
- program: when the program finds a position in the hashtable that was already
- evaluated, then there is no need to evaluate the position again since the
- result is already known. This technique makes it possible to speed up the
- search process by a factor of three, and even more in the endgame.
- At the start of the program REBEL will try to reserve as much free memory
- as possible: The more free memory, the more positions the program can store.
- With this option you can change the size of the hashtables.
- Ofcourse you cannot make the hashtable bigger than the size of free memory
- you have left on your computer.
- See also chapter 1.6 Hints for system optimalization.
-
- 5.4. Book openings
-
- 5.4.1. In general
- In REBEL three openinglibraries can be active: the normal book
- (extension ".MVS), the tournement-book (in the program itself, so not in
- a seperate file) and a userbook (extension ".RBM"). In selecting a bookmove
- the userbook has the highest priority and the normal book the lowest.
-
- At the start of the program, the normal book and the userbook (if available)
- found in the REBEL.CFG will be loaded.
-
- If you play from the opening book, the comment section will show you
- which moves are still available for the current position.
- Additionally, the program knows about 300 openings by name.
- If the program recognizes a variation, it will display the corresponding
- opening name with ECO-code in the comment section.
-
- 5.4.2. Load opening books (DATA F4)
- At the start of the program, the book found in the REBEL.CFG will be loaded.
- With this option you can switch to another opening book which has the
- extension ".MVS".
-
- 5.4.3. Load userbook (DATA F4)
- REBEL gives you the possibility of loading your own made openingbook.
- This book needs to have the extension ".RBM" and will be saved in the
- REBEL.CFG. You can make it yourself by creating an ASCII-file with opening
- lines. It's very simple to do it yourself:
- a) to start a new variation start a new line;
- b) give in a move by typing the coordinates in four characters, e.g. e2e4;
- c) after every move you need to type a SPACE which indicates that the program
- will play this move active òr a MINUS which indicates that the program
- will not be allowed to play this move.
-
- Examples:
- "e2e4 d7d5-g1f3 " means that REBEL will play at the start e2-e4;
- does REBEL play with black then the answer to "e2-e4"
- will NOT be d7-d5, but when REBEL has white and the
- opponent plays d7-d5 after e2-e4 then REBEL will answer
- with Knight g1 to f3;
- "e2e4 e7e6-": REBEL will not play the French opening;
- "d2d4 d7d5-": REBEL will not play Queens gambit.
-
- 5.4.4. Book opening on/off (SETTINGS F5)
- With SETTINGS F5-opening book, you can decide whether the computer is allowed
- to use its opening books or not. If not, the program won't
- search for a move in its opening books and therefore the program will start
- the evaluation process immediately, even at the first move of a new game.
- If you put this option off automatically the tournementbook and the userbook
- will be switched off. Hereafter however it is possible to activate the
- tournementbook and/or the userbook without activating the normal book.
-
- 5.4.5. Tournementbook on/off (SETTINGS F5)
- With SETTINGS F5-tournement book, you can decide whether the computer is
- allowed to make use of the internal tournement book or not.
- The tournementbook only contains good variations for REBEL.
- When the tournementbook is turned off only REBEL.MVS (which is a much
- broader book) will be consulted which will result in a much more varied game.
-
- 5.4.6. Userbook on/off (SETTINGS F5)
- With SETTINGS F5-user book, you can decide whether the computer is allowed
- to make use of the userbook if loaded.
-
- 5.4.7. Alternative opening books
- Schröder BV releases also a lot of new opening books which can be ordered
- seperately. These opening books are organized by opening name
- (for example Spanish) or by famous players (for example Karpov) and so on.
- Already 15.000.000 opening moves are available.
- For more information and/or orders contact your local dealer or:
- Schröder BV, p.o. box 6365, 7401 JJ Deventer, Holland.
-
-
- Ch. 6: DATABASE
-
- 6.1. Database loading and saving
- At the start of the program, the database found in the REBEL.CFG will be
- loaded. You can switch to another database at any time
- (see DATA F4-load database, chapter 4.3.1). The database uses files with
- the extensions DAT, IX1 and IX2. Should you try to load a database while one
- of these files is missing, you will be warned by an error message. You will
- also get an error message if you try to create a new database with a name
- that already exists.
-
- 6.2. Loading a game (DATA F4)
- If you decide to load a game from the database, you'll get a new screen on
- which the first 20 games of the database (alphabetically ordered) are visible.
- To view the next games in the database, you have two possibilities:
- * You click on top of the screen on (or the PG-DN key) and the
- next 20 games will appear (with (or the PG-UP key) you can
- scroll back for 50 pages);
-
- * You click on top of the screen on the letter of the alphabet
- (or the corresponding key) and again 20 games become visible,
- starting with the selected letter.
-
- Instead of the information in the Place columm, you can also get the
- information of the next three moves. Click on Place or the PLC icon and the
- program will show the moves. Keyboard users can use ALT_M.
- In the comment section, extra information of the game where the scroll
- bar is on, is available.
- You can load a game by clicking on the desired game or by selecting
- a game with the arrow keys and confirming it with the ENTER key.
-
- 6.3. Loading next game (DATA F4)
- DATA F4-next game (or ALT_N) will load the next game available in
- the database. All selections previously made will be taken into account.
- This means practically that, if you have selected to see all the games of
- Nigel Short, this function will load the next game of Nigel Short.
-
- 6.4. Saving a game (DATA F4)
- You will be prompted to input some data belonging to the game to be saved
- (names, ELO, date, result, some additional text).Attached to the complete
- game (moves and move comments), this information will be saved into the
- database. All items will be pre-filled (see the default bar). With ENTER
- the information will be accepted, with SPACE all the information on the line
- the cursor is blinking will be cleared.
- If you want to change an item, simply type the desired information
- and press ENTER.
-
- Overview
- Name white a maximum of 20 characters. You are obliged to input a
- name. If you type nothing, the name will become Player.
- Name black a maximum of 20 characters. You are obliged to input a
- name. If you type nothing, the name will become
- REBEL 7.0.
- ELO white the ELO-rating of the white player, this is not obliged, but
- it is recommanded for the overviews (see chapter 6.8).
- An ELO-rating between 1000 and 3400 will be accepted.
- ELO black see ELO white.
- Place not obliged, maximum 39 characters.
-
- Date not obliged, you can either input an exact date or a year.
- Examples 1994 , 120794 , 12-7-94 or 12-07-94
- Tournament not obliged, maximum 39 characters.
- Result not obliged, but is recommended for the overviews (see
- chapter 6.8).
- White wins type 1-0 , 1 or simply +;
- Black wins type 0-1 , 0 or simply -;
- Draw type ½-½ , ½, 0.5 , or simply =
- Comment not obliged, maximum 72 characters, this is not a move
- comment but a game comment.
-
- 6.5. Rewrite a game (DATA F4)
- The loaded game will be overwritten by the current game.
- The original data of the loaded game will be lost.This function is especially
- useful if you want to make some (minor) changes to existing games, without
- the need to delete the old game.
-
- 6.6. Delete a game (DATA F4)
- You can select the desired game to be deleted in the database as described
- in chapter 6.1. For reasons of security, you will be prompted should you
- indeed wish to delete the selected game.
-
- 6.7. Reorganization (DATA F4)
- Activating reorganization will force the program to sort the entire database
- by name. Additionally, all deleted games will be permanently removed from the
- database, thus increasing your free diskspace. Reorganization is only useful
- if you have added or deleted games.
- Before starting the reorganization, REBEL will first inform you whether it
- makes sense to reorganize, by displaying how many bytes of free diskspace
- will be gained. There are other advantages in reorganizing: some search
- functions will be performed quicker and searching on moves, positions or text
- will show the games alphabetically.
- Depending on the size of the database, the reorganization will take some
- time. When reorganizing, a temporary (and invisible) file will be created.
- If your harddisk contains insufficient space, reorganizing is impossible.
-
- 6.8. Search functions (DATA F4)
-
- 6.8.1. Searching on names
- You can input either one or two names here, both of which will be searched
- for in the database. If you have typed just one name with white, the program
- will search for all the games from that player, starting with the games he
- or she played with white. Have you typed only one name with black, REBEL
- will start searching first for the games he or she played with black.
- If you have typed two names, the program will search for all the games
- played between those two players. This function works via the famous
- BTREE+ principle and will select games from a database of 1.000.000 games
- for example within seconds.
-
- 6.8.2. Searching on text
- First you will have the choice to decide which search criteria you wish to
- use. The criteria are based on the and-and principle.
- If you select a name, a date and a result, REBEL will search for those
- game(s) which contain that name, that date and that result.
- This can take some time depending on your hardware, the size of the database
- and whether you have loaded a disk-caching program or not
- (see also chapter 1.6). If you have only selected names, the program will
- perform a quick search on names (see 6.8.1).
-
- Overview
- Names optional, not obliged
- Date optional, you can only input a year
- Text optional, maximum 39 characters
- Score optional, see chapter 6.4
-
- 6.8.3. Searching on moves
- The program will search for games containing the exact moves of the currently
- played game on the chessboard. This function is very useful for opening
- preparation.
-
- 6.8.4. Searching on positions
- The program will search for games with exactly the similar position as the
- one on the chessboard. REBEL will automatically recognize move
- transpositions, if relevant. This means that games started
- with "1.d4 d5 2.Nf3" and "1.Nf3 d5 2.d4" are similar to this search function.
- This function is very useful for opening preparation.
-
- 6.9. Overviews (DATA F4)
- There are six different overviews available. The contents of these overviews
- can be written to a text file by clicking on the TXT button in the info
- section (ALT_T for keyboard users).
-
- 6.9.1.
- You will get a complete overview of all players in the database and their
- results. All games played, with regard to their results, will be taken into
- consideration and will lead to a new ELO rating of a given player in the
- database. The meaning of the three ELO ratings is as follows:
- Original start ELO rating of a player.
- Average average ELO rating of the opponents the player has played against.
- New the new calculated ELO rating for this player.
-
- 6.9.2. Overview top 40 on percentage
- You will get an overview of the best 40 players in the database, based on the
- results of the games. The 40 players with the highest percentage will be
- displayed. With PG-UP / PG-DWN you can switch between the two pages.
-
- 6.9.3. Overview top 40 on ELO-rating
- You will get an overview of the best 40 players in the database, based on
- the new ELO results of the players. The 40 players with the highest ELO
- rating will be displayed.
- With PG-UP / PG-DWN you can switch between the two pages.
-
- 6.9.4. Overview of tournaments
- You will be prompted to input the desired tournament (or a part of it).
- The program will gather all the games played in this tournament and will
- sort the results.
-
- 6.9.5. Overview of matches
- You will be prompted to input two player names.
- The program will gather all the games both players have played and will show
- the results. The games between those two players are also taken into
- consideration and the final result will be displayed.
- This function is very useful if you want to know the results of matches
- played between two players.
-
- 6.9.6. Overview of book openings
- This function is useful:
- * If you wish to see a full overview of the database concerning all
- the book openings played (make no selections)
- * If you want to prepare yourself on a certain opponent (make a selection
- on the white or the black player name).
- You will be prompted to make the desired selections for which to search for
- in the database. The output is based on the generally known names of the
- book openings played. You can only select one name, white or black, the
- program will search for the desired player and colour.
-
- 6.10. Create a new and empty database (DATA F4)
- With this option you can create your own desired database, for example in
- order to collect (your own) games of the chessclub you are playing.
-
- 6.11. Conversion program for ChessBase
-
- 6.11.1. TB.EXE (T)o (B)ase
- With the REBEL program a conversion program is provided that can convert all
- your valuable ChessBase data into the REBEL database format. This program
- is called TB.EXE and can be found in the TOOLS directory just as the
- necessary files CBASE.EXE and NAMES.ELO.
- Syntax: TB <source> <destination>
- You can also extend this program with the option "/D" and you will be
- informed about the conversion progress.
- Please take not of the fact that the corresponding *.CBI needs to be present
- too! Example: TB CHESBASE.CBF REBEL.DAT /D
-
- The TB program will convert all ChessBase games found in the file
- CHESBASE.CBF into the REBEL database REBEL.DAT.
- If the file REBEL.DAT already exists, the games from CHESBASE.CBF will be
- appended to the REBEL.DAT database.
- If the database REBEL.DAT does not exist, a new database of that name will
- be created.
-
- 6.11.2 Notes on TB.EXE
- The REBEL database is an ELO rating-based system and therefore an ELO rating
- will be inserted into the games during the conversion progress, if the name
- of the player can be found in the official FIDE ELO rating list. This list
- is limited to players who have an ELO of at least 2450, because the entire
- list is simply too large to fit onto a single floppy disk. The list of
- players and their latest ELO rating can be found in the file NAMES.ELO
- in the TOOLS directory.
- You can, at your own risc, change or extend this ASCII file with your own
- names and ELO ratings before you start the conversion.
- Although a lot of time has been spent in developing and testing the
- program, the author cannot guarantee a 100% trouble-free conversion because
- some games from ChessBase may contain illegal moves.
- TB.EXE cannot convert ChessBase games with a position that differ from the
- normal startposition.
-
-
- Ch. 7: SCREEN SETTINGS
-
- With REBEL you can choose which information you want on the screen.
-
- 7.1. Changing names (SETTINGS F5)
- Here you can change the name of the white player, as well as the name of the
- black player. The cursor will flash in the name section and you can type the
- desired white or black name (maximum 12 characters).
- When a game is loaded from the database with names longer than 12 characters,
- only the first 12 characters will be displayed.
-
- 7.2. Info (SETTINGS F5)
- In the menu behind the word "Info" the first character of the selected info
- level is displayed.
- There are three possible levels:
- a) None
- This level is useful when you want to play against REBEL with as little as
- possible assistance. In the move-section no info about the calculations nor
- the difference in material will be displayed. Therefore the move-section can
- contain more moves.
-
- The comment-section will not show which move is actually calculated, neither
- will it show which variations has been considered when a move is done.
- During the calculating only one line will be displayed that contains only
- very brief information, for instance:
- "09:23 10.22 (43) Pos/sec: 12.234 (3.890.345 pos. evaluated)",
- this tells you:
- REBEL has been calculated for 9 minutes en 23 seconds sofar;
- it's calculating 10 ply deep and at this moment is has considered 22 moves
- on the 10-th ply where 43 moves are possible;
- during the last second 12.234 positions were considered of a total
- of 3.890.345 possible positions.
-
- b) Usual
- This level is useful if you want to be informed about which variations
- REBEL is calculating and you do not want to be bothered by all kind of
- information of specific computerchess kind.
- The moves-section will display the difference in material.
- The comment-section can contain four lines, the first three lines contain
- the main variations that REBEL finds best for the given position.
- The fourth line shows some information about the evaluation status at that
- moment.
-
- Examples:
- one of the first three lines could be:
- "00:04 4.05 0.15 b5xa4 Ra1xa4 Nf6-d5 Qg4-g7+"
- which tells you the following:
- after 0 minutes and 4 seconds the program has found the displayed main line;
- this main line is found at the fourth ply as fifth possibility;
- this main line is judged by the program with a score of 0.15.
-
- the fourth line could be:
- "09:23 10.22 (43) b5xa4 Pos/sec: 12.234 (3.890.345 pos.evaluated)"
- which tells you the following:
- REBEL has used 9 minutes and 23 seconds so far;
- it performs a search depth of 10 ply's and has already evaluated 22 moves of
- the 43 legal possibilities of the tenth ply;
- the program is now evaluating the move b5xa4 and has evaluated 12.234
- positions in the previous second and 3.890.245 positions in total.
-
- c) Extended
- This level is very useful for those who want a complete insight of the
- calculatingproces of REBEL and everyhting connected with it.
- The move-section will show you the following when REBEL is on the move:
- "Depth": the first number indicates the actual ply-depth, the second the
- average ply-depth;
- "Hash": the first number indicates the number of transpositions for white
- and the second the number of transpositions for black where "K"
- means mutiply with 1000. The third number gives the percentage of
- the reservated memory for hashtables that is already occupied
- (see chapter 5.3.7);
- Selection: the first number indicates how many variations are offered to
- select, the second how many variations are kept of those and the
- third is the percentage kept variations, so the percentage
- indicates how selective REBEL is calculating. When this is for
- instance 20% it means that 80% of the variations is skipped which
- results in an enormous saving of time.
- "Time": the first number gives the minutes and seconds that REBEL will use
- at least before it moves and the second gives the hours and minutes
- REBEL will use at the most.
-
- When you are to move, in the move-section will be showed what REBEL is
- thinking of ( that is to say: when you haven't deactivated the permanent
- brain, see also chapter 5.3.1):
-
- "Expected": display which counter-move REBEL expects plus the answer to that
- move;
- "Score": gives the score of that move;
- "Actual": gives the ply-depth and the move REBEL is calculating about at
- that moment;
- "Positions":the number of calculated positions.
-
- Just like b) the comment-section can contain four lines of which the first
- three can contain the former variations.
- The fourth line differs slightly comparing to b)
- for example:
- "0:13 5.14 (+) Dc8-b7 g3-g4 Lf5-d7 d4-d5 Db7-c7 4256 (178.728)
- which means:
- calculated 13 seconds sofar;
- REBEL calculates 5 ply deep and has considered already 14 possibilities on
- a depth of 5 ply; the "(+)" indicates that REBEL expects a considerable
- improvement of score compared with the score it has sofar (a "(-)" means a
- worsening);
- REBEL is now calculating Dc8-b7 with as tree g3-g4 Lf5-d7 d4-d5
- Db7-c7; during the last second 4256 positions were considered and in
- total 178.728 positions.
-
- 7.3. Show hint (SETTINGS F5)
- You can only switch this function on or off.
- If show hint is active then REBEL will show you a move suggestion
- (if available) right above the REBEL button. Clicking on this move will
- execute the move immediately (ALT_H for keyboard users).
- If show hint is not active, the screen space will be used to make the move
- section bigger.
-
- 7.4. Show teacher (SETTINGS F5)
- You can only switch this function on or off.
- If teacher is active, REBEL will show you how the program judges the current
- position.
- Mouse users Click in the info section and the teacher information will
- appear. Clicking in the info section again will show you
- the previous information.
- Keyboard users Use ALT_T here.
- Four remarks about important squares of the current positions are given in
- the left columm. In the right columm, a more text-based judgement is given
- of important aspects of the current position. For a more detailed
- explanation, we refer you to the README-file.
-
- 7.5. Sound on/off (SETTINGS F5)
- This will give you the possibilty to turn on/off the PC's internal speaker.
-
- 7.6. Mouse on/off (SETTINGS F5)
- This will give you the possibilty to turn on/off the mouse.
- You can only turn on the mouse when a mouse driver is loaded.
-
- 7.7. Resign on/off (SETTINGS F5)
- This allows REBEL to resign or not but REBEL will never give up during a
- blitz-level, handicap-level, infinite-level and analysis.
- REBEL only resigns once in a game. By deactivating and activating again
- however REBEL will resign again if appropriate.
-
- 7.8. Turn board (SETTINGS F5)
- This option will give you the choice to turn the chessboard 180°.
- This will give you the opportunity to play a game with the black pieces in front.
-
- 7.9. Languages (SETTINGS F5)
- The program can be operated in several languages. With this option you can
- choose one of these languages. All present information on the screen will be
- given in the chosen language.
-
- 7.10. Colors (SETTINGS F5)
- With this option you can change almost every item of the screen to your
- desired colour. (If your VGA-cart is not VESA-compatible, the colors of
- some items will be connected to eachother meaning that if you change the
- color of one item, the color of some other items will be changed too)
-
- 7.10.1. Set colors
- In the new appearing pulldownmenu you can select an item, for instance the
- comment-section, and the quantity red, green and blue will be shown
- automatically. With the mouse you can mix your new color.
- The cursor-user has to use the left arrow to enter the palette and the up
- and down arrows to select a basiccolor. Accordingly with
- the "-" and "+" cursor the quantity of that basic color can be defined.
-
- 7.10.2. Reset colors
- This will reset the colors to the configuration you had before you entered
- the color option, unless you selected in the meantime "Save colors".
-
- 7.10.3. Save colors
- By choosing this option the new colors will be saved into the REBEL.CLR-file.
-
- 7.10.4. Standard colors (START F1)
- This resets all colors to the standard values as are programmed in the
- program itself.
-
- 7.11. Changing piece sets (SETTINGS F5)
- The program contains three different piece sets.
- With this option, you can load your favourite piece set.
-
- 7.12. Bookopening on/off (SETTINGS F5)
- See chapter 5.4.4.
-
- 7.13. Tournementbook on/off (SETTINGS F5)
- See chapter 5.4.5.
-
- 7.14. Userbook aan/uit (SETTINGS F5)
- See chapter 5.4.6.
-
- 7.15. Animation (SETTINGS F5)
- There are three animation levels:
- a) None
- This level is strongly advised when your VGA-cart is not VESA- compatible.
- The pieces will not move over the board, the mousecursor will not change
- into the selected piece and pop-upmenu's will appear at once.
- b) Usual
- The pieces now will move visually over the board when REBEL moves, the
- mousecursor will change into the selected piece and pop-upmenu's will
- appear like a real "pop-up".
- c) Fast
- Same as b, but faster.
-
- 7.16. Save configuration (SETTINGS F5)
- This will save the current screen settings into the REBEL.CFG except for
- the colors. The next time you start REBEL, the program will remember the
- changes you have made.See also chapter 1.4.
-
- 7.17. Standard configuration (START F1)
- The screen now is configured according to the standard settings in the
- program itself, except for the colors.
-
- Ch. 8: SETTING UP POSITIONS (POS F6)
-
- 8.1. Set up a position (POS F6)
- With this function, you can insert or remove pieces from the board.
- If you enter this function at the move section, the 12 chess pieces will
- appear on your screen and you can select them with your mouse or keyboard.
-
- Selecting a piece
- Mouse users with the left button you select a piece
- with the right button you scroll to the next piece in the
- list.
- Keyboard with the spacebar you select the next piece
- with "+" you change the colour of the selected piece.
-
- Inserting a piece
- Select a piece as described above.
- Putting a piece on the board:
- Mouse users click on the square where you want the selected piece to
- be placed.
- Keyboard select the desired square with the cursor keys. Press
- ENTER to place the piece on the square.
-
- Removing a piece
- Mouse users click twice to clear the desired square.
- Keyboard press Delete to clear the desired square
-
- When you leave the set-up function, the program will check the new position
- according to the chess rules. If a position is illegal, you will be warned.
- If you still decide to continue, the program will restore the position
- existing before the position mode was entered.
-
- 8.2. Make board empty (POS F6)
- This function will automatically clear the whole board.
- After that, the program jumps to Set up a position and you can insert your
- desired position.
-
- 8.3. Abort set up (POS F6)
- If you decide to cancel the set up, this function will return to the game.
- If you still decide to continue, the program will restore the position
- existing before the position mode was entered.
-
- 8.4. White/black to move (POS F6)
- After you have made changes to the board, you can exit the POSITION mode
- with one of these 2 functions. You will return to the game, and the color
- you have chosen is at move.
-
-
- Hfd. 9: NIC/PGN
-
- 9.1. Open NiCBase gamefile (NIC/PGN F7)
- In order to be able to load a game from a NiCBase gamefile, there must be
- opened one. That is what is option is for. The directory from which you
- want to open should contain a file with extension ".G30" and also the
- corresponding file with extension "I.30".
-
- 9.2. Load NiCBase game (NIC/PGN F7)
- If a NiCBase gamefile is open, an overview of 40 games will be presented to
- you. With PG-UP and PG-DN keys you can look further (or by clicking the
- corresponding symbols); with the up and down arrow-keys you can select the
- game to be loaded and it will be loaded by confirming with <ENTER> (or
- simply by clicking the desired game with the mouse).
- In contrast to the possibilities of the REBEL-database you cannot call an
- alphabetical overview by simply typing a character, but you do have the
- possibility to call the first moves displayed on the screen instead of the
- name of the place by hotkey <ALT-M>, or clicking the symbol or "name".
-
- 9.3. Next game (NIC/PGN F7)
- Activating this option will load the next NiCBase game if a NiCBase gamefile
- is open.
-
- 9.4. Previous game (NIC/PGN F7)
- Activating this option will load the previous NiCBase game if a NiCBase
- gamefile is open.
-
- 9.5. Search in NiCBase (NIC/PGN F7)
- If a NiCBase gamefile is open, you will be prompted to fill in the
- selection-criterions. This behaves exactly as "search text" of the REBEL
- database. See chapter 6.8.2.
-
- 9.6. Convert REBEL to NiCBase (NIC/PGN F7)
- The actual REBEL database will be written to a file of NiCBase-format,
- including all comments, while your REBEL database will stay unchanged
- ofcourse. You will be prompted to type the name of the new NiCBase- gamefile.
- You have to take care for yourself that there is enough free space on your
- harddisk! The conversion can be interrupted by pressing <ESC>.
-
- 9.7. Import NiCBase to REBEL (NIC/PGN F7)
- If a NiCBase gamefile is opened, this one will be added to the actual
- REBEL database including all comments. You will be prompted for permission
- to avoid that unwillingly games are added to your database.
-
- 9.8. Game to PGN (NIC/PGN F7)
- Your present game will be written to a file in PGN format including comments
- or analysis. Your will be prompted for the name of the new PGN-file.
- The PGN format is used on the INTERNET. For a detailed instruction on the
- format we refer to the official rules for it.
-
- 9.9. Database to PGN (NIC/PGN F7)
- The actual REBEL database will be written to a file of PGN-format including
- all the comments, while your REBEL database will stay unchanged ofcourse.
- You will be prompted to type the name of the new PGN-file. You have to take
- care for yourself that there is enough free space on your harddisk!
- The conversion can be interrupted by pressing <ESC>.
-
- 9.10. Import PGN to REBEL (NIC/PGN F7)
- First you will be asked to select the PGN file that you want to add and then
- it will be added to the current REBEL database.
- You will be prompted for permission to avoid that unwillingly games are
- added to your database. In case of problems an error-file is created
- (named <PGN-database>.ERR) so that you can see which games were not
- imported and for what reason.
-
- Ch. 10: REMAINING OPTIONS
-
- 10.1. New game (START F1)
- By this option or by <ALT G> a new game will be started thus clearing all
- moves and comments. If you do not wants this you have to save the game
- beforehand by activating "Save game" (chapter 6.4).
-
- 10.2. Analysis mode (NIVO F2)
- This function allows you to analyse a game or a position in a comfortable
- way by combining the Infinite level with the Player-Player option.
- The program will start evaluating the current position until you decide to
- enter a move. The program will execute this move and will start evaluating
- the new position immediately. All take back and move forward facilities will
- remain, so you can analyse a game without any obstacles.
- The REBEL button is now changed into a GAME button. If you click on GAME,
- the program will restore the original game you have loaded or played.
- This gives you the opportunity to analyse alternative moves or
- sub-variations of the game. So with GAME you can easily restore the
- original game without the need to re-load the game from the database.
- You can exit the analysis mode by selecting a new level (see NIVO F2).
-
- 10.3. Player-Player mode (OPTIONS F3)
- Puts the program into sleep mode.
- With this function you can enter a range of moves and the computer will not
- disturb you with a counter move but the program will still check your moves
- on legality. You can make the program active again by clicking REBEL.
- From this point, the program will start calculating again.
-
- 10.4. Automatic play (OPTIONS F3)
- The program will play against itself from the current position.
- The program will continue playing until you interrupt it by clicking
- on REBEL or by a checkmate or a draw.
-
- 10.5. Analyse game (OPTIONS F3)
- With this function you can analyse an entire game or just a part of it.
- You can also select which color(s) of the game must be analysed
- (white, black or both). The program will start analysing the game at the
- current level and from the current position. In this way you can decide
- from which move on the analysis has to start.
- The REBEL button will change into an EXIT button which will give you the
- possibility to abort the analysis.
- The analysis results will be stored in the move comment and you can show
- the results with the take back and move forward facilities after the
- analysis has been finished. The analysis will be executed in 2 stages.
- First the real move played in the game will be analysed, and after that,
- REBEL will analyse the position and give its opinion. If REBEL finds its
- move clearly better than the move played in the game, the program will
- mark this move by inserting 2 "!" in the move comment.
- For a detailed example about the power of this function we refer to
- the README-file.
-
- 10.6. Analyse database (OPTIONS F3)
- With this function you can analyse an entire (position-based) database
- which is especially handy for solving many difficult (test)positions.
- Every start position in the currently loaded database will be analysed
- with regards to the current level, and the results (last three main lines)
- will be written into the move comment.
- The results will not be written in the current database but to a new
- database named ANALYSE.DAT. When the analysis is finished, you can load
- this database and view the results. The provided databases BT-2450.DAT
- and BT-2630.DAT are especially suitable for this function.
- The REBEL button has changed into an EXIT button which will give you the
- possibility to abort the analysis. Keyboard users can press ESC to abort
- the analysis.
-
- 10.7. Goto Move number (OPTIONS F3)
- With this function you can jump to any move you wish in a game.
- You will be prompted to enter the desired move number. If you enter a
- number higher than the actual number of moves of the game, the program
- will go to the last move of the game.
- If you want to go to the start of the game, enter 0.
-
- 10.8. Search for move (OPTIONS F3)
- This function allows you to go to a move you still remember.
- You will be prompted to enter the desired move. The move must be entered
- in coordinates, for example e2-e4.If this move exists in the game,
- the program will perform a Goto Move and the desired position will appear.
-
- 10.9. Replay game (OPTIONS F3)
- This function allows you to replay/study a game at three different speeds
- (slow, normal and fast). The program will setup the start position and
- will execute all moves at the speed you have chosen. You can watch the
- game and study the moves and move comments.
- You can interrupt the replay by pressing the spacebar.
- Pressing the spacebar again will force the program to continue the replay.
- If you wish to abort the replay function, press ESC or click on a menu item.
-
- 10.10. Write move comments (OPTIONS F3)
- With this function, you can simply supply every move with your comments.
- All move comments will be written to the hard disk if you save the game.
- Your move comments will always be visible in the info section.
-
- 10.11. Game to text file (OPTIONS F3)
- With this function, you can write the current game to an ASCII text
- file (move comments, names, date etc. included). You can read or print the
- created text file with your favourite text editor.
- REBEL will prompt you for a legal DOS file name to write the data to.
-
- 10.12. PC-Auto board on/off (OPTIONS F3)
- This PC-program can to be used with the Mephisto PC-AutoBoard.
- When activating the board in OPTIONS F3 it will automatically search for
- the connection with the board. If everything is connected well, you will
- see that every LED is checked for a short time. If the connection is not
- perfect (no power or no proper connection with the printerport of your PC)
- a message is shown and you have to press any key to be able to start
- playing without the use of the board. If you solve the problem you have
- to activate the board again in the OPTION F3 menu in order to play with
- the Mephisto Board.
-
- IMPORTANT : always ensure your computer is switched off before connecting
- or disconnecting peripherals. Failure to do so may result in
- damage to your equipment.
-
- For further information we refer to the official manual of
- the Mephisto board.
-
-
- 10.13. Auto 232 (OPTIONS F3)
-
- This option is especially suited for those who want two programms to play
- against eachother on two computers. You need a special cable for it plus
- software with which no doubt your dealer can supply you.
- The advantage of REBEL is that, when you let two computers play against
- eachother, REBEL saves all the games into the current database including
- the score. During this autoplaying the score is visible and updated and
- double games are skipped automatically! Under the REBEL button you will
- see for instance: 12.0-9.0 10-4-7 (6) meaning:
- the score is 12-9 for REBEL, 10 games are won, 4 draw and 7 lost,
- while 6 double games are skipped.
-
- 10.14. Starting game (DATA F4)
- This function will restore a game that was active before you decided to
- change the current game or before you loaded another game from the database.
- Very useful in the following cases:
- * If you accidentally started a new game, this function can restore the
- previous game.
- * If you have loaded 2 games from the database and you want to
- return to the previous one.
-
- 10.15. Overview MVS-file (DATA F4)
- By selecting this option an overview is presented to you about the
- openingbook, sorted on openingnames. In other words: you can have a look
- into the book to see which opening is represented well and which one is
- represented less and also which opening is active and which not.
- Under the overview the total number of moves and positions and the
- average length of the bookopeninglines are reported.
-
- 10.16. Swapping clocks
- Only mouse users have the possibility to swap the 2 clocks in the time
- section. This is executed by clicking in the time section.
-
- 10.17. Swapping names
- Only mouse users have the possibility to swap the two names in the names
- section. This is executed by clicking in the names section.
-
-
- Ch. 11: Trouble-shooting
-
- 11.1. DOS problems
- Since the release of MS-DOS 6.0, certain programs on certain PC's no longer
- behave properly. If you have problems with loading or running Rebel we
- suggest the following:
- If you are not familiar with MS-DOS, we suggest starting the program from a
- so called BOOTDISK. This will always work.
- Format an unused diskette in your bootdrive with the /S option, which will
- make that diskette bootable.
- For example type FORMAT A: /S
- Don't forget to put a config.sys on it (see chapter 1.7).
-
- Anytime you want to start REBEL you should put this diskette in your drive
- and press CTRL ALT DEL simultaneously.
- The computer will start up again.
- Then you can start REBEL by going to the installed directory
- probably C:\REBEL7) on your hard disk, and then type REBEL.
- The progam will start up.
-
- 11.2. "This is not a proper installed version of REBEL 7.0"
- In principle this is a message of the copyprotection.
- This can have two causes:
- a) you're using an illegal copy. Most unlikely ofcourse otherwise you
- wouldn't have this manual. \
- Anyway solution: install from original diskette.
- b) You have (probably by accident) deleted the directory AX NF ZZ
- The solution is simple: install again.
-
- 11.3. Graphical problems
- a) As explained before if your VGA-card is not VESA-compatible you will be
- limited in some options. In that case we suggest you to play with the
- animation level set to "none".
- b) When unreadible lines occur on the screen you'll probably have a MODE
- instruction in your AUTOEXEC.BAT. This is often the case with notebooks.
- We suggest to remove these lines in your AUTOEXEC.BAT file by placing
- a "rem" command in front of it.
- If you are not familiar with MS-DOS, we suggest performing the BOOTDISK
- procedure as described in 11.1
-
-
- Ch. 12: SHORT HISTORY
-
- Ed Schröder, born in The Hague, lives in Deventer and has been commercially
- active with developing computer chess software since 1985. Since 1988, Ed
- has been ranked amongst the best computer chess programmers in the world.
- Proof of that was his victory in Vancouver 1991 where he, for the first
- time, became the worldchampion in the category Microcomputers.
- The following year, in Madrid, an improved version of his program was even
- able to win the world champion title in all classes.
- This performance was unique: it was the first time that a micro-computer
- program had won this title. In the past, this title was always won by a
- mainframe computer. This was not only a confirmation of Ed's qualities,
- but also a proof that today's commercial chess programs are able to beat
- their bigger and super-fast brothers.
- Ed has also won the Dutch Championship for chess programs many times.
- In the AEGON-tournaments (human-computer) REBEL has been a well respected
- opponent: in 1994 and in 1995 one of Ed's programs has been ranked as the
- computerprogram wiyth the highest computerscore.
-
- While creating REBEL 7.0., Ed was assisted by two other specialists,
- Jeroen Noomen, who was (and, indeed for many years previously, has been)
- responsible for the openingbooks of Ed Schröder's programs, and Rob Kemper,
- who was responsible for the graphics and the IO.
-
- Personally, Ed does not believe that a computer will ever beat the
- human world champion in a match at tournament level, although... even
- he is not so sure about that anymore!
- In any event, Ed is still convinced that his program can perform still
- better since he has enough ideas left with which to improve his program.
-
- If you are interested in the latest developments on PC computer
- chess, or if you have suggestions that can improve the program, we
- invite you to drop us a line!
-
- Please write it to:
- Schröder BV
- P.O. Box 6365
- 7401 JJ Deventer
- The Netherlands
-
- You are free to contact us on the INTERNET at:
- http://www.xs4all.nl/~rebchess/
-
-