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- DBS Chess - A Chess Recorder program.
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- Written by David B Sugden
-
- Version 1.9, October, 1997
-
- Contents.
-
-
- 1. Introduction. 1
- 1.1 Abstract. 1
- 1.2 Environment. 1
- 1.3 Conventions in this manual. 1
- 1.4 Installation. 2
- 1.5 Shareware. 3
- 1.6 Help. 4
- 1.7 Disclaimer. 4
- 2. Holding Games. 5
- 2.1 Directory Structure. 5
- 2.2 Saving Games. 5
- 2.3 Compressed files. 6
- 3. What you see. 7
- 3.1 Viewpoint. 7
- 3.2 Language. 7
- 3.3 Short Algebraic. 7
- 3.4 * & ? Moves Only. 7
- 3.5 Win 95 Ordering. 7
- 3.6 International (as well). 8
- 3.7 Last Few Moves. 8
- 3.8 Board. 8
- 4. Starting Games. 9
- 4.1 New game. 9
- 4.2 Open Game. 9
- 4.3 Create Game. 10
- 4.4 Import from Clipboard. 10
- 4.5 Import from PGN file. 10
- 4.6 Import from Genius file. 10
- 4.7 Search 11
- 4.8 Merging Games. 11
- 5. Moves & Analysis. 12
- 5.1 Forced End. 12
- 5.2 Moving using the Board Display. 12
- 5.3 Moving using the Valid Moves list. 13
- 5.4 Game and Variation moves. 13
- 5.5 Autoplay. 13
- 6. Navigating within the program. 14
- 6.1 Single Move Back. 14
- 6.2 Removal of Move(s). 14
- 6.3 Change Variation to Game Status. 14
- 6.4 Jump to an Earlier Move. 14
- 6.5 Jump to End of Game. 15
- 6.6 Jump to Start of Game. 15
- 6.7 Jump to Start of Variation. 15
- 6.8 Jump to next Game move. 15
-
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- 7. Comments. 16
- 7.1 Game Comments. 16
- 7.2 Move Comments. 16
- 7.3 Shortcut Comments. 16
- 7.4 Dates. 17
- 8. Clipboard. 18
- 8.1 Printing. 19
- 8.2 Saving to a File. 19
- 8.3 Chess.DOT Template. 19
- 8.4 Keyboard Template. 20
- 8.5 Signature file - F8. 20
- 8.6 Email Composition - F6. 20
- 9. Information. 21
- 9.1 Ages. 21
- 9.2 Result Analysis. 21
- 9.3 Games Summary. 21
- 9.4 Move Statistics. 21
- 9.5 Calendar. 21
- 9.6 Free memory. 21
- 9.7 Other Tasks. 21
- 9.8 About. 21
- 9.9 Material Balance. 22
- 10. Variation display. 23
- 11. Library. 24
- Annex A. DBS files. 25
- Annex B. DBSCHESS.INI file. 25
- Annex C. Library Files. 26
- Annex D. Bitmap files. 26
- Annex E. Restrictions & Limits. 26
- Annex F. Errors 26
- Annex G. Import Algorithm. 27
- Annex H. PGN Clipboard Output. 28
- Annex I. Function keys. 29
- Annex J. TRA - Figurine translation. 30
-
-
- 1. Introduction.
-
- 1.1 Abstract.
-
- DBSCHESS is a program designed to record the moves and analysis of a chess game. Typically it is
- used to analyse and record correspondence games, and to play through published games. It specifically does
- not suggest the "best" move in a position, although it has sufficient chess knowledge to allow only legal
- moves to be examined and played.
-
- DBSCHESS can display moves in either long or short algebraic notation, optionally showing the 4
- digit international notation as well. The piece symbols can be shown in English, French, German or Spanish
- abbreviations.
-
- This manual was last updated on 30 October, 1997. Information is also available in the on-line help
- and a FAQ_TIPS.TXT file.
-
- The program was written by David B Sugden, using Borland Delphi* (the latter being an even
- better piece of software than DBSCHESS!). David B Sugden has sole copyright to the DBSCHESS program
- and associated items - with the exception of the translation of the Help system into German (for which he is
- indebted to Martin Hamacher) and additional bitmaps (such as the "Old German" set provided by Alan
- Cowderoy).
-
- 1.2 Environment.
-
- DBSCHESS runs under the Windows environment, either Windows 3.1*, Windows 95* or
- Windows NT* 4.0. A 386 or better processor is required, a co-processor is not. There are no special
- memory requirements. A minimum VGA 640*480 display should suffice, SVGA is recommended.
-
- The program uses a mouse, only the left hand button is required û but the right button gives you a
- pop-up menu of the function keys (unfortunately this appears to work slightly differently between Win 3.1
- and 95, in the former you must keep the button held down).
-
- 1.3 Conventions in this manual.
-
- References to special keys, e.g. Enter and Alt are given in italics.
-
- Items that you should type during installation are given in bold characters, anything enclosed in { } on
- the same line is just an explanation - not to be typed.
-
- Under Windows, you often choose a program function from a menu. The notation File | New is used
- to mean click on the New entry within the File menu. If you prefer to use key presses then having the Alt key
- held down whilst you press the underlined letter has the same effect, e.g. Alt/F followed by Alt/N in the
- current example. However, I will omit the underlining in the manual from now on, it is in the program (and
- may not appear in non-Word* version of this documentation).
-
- When a Button on the Toolbar is referred to, this means one of the 10 items on the line below the
- menu line having a red symbol on it. To "press" a button on the screen, use the mouse to click on it. The
- exception is the button that appears when a game move is recorded from the displayed position.
-
- 1.4 Installation.
-
- DBSCHESS is issued as a PKZIP* file named DBSZIP.EXE which is a "self expanding" executable
- program. It may also appear as a straightforward ZIP file that has a name reflecting the version (e.g.
- DBS19.ZIP). You will have obtained it either on a floppy disc or via the Internet. Please for my peace of
- mind as well as yours, do virus check the software before use.
-
- a) Floppy disc (only).
-
- As well as DBSZIP.EXE, the disc contains the minimum documentation files (just in case you
- want to read them before proceeding!) and a "cheap and cheerful" installation batch file to run under
- DOS*. You need to decide where to keep DBSCHESS, in the following example I am using the
- disc C: and the directory DBSCHESS (which will be created). Type ...
-
- A:INSTALL C: DBSCHESS { note the spaces }
-
- and then proceed to step (c).
-
- b) Internet (only).
-
- In this case you will only have downloaded the DBSZIP.EXE or (.ZIP) file. Under DOS, you
- must create a new directory to hold DBSCHESS and then expand the contents of DBSZIP.EXE therein.
- Amend C: and/or DBSCHESS if you wish to use somewhere else, but typically type ...
-
- C: { default disc }
- MD DBSCHESS { make a new directory on C: }
- CD DBSCHESS { position therein }
- C:\CSERVE\DOWNLOAD\DBSZIP -D -N { run with parameters, NB spaces }
-
- If, instead of the self expanding EXE, you have downloaded a ZIP file (e.g. DBS19.ZIP), replace the
- last line above with
-
- PKUNZIP C:\CSERVE\DOWNLOAD\DBS19 -D -N
-
- I have assumed that the file was downloaded to C:\CSERVE\DOWNLOAD. This procedure
- is also used to update DBSCHESS to a new version. Note that the "-D -N" parameters are needed to
- preserve the directory structure and overwrite old files.
-
-
- c) Running under Windows 3.1.
-
- You should highlight the required program group (or create a new one) that is to hold the
- DBSCHESS icon. Then use the File | New item of the Program Manager and select the new program
- item option.
-
- Give the Description as DBSCHESS.
- Give the Command Line as C:\DBSCHESS\DBSCHESS.EXE {or wherever the program
- lives}
- Give the Working Directory as C:\DBSCHESS {or wherever}
-
- This should give you an icon that you can double-click to run the program.
-
- If you add a full filename as a parameter to the Command Line, this file is loaded at startup as if File |
- Open had been used.
-
- d) Windows 95.
-
- Under Win 95, even I managed to do it first time. You have to set up a shortcut to the EXE file and
- add this to the start menu where you wish it to appear. Start, Settings and Taskbar is the basic idea.
-
- Note that except for the icon/shortcut construction, no changes are made to your system outside the
- DBSCHESS directory.
-
- 1.5 Shareware.
-
- DBSCHESS is a Shareware program. It is made available for you to try out for 30 days without
- charge or obligation. At the end of that period you should either register the program or discontinue using it.
- If the program is registered, you receive the following benefits :-
-
- * The reminder screens are removed.
- * Certain limits on the program are removed.
- * This manual is made available in Word* 2.0, 6.0 or 97 format. Word can also export the
- manual in other formats, although some features may be lost. Please consult DBS.
- * You can suggest future additions to the program's functions.
- * Future versions of the program are automatically available in registered mode at no additional
- cost.
-
- Shareware authors rely on the integrity of the users of a program to reward their efforts. Details of
- how to register are given in the README.TXT file that accompanies the program.
-
- 1.6 Help.
-
- Delphi also allows me to provide hints in most places. If you position the cursor in a given screen
- area, e.g. a toolbar button, a brief description will appear after a second if you keep the cursor stationary. I
- am told that the novelty of this feature wears off quickly in the case of the chessboard image and valid move
- list - press the F9 key to remove these.
-
- A standard Windows help file is included with the program. If you press the F1 key at any time, the
- appropriate area of help appears. Within the help environment you can follow links to related topics or
- search via keywords as usual. Some of this manual contains material duplicated in the help system, but I've
- attempted to present it differently wherever possible.
-
- The help system has been translated into German by M Hamacher, to whom I express grateful thanks.
- Whenever a new version of the program which has got a new version of the German help is necessary, I will
- tell you in the LATEST.TXT file and make it available on my homepage. To change to the translated version,
- use the DOS commands :-
-
- REN DBSCHESS.HLP ENGLISH.HLP { rename existing help file û or delete it! }
- REN DEUTSCH.HLP DBSCHESS.HLP { convert it to the one DBSCHESS uses }
-
- 1.7 Disclaimer.
-
- I have made every effort to make the program work as described and will endeavour to cure any
- problems that arise. However, I cannot accept responsibility for any consequential damage caused in using
- this program. The formal disclaimer statement is given in the README.TXT file. As with any other
- software you install on your machine, you should virus check it before use.
-
- 2. Holding Games.
-
- 2.1 Directory Structure.
-
- Although you can store games anywhere, I suggest that they are stored beneath the C:\DBSCHESS
- Directory/Folder. (From now on I will assume you have chosen this name, please substitute your choice as
- appropriate). In particular only games stored in this way are included in the Library and Results evaluation -
- it starts from the directory holding DBSCHESS.EXE and then examines any subdirectories below that.
-
- After installing DBSCHESS for the first time you will find that \DBSCHESS contains various
- subdirectories. All the ones having a name of the form xxxx.BMP hold bitmaps for alternative colours for
- the chess board and pieces. There is also a subdirectory called EXAMPLES, holding 3 games and a second
- level subdirectory BCCA128 which holds further examples from issue 128 of the British Correspondence
- Chess Association magazine.
-
- I would suggest that you create a subdirectory GAMES at the level below DBSCHESS to hold your
- current games and archive subdirectories below that for completed games. My set-up is of the form ...
-
- ______DBSCHESS________
- | |
- EXAMPLES _GAMES_
- | | | | |
- BCCA128 DEEPBLUE 95 96 97
-
- where \DBSCHESS\GAMES\95 holds my many losses, some draws and the occasional win from
- 1995!
-
- All DBSCHESS games are stored in files having a file extension DBS (Annex A gives further details).
- Personally, I number my games so my filenames are of the form nnnxxxxx.DBS where nnn is a serial number
- and xxxxx an abbreviated form of the opponent's name.
-
-
- 2.2 Saving Games.
-
- A game may be saved at any time by using either the File | Save or File | Save As menu items. A
- game consists of all the moves, analysis and comments, together with the notation and viewpoint currently in
- use. The exception is the choice of long or short notation, this is held as a characteristic of yourself and is
- saved in the DBSCHESS.INI file so that it can be restored for the next DBSCHESS session.
-
- If you forget to save a game, either when you open or create a new one, or when you exit the
- program, you are asked if you wish to save the game before losing any alterations you have made. If no
- alterations have been made, this is unnecessary - in which case there is no prompt.
-
- If the File | BAK Backup files option is checked, the old version of the DBS file is retained with a
- BAK file extension.
-
- F3 may be used as a shortcut to File | Save.
-
- If you wish to produce a version of the "game" moves of the program in the format for the GENIUS
- program, the File | Export | Genius should be used. This produces a file with a GAM extension.
-
- 2.3 Compressed files.
-
- The program has a "cheap and cheerful" compression system File | Compress Directory so that you
- can save some disc space by compressing all the DBS files in a directory/folder. To restore the uncompressed
- version of a file simply Open and Save it (the Save operation always writes in uncompressed form, the Open
- will read either, with no appreciable difference in speed).
-
- Unless you add "interesting" characters in your comments, DBS files are always in 7 bit form so that
- they can be sent as text rather than binary form - this applies to the compressed form as well (in contrast to
- ZIP compression). I confess to using 12 characters in the range ASCII 14 to 25, but they don't appear to
- cause email problems.
-
- The bad news is that the preparation of a compressed file is fairly slow on a machine such as my old
- 486 and does not save that much disc space (see below). I suggest that if you compress a directory, it should
- not be the one of current games, but the "archive" directories of previous years. Some very small files are left
- in the original format, but decent size games seem to compress to a new version some 70% to 75% of the
- original size. Every little helps!
-
- I do not suggest my compression if you are running your disc in a general purpose compression mode
- - you will not be helping it, I suspect the same syndrome as I found ...
-
- To give some idea of how effective the compression is, I compared the results of the directory holding
- my 1996 games with PKZIP* compression (maximum), and then UUENCODEd the ZIP files to get 7 bit
- text files. The original directory was 941k, compressing to 696k with DBS, the result being compressed to
- 432k by PKZIP - producing a UUE file of size 606k.
-
- But, and this is a large "but", if you PKZIP the directory in its original form (i.e. not compressed first
- by DBSCHESS), the ZIP file is of size 321k giving a 449k UUE.
-
- 3. What you see.
-
- The View menu gives you several choices for the manner of presenting the moves, both on the screen
- and in clipboard output.
-
- 3.1 Viewpoint.
-
- You can orient the board by
- * View | White
- * View | Black
- * View | Side to Move
- * View | Side Not to Move.
-
- Note that the last setting is preserved for the next time you look at that game. The selected item is
- "checked" ( a * mark). The toolbar "rotating arrows" button exchanges a pair of the above options.
-
- 3.2 Language.
-
- View | Language takes you to a screen giving you a choice of English, French, German or Spanish
- abbreviations for the piece notation of each move. Note that this setting also controls Clipboard output and
- import.
-
- 3.3 Short Algebraic.
-
- If View | Short Algebraic is checked, short notation is used. This counts as a "user" characteristic,
- not just for the individual game; the program starts up in the same mode next time. To avoid ambiguity it is
- sometimes necessary to use moves such as Nfxd4 or R1a6. The setting is preserved for the next run of the
- program.
-
- 3.4 * & ? Moves Only.
-
- If View | * & ? Moves Only is checked, the list of all valid moves is truncated to show only any game
- and variation moves that have been already examined. The setting is preserved for the next run of the
- program.
-
- 3.5 Win 95 Ordering.
-
- Some users have invested in this new-fangled operating system (alright, I concede they now include
- myself). There is a problem with the sorting of the moves in the legal moves list (the leading "space" isn't the
- true space character and it doesn't seem to sort too well in some configurations of Win 95). If you check this
- option, you get an underline character for the unexamined moves - it doesn't look as nice, but at least the
- order is what I intended. Your preference is recorded in the INI file.
-
- OK, I've now joined that club. The sorting seems to be quaint to put it mildy. The program now
- switches to Win 95 ordering if it detects things are wrong.
-
- 3.6 International (as well).
-
- View | International (as well). Subconsciously this was probably the reason for writing DBSCHESS!
- The author is so capable of making mistakes, especially when playing black in this notation, that he finds it a
- very useful feature. In the international notation a move is given as a 4 digit value, the first 2 being the
- starting square, the last 2 the destination for a move. Squares are numbered as 11=a1, 81=h1, 38=c8, 66=f6,
- etc. If this option is checked, then this value is given in brackets after the usual notation.
-
- 3.7 Last Few Moves.
-
- View | Last Few Moves produces a small display giving recent moves. The display remains until you
- click the Cancel button within the panel. This characteristic is saved as a user preference. F7 is the shortcut
- key to toggle this setting.
-
- 3.8 Board.
-
- The board display is generated from a collection of small bitmaps. Apart from the default display (as
- per OLIV.BMP), there are a family of alternatives in the various subdirectories having names of the form
- xxxx.BMP. If you wish to have a different coloured board then use Edit | Load bitmaps to select an
- alternative. Depending on your graphics display some may be more suitable than others. To make the choice
- permanent, choose the "yes" option when you are asked if you want this to become the default collection.
- This simply overwrites the collection of *.BMP files in the DBSCHESS directory with the preferred set.
-
- At present the piece representation is the same in all of them (except for the experimental 3D effort).
- Some alternative sets (courtesy of A Cowderoy) are available in Compuserve "The Chess" library #5.
-
- The program will load a new bitmap set only if it is held in a subdirectory having a name of the correct
- form, immediately below the \DBSCHESS directory.
-
- If you find the yellow hint associated with the board annoying, then press F9. This preference is
- recorded for next time.
-
- Edit | Reversed Knights makes the knights on the left-hand side of the board face inwards, another
- recorded preference. Note that if you design your own bitmaps, then make the knights face left.
-
- See Annex D for further details.
-
- 4. Starting Games.
-
- A game may be ...
- * A new game from the normal starting position.
- * An existing game held in a disc file.
- * A new game from an arbitrary position.
- * Imported via the contents of the clipboard or PGN file.
- * Constructed by merging existing games.
-
- 4.1 New game.
-
- File | New gives you a completely new game from the normal starting position. You are given a
- screen to fill in with the details for this game - they can be edited later if required. The viewpoint defaults to
- White and English notation. The usual practice for correspondence is to play a pair of games; when you are
- setting up the second game you are given an option to retain the previous players' names, reversing their
- colours. F4 is a shortcut.
-
- If you wish the fact to be known elsewhere (e.g. library hits or result statistics) you should set the
- appropriate radio button to show which colour you played.
-
- The ôexclude from libraryö default is probably best left set until the game is completed (and probably
- moved to an archive directory/folder).
-
- 4.2 Open Game.
-
- File | Open selects an existing disc file with a .DBS extension and loads its contents. The default
- directory is the DBSCHESS one, or the previous directory used by the program. You double click through
- the directory structure in the normal way and then select the file. Alternatively a recently saved game can just
- be chosen from the list at the bottom of the File menu or the full filename can be given as a parameter when
- running the program.
-
- The game is positioned at the last "game" move recorded. If the position is checkmate or stalemate,
- you will have to clear the notification display. F2 is a shortcut to File | Open.
-
- 4.3 Create Game.
-
- When you click on an empty square of the board a copy of the selected item appears - the currently
- selected item is shown on the right hand side of the display.
-
- The currently selected item changes if
- 1) You click on the available choice from the selection panel, or
- 2) You click on an occupied square of the playing board. In that case the board square becomes
- empty and the removed item becomes current.
-
- You may not place a pawn on the first or last rows. You must finally have one King of each colour
- before the OK to use the set-up position. The side whose turn it is to play must not be able to capture the
- opponent's King!
-
- The player to move is adjusted by clicking on the "White to Move" control. It is assumed that en
- passant is not possible on the first move, otherwise you can adjust what is available concerning castling by
- clicking on the other options. Any obvious mistakes are corrected, but note that if a King and Rook are on
- their original squares and you tell me that it is not possible to castle, then I believe you.
-
- In this type of game, if Black has the first move it is numbered as 1, the white reply being a move 2.
-
- The process then continues as for a normal New game. If you are playing a pair of games from each
- side of a position, then File | Create, File | Save, Edit | Game details and File | Save As.
-
- 4.4 Import from Clipboard.
-
- If the clipboard holds a game in any reasonable notation including PGN, DBSCHESS will attempt to
- read it and create a collection of moves as a result of using File | Import | Clipboard.
-
- The complete method (as it stands in version 1.5) is given in Annex G.
-
- If the process fails, I give you some indication of where I had got to in the contents of the clipboard.
-
- 4.5 Import from PGN file.
-
- Collections of games in PGN text format are often available. File | Import | PGN file(s) reads the
- entire file and produces a list of the separate games - click on the required entry to import that game. The
- text of that game is left in the clipboard.
-
- You can also import a selection of the games - you must give the start and final game numbers and the
- name of a new subdirectory (folder) to be created below the \DBSCHESS (or whatever) level. The games
- are given a filename of the form nnnn.DBS within the new subdirectory, where the number is that of the
- game within the PGN file and leading zeroes are added to give a 4 character name.
-
- 4.6 Import from Genius file.
-
- File | Import | Genius import the contents of a Genius* *.GAM file.
-
- 4.7 Search
-
- You can find a game if you know some of the text that occurs in it. This text could be part of the
- comments for the game itself, or given against one of the moves (as a date or comment). The menu File |
- Text Search gives you a screen in which you place the text string to search for. The search results in a list of
- games containing at least one instance of the text. The search is carried out over all games held in the
- DBSCHESS directory and subdirectories thereof.
-
- If you click on one of the games found, this game is opened. If the text was found as a game
- comment, the game details screen is opened, otherwise the move of the game in which in the text was found.
- If the text occurs in several places in one game, a game comment will be found first, otherwise it simply
- depends on where it was found in the physical order of the saved file.
-
- You can choose to note or ignore the difference between upper and lower case in the search by
- setting or clearing the "Match Case" box. The "Text of Move as well?" box determines whether the search is
- to include the text of the move. It is a little quicker to include the text of the move, but if you do so then a
- search for e4 is liable to find rather of lot of successes! Note that the text of the move includes the move in
- both its short and long algebraic forms (e.g. a search for Nb4 will find the move Nb4-d6 even if you are
- working in short algebraic!).
-
- Unless you set the ôOnly Current Gameö option, all games are searched starting from the root
- directory/folder.
-
- 4.8 Merging Games.
-
- You can merge several games together, e.g. if you are playing in a thematic tournament and wish to
- have a summary of all the lines considered. The first game opened is the only one which retains some of its
- moves as being of "game" status. From a given game, if you then use File | Merge to specify another game,
- all moves from the latter that do not already occur in the existing game appear as variations. Comments from
- the new game are only preserved if they concern the "additional" moves. Repeated use of File | Merge
- allows many games to be combined.
-
- A composite game is given the title MERGED.DBS, you will probably wish to use File | Save As to
- write it to disc under another name.
-
- Note that if you merge games with little in common, you will end up with some very long "variations".
- IÆll confess to being worried that there are some obscure bugs lurking in the program û any clues, please
- report.
-
- 5. Moves & Analysis.
-
- Only legal chess moves may be made. After a move is made, the new position and list of valid moves
- are displayed. The complete analysis is available using the "A" toolbar button. If a Library has been Created
- and Loaded the new position is matched against other known positions and the number of "hits" displayed.
-
- If you click on the "hits" the similar positions are displayed - I can only give details of your which side
- you played if you have filed in the F11/F4 field for your involvement.
-
- 5.1 Forced End.
-
- The help file contains definitions of checkmate and stalemate - if such as position arises as a
- consequence of making a move a message is generated. Note that this possibility is not pointed out until the
- move is made, this is in keeping with the philosophy of DBSCHESS being a chess recorder and not an advice
- giver. However, a # or ôStalemateö comment is automatically added against the move (when you have found
- it).
-
- A game is drawn if 50 moves have occurred with neither a pawn move nor a piece capture. This is
- simply reported when it occurs.
-
- However the program does not detect the draw when the same position has occurred 3 times. This is
- an option for which the player has to claim. It was felt that the overheads necessary to make this check did
- not justify the infrequency with which these situations arise in correspondence games.
-
- 5.2 Moving using the Board Display.
-
- The mouse can move pieces. Position the cursor on the piece to move, hold the left-hand button
- down and drag the cursor to the required destination.
-
- To castle, move the king to its new position. For en-passant, move the pawn to its destination square.
-
- If you promote a pawn, you are asked to specify the piece it turns into.
-
- 5.3 Moving using the Valid Moves list.
-
- To the right of the board is a large box holding a list of the valid moves from the current position. If
- there are many possibilities, you may have to scroll through the box to find the one you require. The moves
- are simply sorted into alphabetic order - except that if there is a "game" move it comes first, followed by any
- known "variation" moves as defined below.
-
- To make one of these moves click on it using the mouse, or use the arrow keys to position and then
- Return.
-
- If you click on a piece on the board, the list shows only the moves available to that piece. Click off
- the board to return to the complete list.
-
- The Page Down key will make the game move if one exists (unless editing). The alternative is the
- button that appears onlywhen a game move exists.
-
- Note that the moves not previously analysed can be suppressed by use of View | * & ? Moves Only.
-
- 5.4 Game and Variation moves.
-
- By default, the first move you make from a given position is given the status of being the "game"
- move, i.e. the one actually played in the real game. Its status is shown by an asterisk when it appears in the
- list of valid moves.
-
- If you wish the first move from a position to be a variation (as opposed to having the default "game"
- status) then keep the Ctrl key down while it is being made. This applies both to a move made directly with
- the mouse and by a selection from the list of valid moves. This will probably be the case when you first look
- at a position after your opponents move.
-
- If either a game or variation move already exists from the current position, the new move has
- variation status. A variation move is shown by a question mark in the valid move list. You may set up any
- number of variation moves from any position.
-
- 5.5 Autoplay.
-
- Move | Autoplay lets you sit back and watch the game being played. You may need to drag the
- control display to a more convenient position. This display lets you alter the speed or freeze the play.
-
- 6. Navigating within the program.
-
- Some of these operations can be done in several ways, depending on your preferences. N.B. If the
- cursor is positioned in the box that edits comments (as is the case after a move has been made), the
- movements keys Home and End perform edit functions. You can move out of the editing box using Esc, Tab
- or the mouse.
-
- 6.1 Single Move Back.
-
- * Use the mouse cursor to press the toolbar button on the with a back arrow (*).
- * Use the Move | Back 1 Move item.
- * Use the Page Up key.
-
- 6.2 Removal of Move(s).
-
- Stepping back does not remove the existence of the move, you will see it as one of the game or
- variation moves in the new valid list of moves. If you wish to remove it from the recorded moves ...
-
- a) Convert its status into a variation move if it is a game move. Do this by either by ...
- * Press the *? button on the toolbar.
- * Use Edit | Game to Variation.
- b) Remove it - and all its subvariations by either by ...
- * Press the toolbar button that has a crossed out question mark.
- * Use Edit | Kill Variation.
- Choose the offending move from the list of variations that you are presented with.
-
- I naturally have to remove all the later ones in subvariations as well, as they would otherwise not be
- connected to the game.
-
- 6.3 Change Variation to Game Status.
-
- If you decide that the move which resulted in the current position should be revised to being a game
- status move either ...
- * Press the * button on the toolbar.
- * Use Edit | Game to variation.
-
- The position currently displayed is now after the last game move.
-
- 6.4 Jump to an Earlier Move.
-
- A display for Backtracking is obtained either by ...
- * Press the << button on the toolbar.
- * Use Move | Backtrack.
-
- This display gives the moves from the start of the game to get to the current position. The first
- variation move is highlighted. Click on one of the moves shown to get to the position where it is one of the
- options. Thus if you click on the highlighted move, you get to the position where the variation you are
- investigating diverged from the game. Nothing is highlighted if all are game moves.
-
-
- 6.5 Jump to End of Game.
-
- You can get to the position after the last known game move either by ...
- * Press the >> toolbar button.
- * Use Move | End of game.
- * Use the End key (unless editing). Normally Esc End is needed.
-
- 6.6 Jump to Start of Game.
-
- Either ...
- * Use the normal backtrack method (see section 6.4).
- * Move | Start of game.
- * Use the Home key (unless editing). Normally Esc Home is needed.
-
-
- 6.7 Jump to Start of Variation.
-
- Either ...
- * Move | Start of variation
- * Use the button with the thin double back arrow.
-
- This backtracks through the game until a position is reached that has more than one game/variations
- stored. The one from which you have come is highlighted. If there is no suitable earlier position, you just get
- the error bleep.
-
- 6.8 Jump to next Game move.
-
- Either ...
- * Use the Page Down key
- * Use the mouse to press the button with the right arrow that is displayed to the right of the first
- move in the list of valid moves. If that button isn't there, there is no Game move from the position.
-
- Note that you can only go as far as the last known Game move - and that if the program detects that
- you have a strange ordering sequence, it will set the View | Win 95 Ordering.
-
- 7. Comments.
-
- Comments are free text that can be amended using standard conventions. Use the mouse to position
- the cursor at the appropriate place to insert or delete characters (use normal keys for the former, Del for the
- latter). If you drag the cursor across an area of text it is highlighted. A highlighted area is copied to the
- clipboard by Ctrl/c and cut by Ctrl/x. Ctrl/v pastes the contents of the clipboard. Ctrl/z undoes the last edit.
-
- Return (Enter) characters cannot be inserted as part of a comment.
-
- The Home and End keys only work as editing keys if the comment box is the active area, i.e. the
- cursor is there.
-
- 7.1 Game Comments.
-
- There is a free text area (maximum 255 characters) as the final item of the screen giving details for a
- new game. This screen can be recalled for later amendment by use of Edit | Game details. The F11 key is a
- shortcut to this screen.
-
- 7.2 Move Comments.
-
- Each move has an area of maximum size 128 characters for your comments. It can be edited in 2
- ways ...
- * Working on the box below the box holding the list of valid moves
- * Use the Edit | Move details.
-
- The F12 key is a shortcut to this screen.
-
- If the move ends the game, the comment ô#ö or ôstalemateö is added automatically.
-
- 7.3 Shortcut Comments.
-
- If you have a standard set of comments (or prefer to use the PGN NAG - "Numeric Annotation
- Glyphs"), you can set up a file called SHORTCUT.TXT in the same directory as DBSCHESS.EXE. This file
- can be editted either by DBSCHESS or by a text editor. Note that if you use a text editor, DBSCHESS will
- sort the file into alphabetic order later.
-
- To add a short-cut comment into the current cursor position of the comment area in the main display
- of the program, press the F5 key. You can then select the comment, either by typing the start of the phrase,
- or by using the mouse or cursor keys to select the required row of the list. If you press the OK button or the
- return key it will add it to your comment area. Alternatively just double-click the required row. The Cancel
- button abandons the operation.
-
- The selected row may be deleted using the "Delete selected row" button, or a new row added by
- typing it into the area normally used to select a row.
-
- The set of PGN NAG phrases is held in a file PGN_NAG.TXT available on David's homepage - you
- will have to rename it to SHORTCUT.TXT in the DBSCHESS directory.
-
- 7.4 Dates.
-
- Originally I had intended to calculate the total time elapsed for the Game moves. However, the rules
- concerning Sundays, Holidays and agreed Cessations make this far too complicated and variable.
-
- I've just left the Move (Received and Sent) and Game (Start and Adjudication) fields as simple text
- areas for your convenience to fill in using the notation of your choice. However, if it happens that you need
- today's date and either PGN or the day/month(year) format is acceptable, you can use one of the adjacent
- buttons. If you click on the "Today" it changes into "Yesterday" (and vice versa). Note that F12 is the
- quickest route to the date window and that F10 also sets the "Sent" date - see section 8.
-
- If you amend the date received/sent for the last game move, the clipboard contents are automatically
- set as per the Correspondence option in section 8.
-
- If you have ambitions to export the game in PGN, note the conventions as given in Annex H. The
- Edit screens have PGN buttons to generate today's date in PGN format.
-
- The F12 display will give you the previous date values for the player if you are at a game move - this
- is useful if you include the time elapsed, e.g. by a format such as "dd mmm : total", to calculate the new
- value.
-
- In version 1.9 you may alternatively add an "elapsed time field" against moves. The totals are
- summed in the appropriate places û such as the analysis display if requested and the final printout. The units
- are (presumably) in days (as defined by the regime in which you are playing the game).
-
- 8. Clipboard.
-
- Either the game moves or the current board may be copied to the clipboard, e.g. for use for insertion
- into a word processor document or an e-mail message. Choose an option from the window after the Edit |
- Copy to Clipboard menu. The menu entry File | Export | Clipboard is an alternative route to this window.
-
- The current board position is copied as a bitmap or a crude text display that must be viewed in a
- fixed width font to make sense.
-
- A third alternative uses a chess figurine font (e.g. the CHEQ_TT that is a public domain font) giving
- figurine characters instead of ordinary letters - but note that within DBSCHESS I am only generating the
- characters that are going to appear later in your chosen font. CHEQ_TT.ZIP is available in the Compuserve
- library (or DBS will send (registered) users a copy). A problem with the figurine fonts is that different ascii
- characters are used to represent the various pieces and square backgrounds - so you are asked to choose
- from the list of *.TRA files that gives me a translation table for the font you propose to use. The
- specification of the TRA files is in Annex J. If you find a font for which I haven't got a TRA file prepared,
- please let me know & I'll get one to you. A good starting point for your search for fonts is
- http://www.users.dircon.co.uk/~amscott/home.htm.
-
- More recently, Alan Cowderoy has provided a freeware font from the Traveller
- site û you can get to this via my homepage
- http://ourworld.compuserve.com/homepages/DBSugden.
-
- Forsyth is a text representation of the position, the PGN output is described in Annex H.
-
- The game moves are listed, without comments (unless you set the checkbox), in the following styles
- :-
- EITHER (Newlines)
- 1. e4 Nf6
- 2. e5 Nd5
- etc.
- (where there are tab characters between the move number and the moves).
- OR (Semicolons)
- 1.e2-e4, Ng8-f6; 2. e4-e5, Nf6-d5; etc.
- OR (Variations)
- 1. e4
- 1. ... c5; ( Nc6 ) ( e5 ( d4 exd4 ) ( Nf3 Nc6 Bc4 ) )
- 2. f4 ( Nf3 )
- 2. ... d6; ( Nc6 )
- OR (Correspondence)
- 23. d5-d6 c7xd6
- 24. Nf3-e5 Qd8-e8
- 25. Qd1-f3 Ra8-b8
-
- depending on the option chosen after Edit | Copy to Clipboard and whether you have opted for long
- or short algebraic notation.
-
- In the semicolons option, the output does not consist just of one enormous string, but is broken up
- every hundred characters or so into separate records.
-
- The moves are preceded by the game details - except in the correspondence option when only the
- players' names are given.
-
- The correspondence option just gives the latest 3 move pairs and is designed for composing the reply
- to your opponent - so you must be positioned at the last game move. I've done this deliberately to force
- myself to make sure that the game is in the correct state when I've decided on the move. F12 is a shortcut to
- the Edit | Move window that sets up the clipboard when you give a date. F10 is a simplified crude method
- of making the current position the "end of game", setting the "Sent" date to today and setting the clipboard
- for correspondence (there is no confirmation other than the OK beep).
-
- The number of move pairs is 3 by default on loading the program.. You may subsequently change
- this value using Edit | Set # Clipboard Moves to increase it, or to force it just to give the single last move.
- The increased value may be useful if you want to give a conditional continuation (a bit of editing to insert the
- "if" is necessary later), the solitary move may be all that is required if you are playing online.
-
- Analysis from View | Analysis or toolbar button A (see section 10) is given with tab characters
- separating the columns. From this window you can either click the button to select everything or drag the
- mouse over the required area for a subset.
-
- Note that the language notation used is that currently selected from the View | Languages menu.
-
- 8.1 Printing.
-
- As of version 1.6 you can choose between direct printing (use File | Print Game) or composing your
- own layout with the various clipboard outputs and a word processor. In version 1.7a the print routine was
- re-coded. The new method also produces the board image as displayed on the screen at the time of printing.
-
- The print routine has a Font selection to allow you to use a non-default font. If you change the size of
- the font, please note that the moves are still printed out in the same position on the page - don't make it too
- big! There is also a File | Print Setup to choose a non-default printer.
-
- I suggest that if you run your word processor to prepare documents, run DBSCHESS and the WP at
- the same time and use Alt/Tab to flip between the programs.
-
- If, like myself, you have only a black & white printer, then load the BW.BMP bitmaps set to work in
- for the duration of the exercise. In Word, I find that the appearance of the board image is greatly enhanced if
- you give it a thin/double line border.
-
- 8.2 Saving to a File.
-
- If the clipboard contains text, its contents can be saved to a disc file by File | Save Clipboard. The
- menu item is dimmed if the clipboard is not set or contains graphical information.
-
- 8.3 Chess.DOT Template.
-
- This is a Word template that I have found useful in the past in producing the final hard copy of a
- game. I start by using Word to open a new document with this template, double-click on the nnn area and
- overwrite it with the 3 digit number that starts my DBS filename (see last paragraph of section 2.1). IÆll
- admit that I now use the File | Print Game instead.
-
- The 2 lines below the nnn have a wide left margin so that I can deposit the moves of the game therein
- and have plenty of room to punch holes for insertion of the page in a ring binder. Edit | Copy to Clipboard
- and the "Moves with Newlines" option sets the clipboard from DBSCHESS and a bit of Alt/Tab gets me back
- to Word so that I can paste the moves below the nnn.
-
- I then Alt/Tab back to DBSCHESS, load the BW.BMP bitmaps (as I only have a Black & White
- printer) and set the clipboard to hold the board image - usually at the final position. This can then be pasted
- into the frame area with a double line border. With Word in Page View, a bit of positioning may be necessary
- to make it look pretty, depending on the length of the game.
-
- The CHESS.DOT file should be placed in your \WINWORD directory. NB it comes with the manual
- in Word form that I send to registrants.
-
- The alternative is to have a simple text printout produced by File | Print.
-
- 8.4 Keyboard Template.
-
- Another bonus for registrants is the template (Word 2 or later format) that with the aid of a knife (and
- glue and cardboard for the heavy-duty version û first aid kit if youÆre not good with the knife!), you can print
- out and place on the keyboard to describe the function key usage. If you edit it for other programs as well, I
- won't be upset.
-
- 8.5 Signature file - F8.
-
- The F8 key copies the contents of a file SIG.TXT in the root directory (e.g. DBSCHESS) to the
- clipboard. This is intended for use as a signature to go at the end of an e-mail message.
-
- 8.6 Email Composition - F6.
-
- The Edit | Email Window or F6 shortcut key shows you the current contents of an internal edit area
- that can be altered either by any operation that sends text to the clipboard - or directly using the keyboard to
- alter the contents of the window (including Ctrl/z, x, c, v editing keys). The program keeps all text alterations
- to the clipboard as insertions in this separate area within the program. For instance, if you have two game
- moves to send to an opponent, then two employments of the F10 key at the appropriate times will mean that
- both games details are created. A further F8 for the signature file and a manual edit (use F6 and Crtl/Home
- to insert "Hi Chessfriend" at the top of the composition window) and you have created a new clipboard that
- contains the entire email to be sent.
-
- If you alter the cursor position in the Email window, subsequent insertions are made at that point.
-
- You can close this window either leaving the current clipboard contents unaltered, or set it to the
- accumulated Email window contents (in which case the Email window contents are cleared).
-
- There is one exception, the F12 edit to set move details always sets the clipboard, but you have to set
- a flag to insert the amendment into the program's Email window. This is because when you receive a move
- from your opponent, you will want to record the date on which it was sent, but do not wish to send the last 3
- moves up to that point back to him as well as the position after your move.
-
-
-
- 9. Information.
-
- 9.1 Ages.
-
- Info | Ages allows you to find out when the files in a selected directory were last amended - the age in
- days allows you to spot those opponents who seem to have given up playing.
-
- 9.2 Result Analysis.
-
- Info | Results. This depends on your filling in the result and your involvement in each game using the
- radio buttons that are on the display generated by File | New, File | Create or Edit | Game details (F11).
-
- Starting from the DBSCHESS directory and performing the calculation on each subdirectory below it,
- the total success rate is analysed - together with the count of unfinished and "non-involvement" games.
-
- Personally, I find it annoying to go through all the games in a directory of "archived games" to find
- the one for which I have forgotten to edit in the result - hence the extra button to show/remove the list of all
- the ones defined as incomplete because the edit was omitted.
-
- 9.3 Games Summary.
-
- Info | Games Summary sets the clipboard with a summary of all the games in \DBSCHESS and its
- sub-directories. You may choose which of the fields are used. Depending on the amount of text, you will
- have to adjust the tab positions for this output when you paste it into a word processor document.
-
- 9.4 Move Statistics.
-
- Info | Move Statistics gives details about the moves in the current game and from the current
- position.
-
- 9.5 Calendar.
-
- Info | Calendar is a Delphi freebie that I thought might be useful to include.
-
- 9.6 Free memory.
-
- Info | Free memory is given in units of around 226 bytes, the (worst case) amount I require to store a
- move. As it includes the swap file availability you should see a nice large number! It's smaller than it was in
- previous versions mainly due to the increased limit on the size of move comments.
-
- 9.7 Other Tasks.
-
- Info | Other Tasks lists the other programs that can be reached by use of Alt/Tab.
-
- 9.8 About.
-
- Help | About gives program details in the About box. The important item is the version number. This
- enables me to tell you "Oh, you haven't got the latest version where that old bug is cured"!
-
- 9.9 Material Balance.
-
- The matΘrial diffΘrence (pardon my French!) is displayed by the plus/minus ( ▒ ) toolbar button. This
- is useful both for people like me who are too lazy to count all those pawns or to check if you haven't been
- swindled out of a piece at the end of an exchange sequence. Cancel the display to return to normal. Note
- that it shows the positive advantage - not the pieces removed from the board!
-
- 10. Variation display.
-
- This is obtained by pressing the toolbar button marked with the letter A or by View | Analysis.
-
- The problem with showing an arbitrarily complicated branching of possible moves is the way to list
- them. My solution is first to sort the variations so that the "heaviest" one comes last - in the style of "this
- move is the way forward, if there is a short digression let's get it out of the way first before continuing".
-
- From a given position the variation moves are called ?1, ?2, ?3, etc. (surprise!, but after 9 I go to ?a,
- ?b, etc. - you must be a real enthusiast to need these). The first subvariation of ?1 is ?11, the second
- subvariation is ?12. Thus ?3122 is the second subsubsubvariation of the second subsubvariation of the first
- subvariation of the third variation of the current position!
-
- Starting from a well known (i.e. initial) position, we could have :-
-
- ?1 e2-e4
- ?11 e7-e5
- ?12 c7-c5
- ?2 d2-d4
- ?21 Ng8-f6
- ?211 c2-c4
- ?22 d7-d5
- ?221 c2-c4
- ?2211 d5xc4
- ?3 Ng1-f3
- ?31 Ng8-f6
- ?311 d2-d4
- ?3111 g7
- ?312 g3
- ?3121 g7
- ?3122 d5
- ?31221 Bg2
-
- The analysis display uses indentations - until it gets too far to be readable.
-
- If you decide to add a lot of moves to one variation line, note that it gets re-sorted to appear last -
- hence the numbering of the line may change.
-
- To return from the analysis page to the normal graphical display, double click anywhere in the row
- describing the required move.
-
- The default options for the display give variations and comments, and not dates nor international
- notation nor elapsed time values. If you change these, it will also affect the output sent to the Clipboard.
-
- Variation moves are all numbered, being preceded by the letter "w" or "b" to show a white or black
- move. Game moves are shown only with the number if a white move.
-
- Variations after the last game move are coloured red. This shows the transition between variations
- that were alternatives to the last game move and those that might follow it.
-
- 11. Library.
-
- DBSCHESS has no ambitions to provide a large reference database of all chess openings. It does
- however have the ability to see if the current position has occurred in any of your other games (those stored
- in the DBSCHESS directory and any subdirectories of it û unless they are checked as to be excluded). The
- test takes place continually after you have used either the Library | Create or Library | Load commands; it is
- turned off by Library | Ignore. The numbers of "hits" is displayed at the left hand end of the toolbar in a
- button.
-
- Library | Create is a slow process, it involves looking at the positions in the existing games and
- producing new versions of the library files (see Annex C). You are asked to give the depth to which games
- are analysed (the default is 24 half moves, i.e. on white's 13th move you would no longer expect to find a
- match). The much faster process is Library | Load which just reads back the contents of the library files.
- However, whenever you save a new version of a game, the data in the library files refers to the old version
- and cannot be used - hence on Library | Load you are given a list of games that are no longer included in the
- search for "hits". Eventually you will have to do another Library | Create to refresh the library files.
-
- If you press the "hits" button a list of the other games appears which share the current position. If
- you click on an item in the list you open the alternative game. Note that you probably won't be able to return
- to the original game using this method if the original game is one under development and therefore not in the
- library! (use the File | 1 filename entry instead).
-
- In theory it is possible that a "hit" may be a false positive. For efficiency of storage size and
- calculation speed, the entire position is not stored, only a compressed (hashed) value derived from it. Whilst
- two or more positions can generate the same value, the spurious ones are unlikely to be anything that
- occurred in a chess game.
-
- I see this facility as being useful in two ways :-
-
- a) When you have a flash of dΘja vu and don't want to make that horrible mistake on a second
- occasion.
- b) If you have a favourite opening, a dummy game with lots of variations could be constructed
- for reference.
-
- If you leave the Library | Load on Startup menu item checked, the library is automatically loaded on
- subsequent startups of the program.
-
- A given file can be marked so that it is not included in the library - use F11 or Edit | Comments |
- Game Details. A File | New game is so marked, on the assumption that as each time the next move is made
- and the game saved, its entry in the library would become obsolete. Conversely, as File | Imported games are
- complete, these are not excluded by default. If you have a whole collection of games that shouldn't be
- included in the library, the crude method of excluding them is to keep them in a directory/folder that isn't in or
- below \DBSCHESS.
-
- Annex A. DBS files.
-
- Each game is stored in an individual file. I use only printable characters with the exception of the field
- separator (FS = ASCII 28) - this means that you can examine the files with a normal text editor and transmit
- them over the Internet as "Text" files. Although this is not an efficient way to store data, in practice the files
- are so small that little physical disc space is wasted (a single byte file could well be costing you 4K if your
- disc is organised that way). When you back up these files, they are easy meat for any compressing algorithm
- such as used by PKZIP* or Microsoft Backup*. The File | Compress option within the program is an easy
- way of saving up to a third of the space, but it does seem to clash with other methods û see section 2.3.
-
- The format definition has been extended over various versions, but a later version of the program will
- always read older version formats (even if it has to convert it).
-
- You are NOT encouraged to edit these files, I take no responsibility for any crashes you generate!
- However, for interest only and in case any other program writers wish to import these files we have ...
-
- Record 1 : Game details separated by FS; white,black,tourney,start,adj,ref,comment, result/I_was
- Record 2 : Number of move nodes followed by parameter letters ...
- W,B,M or N define viewpoint
- I if International checked
- E,S,F or G define language
- C if compressed (in which case later records are suitably quaint)
- X if the file is to be excluded from the library.
- * if version 1.3 or later (short notation value recorded as well)
- L if version 1.9 or later (elapsed days field exists)
- # if a Created user position.
- If record 2 contains # then there are 2 extra records ...
- Record 3 : 64 chars giving pieces on squares (easy to reverse engineer!)
- Record 4 : T=White move, F=Black, value to show castlings allowed.
- Then come records, one per move node, with fields ...
- ID,parent ID,child ID,sibling ID,game(T) or var(F),received,sent,comment,long,short,elapsed
-
- Compressed files (see section 2.3) have the first 2 records unchanged, later records have characters
- that should still be suitable for transmission as text files. If you'd like to discuss the method please email me.
-
- Annex B. DBSCHESS.INI file.
-
- This file records settings to be used next time the program is run. I have NOT used your Windows
- system files for this purpose.
-
- Again, you are not encouraged to edit this file, but ...
-
- Record 1 : S if short notation to be used (otherwise L), 5 if the list of moves is in Win95 format, P if
- PGN clipboard output, * if only * & ? moves displayed, H if F9 toggled to suppress the hint on the board
- image. I if the File | Open has been used, in which case an extra record follows giving the directory to use as
- the default. R if the "reversed knights" is selected. B if creation of BAK backup files selected. F if the Last
- Few Moves is preferred. O to load the library on startup.
- Record 2 : Eight T or F characters to show recent file names in use or not.
- Record 3-10 : File names concerned.
-
- Annex C. Library Files.
-
- There are two library files in the DBSCHESS directory concerned with the calculation of "hits" of
- identical positions being the current position and other stored games.
-
- LIBFILE1.DAT is a binary file holding names and creation dates for all the relevant games when the
- Library | Create was last carried out. Do not edit this file.
-
- LIBFILE2.DAT is a binary file holding hashed values for all the relevant games when the Library |
- Create was last carried out. Do not even think of editing this file.
-
-
- Annex D. Bitmap files.
-
- These are standard BMP files each holding a 48 * 48 pixel sized picture. You must create a family of
- 26 such files in a directory having a name of the form x.BMP to be suitable for DBSCHESS to use as an
- alternative representation for the board image.
-
- The help file gives more details.
-
-
- Annex E. Restrictions & Limits.
-
- A non-trivial Windows swap file will give a total overkill for the storage requirements for moves and
- analysis of a game (see Info | Free memory). There is no limit on the number of variations that may be
- analysed from a given position, other than ...
-
- * The actual number of legal moves from the position
- * The 35 limit for naming variations (?1 .. ?9, ?a .. ?z) if you look at them using the Analysis
- screen.
-
- Note that the above refers to number of branches at any point, not the total number of variations.
-
-
- Annex F. Errors
-
- The program has several places in which it can generate a DBSCHESS error from an internal
- inconsistency (as opposed to the places where you are told off for doing something incorrect).
-
- You will never see any of these errors. If/when you do, then please report it to me as quickly as
- possible! The exact text of the error report and any clues as to what you were doing at the time would be
- greatly appreciated.
-
- Annex G. Import Algorithm.
-
- The aim is to be able to accept the contents of the clipboard if it contains any of
-
- * An output from the DBSCHESS program.
- * Any reasonable notation for the moves of a game.
- * PGN (Portable Game Notation) standard.
-
- In the first phase, a search is carried out for the string "1.", i.e. the characters before the first move
- (without the quotes). Up to this point everything is treated as comment except for PGN tags. The following
- tags (which include the STR (Seven Tag Roster)) are specially treated ;-
-
- Event, Site, Date, Round, White, Black, Result, TimeControl
-
- * Values in Event, Site & Round are combined to give a DBS Tourney.
- * Date & TimeControl become the Start Date and Adjudication Date.
- * White & Black are the same.
- * Result sets the radio box control for the Game Result.
-
- * Other tags become a Comment (in the form TagSymbol : Value, e.g. ECO : B12), assuming
- that the limit of 255 characters is not exceeded.
-
- The following rules are then applied to the moves of the game :-
-
- * White moves are preceded by the fullmove number and a period.
- * Black moves are optionally preceded by the fullmove number and more than one period.
- * Optional whitespace (space, tab, newline) characters are ignored.
- * The move in Short or Long Algebraic notation.
- * Optional + (for check), # (for checkmate), ep or e.p. (for en passant) û all ignored.
- * (Optional = followed by) The piece letter for pawn promotions.
- * Optional comma or semicolon.
- * PGN "NAG" values (a dollar sign followed by a number) are ignored.
- * Comments are read into the Comment field of a move (note the 128 character limit on length,
- truncation takes place for long comments).
-
- A comment is defined as a string enclosed by a pair of round, square or curly brackets. Comments
- may not be nested.
-
- Finally the result of the game may be given as 1-0, 0-1 or 1/2-1/2. If this is in contradiction with the
- PGN tag, a message is generated.
-
- From version 1.6 onwards, the period after a white move number may be omitted. This means that
- you have to be more careful in choosing the clipboard contents to correctly start with the first "1 ".
-
- Annex H. PGN Clipboard Output.
-
- One option of the Edit | Copy to Clipboard menu produces PGN format output, with the option to
- include comments (in curly brackets).
-
- This option will automatically switch you into Short Algebraic notation and English Language if
- necessary for the duration.
-
- The converse problems to those described in Annex G apply, so the Tourney value in DBS appears as
- the Event tag; the Site and Round tags are set to the undefined "?" value.
-
- If you use the Start Date and Adjudication Date values, it is your responsibility to use the
- "yyyy.mm.dd" format for PGN. Similarly, White & Black names should be given as "Surname, Other
- names".
-
- The Result tag is output, the end-of-game result value is not.
-
- Annex I. Function keys.
-
- Note that from version 1.9, the equivalent of the functions keys is also available by clicking the right
- mouse button. In a Win 3.1 environment you have to keep the mouse button held down.
-
- F1 Help. The standard Windows help system is called with the English version as default. To
- use the German version the DBSCHESS.HLP file should be overwritten with the contents of
- DEUTSCH.HLP. You will find that if F1 is pressed at certain points in the program, you will be sent directly
- to the relevant part of the help file. The latest German version is on my homepage - no longer in the latest
- shareware version of the system.
-
- F2 Shortcut to File | Open.
-
- F3 Shortcut to File | Save.
-
- F4 Shortcut to File | New.
-
- F5 Insert (or edit) a Shortcut Comment (see section 7.3).
-
- F6 Display "Email Composition" window.
-
- F7 Toggle display of Last few moves.
-
- F8 Signature file to clipboard. The contents of SIG.TXT are sent to the clipboard, see 8.4.
-
- F9 Toggles whether the help hint appears on the board and valid-move-list displays
-
- F10 Makes the current position the end-of-game, adds the "today" date to the current move
- and sets the clipboard for the e-mail move.
-
- F11 Shortcut to Game details.
-
- F12 Shortcut to Move details.
-
- Ctrl/F2 Load latest game & reverse sides (for LAN/Intranet). This works for a shared file - but
- remember that your analysis is available to your opponent!
-
- The right mouse button will give you a list equivalent to the above - unless you are in the move
- comment area or on a toolbar icon.
-
- A keyboard template is available (in Word 2 and upwards format) that may be useful if your have a
- standard keyboard - and have registered!
-
- Annex J. TRA - Figurine translation.
-
- There are several fonts that can produce symbols rather than letters of the alphabet, much as a gothic
- font can do strange things to the way a letter appears. There is a standard for which letters should be used to
- represent each of the required symbols (e.g. a Black knight on a light square), but there seems to be universal
- agreement that it should be ignored. Therefore, I need a translation file to define the set of ascii characters to
- output to the clipboard to produce the display in whichever font you happen to be using. Alastair Scott
- produced a font Chess_TT, Alan Cowderoy ( http://www.traveller.com/chess) has also provided a freeware
- font, my homepage holds this font and a TRA file for all the ones mentioned in this Annex.
-
- A TRA file consists of 4 lines of characters (it's a DBS standard, so please don't look for further info
- elsewhere<g>).
-
- * Line 1 is just the name of the font.
- * Line 2 gives the ascii characters that are used in the font to produce the symbols on the light
- coloured squares ...
- empty, [pawn, rook, knight, bishop, queen, king], reversed white knight, reversed black knight
- [where the group in [] are given first for white pieces and then repeated for black].
- * Line 3 similarly for the dark squares.
- * Line 4 gives the 9 characters needed for the border (the last 4 may well be spaces) ...
- consistent width space, top, bottom, left, right, corner points top-left(tl), tr, bl, br.
-
-
-
-
-
-
-
- David B Sugden. Oct, 1997
- DBSugden@compuserve.com
- http://ourworld.compuserve.com/homepages/DBSugden
-
-
-
- Page 10
-
-