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- -----------------------------
- LateNight Chess Documentation
- -----------------------------
-
- LateNight Chess was written for JUMPDISK in September/October 1988 by
- Chris Halsall of LateNight Developments Corporation. JUMPDISK Magazine has
- exclusive distribution rights until February 1989; no copies may be made of
- this program until after that time without its written permission.
- As of February 1989, this program will become freely redistributable
- and may be copied and given away providing that no fee is charged, other
- than a reasonable disk copying charge. LateNight Developments Corporation
- retains all rights to this program.
-
- LateNight Chess is a player vs. player chess program; there is no
- computer vs. player mode. On the other hand, players may use this program to
- play games of chess over the telephone lines, assuming that both players
- have modems attached to the serial ports of their Amigas. In order to use
- this program in the two-player over the modem mode, you must also have the
- file "serial.device" in your devs: directory.
- This program uses the (freely redistributable) AmigaDOS Replacement
- Project (ARP) library (published in the September 1988 JUMPDISK) to perform
- its file request operations. In other words, if you wish to LOAD or SAVE
- games, you must have the file "arp.library" in your "libs:" directory.
- Arp.library is also available on several of the commercial BBS systems (BIX,
- CompuServe, PLink, etc.), most local BBS systems, and probably also from
- your local Amiga dealer.
- Note that LateNight Chess will operate fully without arp.library, with
- the exception of the Load Game and Save Game options.
- An explanation of the menu item options follows, in order of appearance
- on the screen.
-
- GAME OPTIONS:
-
- Game->New
- This sets up the board in the default configuration and, if in two-
- player over the modem mode, will bring up a requester to ask what color you
- would like to play. It then checks with the other player for agreement. If
- the other player agrees, play begins. If not, you are told so and given the
- color selection requester again.
- Note: If both players happen to select New (or Play->Start at the same
- time, LateNight Chess will get a little confused for a while. It will soon,
- however, realize what has happened, tell both players, and then ask them to
- retry.
-
- Game->Load
- This lets you load a stored game of Chess. You must have Arp.library in
- your libs: directory for this operation to work.
-
- Game->Save
- This lets you save a game of Chess to disk. Again, you must have
- Arp.library in your libs: directory for this operation to work.
-
- Game->Info
- Just some information about how great we are, where to send truckloads
- of money to, and that kind of stuff.
-
- Game->Quit
- Three guesses, and the first two don't count.
-
- BOARD OPTIONS:
-
- Board->Rotate 180°
- This option is primarily intended for two-player over the modem mode,
- to allow the person playing Black to see the board with the Black pieces on
- the bottom of the screen, as it should be for that player.
-
- Board->Edit
- Puts LateNight Chess into the board edit mode. This is usable at any
- point, including over the modem play, but causes the loss of chess history.
-
- Take Back Move
- In edit mode, pieces can be selected from the menu and dropped on the
- board, moved from one place on the board to another, or picked up off the
- board and dropped off the edge.
- Once it is selected, the Board->Edit menu item becomes ghosted, and the
- following items become active....
-
- Board->Play
- The opposite of Edit. Puts the program back into play mode. LateNight
- Chess will ask whose turn it is next and then continue as usual.
-
- Board->Clear
- Clears the board when you want to start over.
-
- Board->Initial
- Sets the board to the initial chess state (Rook-Knight-Bishop-Queen-
- King-Bishop-Knight-Rook with a row of Pawns, for each color.)
-
- Board->Black Pieces
- Lets you select black pieces to put down on the board. Selectable by
- keyboard shortcut, using Right Amiga-Shift-1 for a King, Right Amiga-Shift-2
- for a Queen, etc.
-
- Board->White Pieces
- Lets you select white pieces to put down on the board. Selectable by
- keyboard shortcut, using Right Amiga-1 for a King, Right Amiga-2 for a
- Queen, etc.
-
- PLAY OPTIONS:
-
- Play->Resign
- This is primarily for use in Over the Modem mode, where it stops the
- clocks and lets your opponent know that you have resigned the game. In
- local mode, this simply stops the clocks.
-
- Play->Start
- Basically the opposite of Resign. Used if you made a mistake in
- selecting Resign, or if you used Resign as a form of pause.
-
- Play->Take Back Move
- This, we are afraid, only works in local mode. This is used to take
- back one or more moves in a game. You can, in fact, Take Back Moves all the
- way to the beginning of the game.
-
- OPPONENT OPTIONS:
-
- Opponent->Local
- This is the default setting. If in remote (modem) mode this will hang
- up the phone and release the serial line.
-
- Opponent->Remote
- When selected, LateNight Chess will try to allocate the serial port and
- prepare for a game of chess over the phone line. After selecting this, you
- should set your baud rate and, if you are dialling, select
-
- Modem->Dial
- or if you are answering, select
- Modem->Answer
-
- MODEM OPTIONS:
-
- Modem->Messages
- This is used to send messages back and forth between yourself and your
- opponent. It may be used at any time. A messaging window will pop up, with
- two lines of text displayed for each of your opponent and yourself, and a
- text gadget at the bottom to allow you to type in text.
- Please note the text is not sent until you press Return, so you can
- make as many editing changes as you like to your line of text without your
- opponent seeing what you are doing, or even abort it if you wish. Also, you
- may select the Close gadget of the window at any time without losing what
- you are typing. When you reopen the window the text will still be waiting
- there for you to finish editing or abort.
- You may play chess with the messaging window either open or closed.
- When a message comes in from your opponent the window will automatically pop
- up on your screen, so you won't miss any messages.
-
- Modem->Dial
- This pops up a dial requester. If you are using a modem which follows
- the Hayes "AT" standard, all you have to do is type in the number of your
- friend who you will be playing against, select either Touch Tone or Pulse,
- depending on your phone line dialling type, and then press Dial. If you find
- you have made a mistake, select the Hang Up gadget and try again. Otherwise,
- wait for the the modems to connect, and then press Start. You should then be
- able to play the game.
- If you are using a modem that does not follow the "AT" standard, click
- on the Number gadget. This will switch you into String mode, which means
- what you type into the phone number string gadget gets sent out directly,
- rather than having "ATDT" or "ATDP" (depending on Touch Tone or Pulse mode,
- respectively) being sent out ahead of the string.
- You should then type in whatever command your modem expects to precede
- a dial request, and then select Dial. Proceed as above after the connection
- is made.
-
- Modem->Answer
- Again, this brings up a requester. The default string here is "ATZ
- S0=1", which tells the modem to reset, and then set auto answer to one ring.
- If you find this does not work for your modem, you might try the string
- "ATA" WHEN THE PHONE IS RINGING. If this doesn't work, consult your modem
- manual, or ask your local modem guru.
-
- Modem->Hang Up
- This hangs up the modem. It first sends out the "+++" escape sequence,
- then sends out the command "ATH", and then drops and picks up the DTR line.
-
- Modem->Baud Rate
- Here you have the choice of selecting the baud rate at which you will
- be talking to your modem, and your opponent. The options are 300, 1200, 2400
- and 9600 baud. It is advisable to decide with your opponent what baud rate
- you are going to be using before you actually start dialling, as switching
- baud rates after connection is always a very confusing and unrewarding
- practice.
-
- NOTES
- When dialling or answering the phone, after connection click the Start
- gadget. This lets the program know the connection was successful, and so
- will start passing handshaking information back and forth. If you simply
- click on the Close Window gadget, the requester will abort and the
- connection attempt will be considered unsuccessful.
- If by mistake you click on the Close Window gadget, reselect Dial or
- Answer (it doesn't matter which), and then click on Start.
- Also, if you are playing LateNight Chess with two Amigas over a
- null-modem cable, you will have to use either of the modem requesters and
- click on Start. Don't dial, just use them to let the program know there is
- someone at the other end.
- Once connection is established, you should notice another mouse pointer
- moving around on your screen. This is your opponent's mouse pointer, so you
- can watch what he does while the game progresses. This pointer will work
- correctly even if you or your opponent have rotated your board 180°, though
- to allow this, we have had to limit motion of the opponent pointer to be
- within the board boundaries.
- If, during a game, you get a requester popping up saying Handshaking
- Error, Trouble with Remote. Retry or Cancel, this means your opponent's
- computer is not responding to repeated attempts to pass it the "Play Token."
- This could be because he has dropped the line on you (although usually you
- would be told), or that he has popped up a requester of some form, but has
- taken a very long time to acknowledge it.
- If you know the opponent is there, click Retry. LateNight Chess will
- continue to try to reestablish handshaking, popping up the same requester
- periodically to let you know what is happening. You may, after clicking
- Retry or Cancel, save the game as it stands, so it may be continued if
- handshaking cannot be reestablished.
- Castling, En Passant and Pawn promotion are all supported by LateNight
- Chess, as well as King in Check checking. We have not, however, installed
- Checkmate searching, as it would have taken a fair amount more code.
- Therefore, it is up to the player to realize if he is in Checkmate or not.
- This shouldn't be too difficult, as you can simply try to move the King into
- a position that you think may get you out of check. LateNight Chess will not
- allow anyone to move into check, and so there is no way for someone to make
- an illegal move because of this lack of a feature.
- To castle, a clear path must exist between the King and the Rook which
- you wish to castle. The King and the Rook must not have been moved
- previously, and the King cannot be in check, move into check, nor pass
- through check. If all of these conditions are met, move the King two spaces
- toward the Rook involved, and that Rook will automatically be moved into the
- correct location. Technically, when Castling the Rook should move first, but
- this way was much easier to implement.
- To make an En Passant move, move your pawn diagonally into the position
- behind your opponent's pawn which has just moved two squares on its initial
- move. This move is only valid immediately after the pawn's initial move.
- This means you may not wait a turn before enacting en passant.
- To promote a pawn, you must move one of your pawns entirely across the
- board into your opponent's home territory. Once you manage this, a requester
- will pop up asking you what you would like the pawn to become. Your options
- are Rook, Knight, Bishop and Queen. Although Queen is the usual choice, any
- of the others are valid. Your Pawn may NOT remain a Pawn.
- We have tried to make this program as bug-proof as possible, and we are
- almost entirely sure that it is not possible to crash it. However, if you
- manage to prove us wrong, or find what Leo Schwab calls "undesirable
- features," please let us know; we want to know about them!
- A copy of the source code for LateNight Chess may be obtained from
- LateNight Developments for a fee of $15.
- As stated in the Info section of the program, our address is:
- LateNight Developments Corporation, #202 - 306 Burnside Road West, Victoria,
- BC, Canada, V8Z 1M1. Phone: (604) 380-3032
- We have had a lot of fun writing this program, and we hope it is of
- some entertainment value to you.
- Sincerely, The entire LND Crew: Chris "Thumper" Halsall, Kim "Xor"
- Lewall, Paul "Sting" Gerber, and Steven "DeSade" Dean.
-
-