┌──────────> Preparing a 'CHESS MOVES' file for program 'CHESSRP3' <──────────┐
│          ─────────────────────────────────────────────────────────          │
│ Each record in this file represents 'CHESS MOVES' in the format:            │
│     1   d4  b6  Comments     <─ One CHESS MOVES record                      │
│     2   Nc3 Ba6 Comments     <─ One CHESS MOVES record                      │
│   * a   bb  cc  dddddddd     <─ Keys to following interpretation:           │
│ There are 3 'fields' to each record ─ separated by one or more blanks.      │
│ Field 'a':  A Counter field ─ which is not used by program 'CHESSRP3'.      │
│ Field 'b':  WHITEs move   ───   field 'c': BLACKs move  ───  'd': Comments  │
│ The actual MOVES are coded in the ALGEBRAIC coding notation.                │
│ The sample above present the first 2 MOVES in the game:                     │
│ WHITE opens by moving a PAWN from d2 to d4, BLACK moves PAWN from b7 to b6. │
│ In MOVE 2, WHITE moves KNIGHT from b1 to c3, BLACK BISHOP from b8 to a6.    │
│ One character identifies the various chess pieces as follows:               │
│   Q = Queen, K = King, R = Rook, B = Bishop, N = kNight.                    │
│   the absence of one of the CAPITAL letters shown above signifies a PAWN.   │
│ CASTLING is coded as: 0─0 for Short Castling, 0─0─0 for Long Castling.      │
│ If 2 like pieces can reach the same square, indicate which piece to move by │
│ showing either ROW or COLUMN as the second character in the MOVE statement. │
│ For example, WHITES MOVE 'Nc3' could also be 'N1c3' or 'Nbc3'.              │
│ TITLE RECORD:  Code one record with a '>' ( Greater than sign ) in byte 1,  │
│  followed by an up to 36 character TITLE ─ which program will display.      │
│ * ( an asterisk ) in column 1, signifies a COMMENTS record.                 │
└────> PLEASE PRESS ANY KEY TO CONTINUE .................... <────────────────┘
