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- ┌──────────> 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 .................... <────────────────┘