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CHESS.DOC
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1992-05-07
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11KB
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254 lines
TOMMY'S CHESS SET (C) COPYRIGHT 1986 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #86-015-1A
INSTRUCTIONS:
***NOTE: TO EXIT TOMMY'S CHESS SET, HIT THE ESC KEY.***
TOMMY'S CHESS SET TURNS YOUR IBM PC INTO A PERSONAL CHESS SET WITH COMPLETE
DATA MANAGEMENT FUNCTIONS (IT IS NOT AN AUTOMATIC CHESS PLAYING PROGRAM).
DESIGNED FOR THE SERIOUS CHESS PLAYER, IT MAKES A PHYSICAL CHESS SET SEEM
OBSOLETE IN COMPARISON.
WITH THIS PROGRAM AND YOUR IBM PC OR COMPATIBLE YOU CAN:
o PLAY A GAME WITH ANOTHER PLAYER ON THE SAME OR ANOTHER COMPUTER, OR
REPLAY A GAME OUT OF A BOOK OR NEWSPAPER
o SAVE THE CURRENT POSITION, PLAY A NUMBER OF VARIATIONS, THEN RETURN
TO THE MAIN LINE
o BACKSTEP THE GAME AND THEN UNDO THE BACKSTEPS
o SAVE AN ENTIRE GAME (MOVES PLUS FINAL BOARD), PART OF A GAME (WITH
MOVES RENUMBERED), OR JUST THE BOARD.
o EDIT THE BOARD AT ANY TIME
o ANNOTATE THE GAME WITH YOUR OWN NOTES ON A MOVE BY MOVE BASIS
o REPLAY (NOT JUST RESTORE) A GAME, DISPLAYING THE TEXT OF YOUR NOTES
o ADD SOUND EFFECTS TO A REPLAY GAME
o PUBLISH THE RESULTS OF A TOURNAMENT ON AN IBM PC DISKETTE
o MAINTAIN ENTIRE LIBRARIES OF GAMES ON YOUR PC
-------------------------------------------------------------------------
IMPORTANT!
READ THIS ENTIRE INSTRUCTION MANUAL BEFORE ATTEMPTING TO RUN THE PROGRAM
THE FIRST TIME.
-------------------------------------------------------------------------
TO ENTER A MOVE:
USE STANDARD CHESS NOTATION, E.G., "A6-A7". (THE "-" IS SUPPLIED FOR YOU
AUTOMATICALLY). ANY ILLEGAL INPUT WILL CAUSE THE ENTIRE MOVE TO HAVE TO
BE REENTERED. TO CASTLE: TYPE "KK" OR "KQ" FOR CASTLING ON THE KING'S OR
QUEEN'S SIDE, RESPECTIVELY. TO ENTER A "NO-OP" MOVE (CHANGING PLAYERS),
TYPE "N".
KEYBOARD COMMANDS:
INSTEAD OF ENTERING A MOVE, YOU CAN ENTER THE FOLLOWING KEYBOARD COMMANDS:
"." BACKSTEP ONE MOVE
"/" UNDO THE LAST BACKSTEP
"\" EDIT THE BOARD: YOU ARE PROMPTED FOR THE BOARD POSITION AND
NEW CONTENTS. TO INDICATE A WHITE PIECE, INSERT A MINUS
SIGN IN FRONT OF THE CONTENTS. USE ONE LETTER ABBREVIATIONS
FOR THE PIECES, E.G., P, Q, N, B, R, K.
EXAMPLES: A6 K (WILL SET BOARD POSITION A6 TO A BLACK KING)
H2 -N (WILL SET BOARD POSITION H2 TO A WHITE KNIGHT)
TO EXIT EDIT MODE, TYPE X OR Q FOR THE BOARD POSITION.
WARNING: WHEN YOU EDIT THE BOARD, THE GAME RESETS TO ROUND 1
AND ALL PREVIOUS MOVES ARE ERASED.
KING VIOLATION: YOU WILL NOT BE PERMITTED TO HAVE OTHER THAN
EXACTLY ONE KING OF EACH COLOR ON THE BOARD WHEN YOU EXIT THE
EDIT MODE.
"Q" QUIT THE PROGRAM (YOU CAN ALSO HIT THE ESC KEY OR THE "X" KEY)
"R" REDRAW THE BOARD
"T" HAVE THE COMPUTER MARK EVERY ONE OF YOUR PIECES THAT CAN
CHECK THE OTHER PLAYER'S KING ON THIS MOVE (CHECK THREATS)
"U" SAME AS "/" (UNDO) .
"X" SAME AS "Q"
NOTES:
WHEN THE NOTE FEATURE IS ON (FN KEY F7), A 64-CHARACTER NOTE LINE APPEARS ON
THE TOP LINE OF THE CHESS BOARD. EACH MOVE (NOT JUST EACH ROUND) HAS ITS
OWN NOTE MAINTAINED FOR IT. WHEN REPLAYING OR BACKSTEPPING THE GAME, THE
NOTE FOR THE CURRENT MOVE IS AUTOMATICALLY DISPLAYED ON THE NOTE LINE. TO
EDIT THE NOTE LINE, TYPE FN KEY F9. A CURSOR WILL APPEAR ON THE NOTE LINE.
YOU CAN USE THE BACKSPACE KEY TO MOVE THE CURSOR BACKWARDS AND THE ESCAPE
KEY TO DELETE THE ENTIRE NOTE LINE AND START OVER. TO TERMINATE THE
EDITING OF THE NOTE LINE, HIT THE ENTER KEY. YOU ARE THEN BACK IN THE
MOVE ENTERING MODE.
FUNCTION KEYS:
THE FUNCTION KEYS HAVE THE FOLLOWING FUNCTIONS:
FUNCTION KEY FUNCTION
------------ --------
F1 SAVE THE GAME (INCLUDING ALL PAST MOVES AND CURRENT BOARD),
OR JUST THE CURRENT BOARD. YOU ARE PROMPTED FOR THE FILE
NAME AND THE OPTION (G FOR GAME OR B FOR BOARD). WHEN
SAVING THE GAME, YOU ARE ASKED WHETHER YOU WISH TO SAVE
THE ENTIRE GAME, OR JUST A RANGE OF ROUNDS IN THE GAME.
WHEN THE LATTER IS CHOSEN, THE COMPUTER WILL RECONSTRUCT AND
PRINT THE BOARD CONFIGURATION IN EFFECT AT THE FIRST
CHOSEN ROUND, RENUMBER THE ROUNDS FROM THEN ON STARTING WITH
ROUND 1, PRINT ALL THE MOVES ASKED FOR, AND THEN PRINT THE
FINAL BOARD CONFIGURATION AFTER ALL THE MOVES ARE PLAYED.
F2 RESTORE A GAME OR BOARD FROM A PREVIOUSLY SAVED FILE. THE
GAME IS AUTOMATICALLY REPLAYED AS IT IS READ IN. TO FREEZE
THE ACTION, HIT THE SPACE BAR KEY; TO RESUME, HIT IT AGAIN.
TO ABORT THE RESTORE LOOP, HIT THE ESC KEY OR THE "Q" KEY.
NOTE: ENTERING <ENTER> FOR A FILE NAME WILL ALLOW YOU TO
RETRACT THE FN KEY F1 & F2 COMMANDS AT THE LAST MOMENT.
F3 BACKUP 1 OR MORE MOVES (YOU ARE PROMPTED FOR THE NUMBER).
THE GAME IS PLAYED IN REVERSE.
F4 UNDO A BACKUP (YOU ARE PROMPTED FOR THE NUMBER OF MOVES).
THE GAME IS REPLAYED.
F5 SWITCH THE BOARD AROUND
F6 NUMBER/UNNUMBER THE BOARD (TOGGLE SWITCH)
F7 TURN NOTE TAKING ON/OFF (THIS INHIBITS THE DISPLAYING OF
THE NOTE LINE ON THE TOP OF THE BOARD)
F8 DISPLAY THESE INSTRUCTIONS
F9 ANNOTATE MOVE (YOU CAN EDIT THE NOTE ON THE TOP LINE OF THE
SCREEN, WHICH IS ATTACHED TO THE CURRENT MOVE). TO EXIT
EDITING MODE, HIT THE ENTER KEY.
F10 SOUND TOGGLE SWITCH
ARROW KEYS:
THE UP AND DOWN ARROW KEYS ON THE NUMERIC KEY PAD INCREASE AND DECREASE THE
SPEED OF THE REPLAY AND DEMO MODES (SETS INTERMOVE DELAY TO FROM 0.1 TO 9.9
SECONDS). WHEN YOU PRESS THE KEY THE NEW VALUE OF THE DELAY POPS UP IN THE
LOWER LEFT HAND CORNER OF THE SCREEN.
SAVED GAMES:
ALL GAMES ARE SAVED IN HUMAN-READABLE TEXT FORM. YOU CAN PUBLISH THE GAME BY
MERELY PRINTING OUT THIS TEXT FILE. WHEN YOU SEND THE TEXT FILE TO A FRIEND
WHO HAS A COPY OF THIS PROGRAM, HE CAN REPLAY THE GAME BY RESTORING THE GAME
(FN KEY F2) FROM THIS FILE.
GAME FILE FORMAT:
YOU CAN EDIT A GAME FILE AS DESIRED, AS LONG AS YOU FOLLOW THE STRICT FORMAT
REQUIRED BY THE PROGRAM.
(SAVE A GAME TO SEE WHAT IT IS: REGULAR, CASTLING, PROMOTION, EN PASSANT, AND
NO-OP MOVES ALL HAVE SEPARATE FORMATS, AND THERE IS A STRICT COLUMNAR POSITION
FOR ALL FIELDS.)
IN ADDITION, THERE ARE SOME EXTRA LINES YOU CAN PUT IN A GAME FILE TO ENHANCE
THE REPLAY MODE; THEY ARE ALL TRIGGERED BY A SPECIAL CHARACTER IN COLUMN 1 OF
THE LINE:
1. . LINE: IF YOU PUT IN A LINE WITH A . IN COLUMN 1, THE LINE
BECOMES A NOTE TO YOURSELF WHICH IS IGNORED BY THE PROGRAM WHEN
REPLAYING THE GAME.
2. ", N LINES: A LINE WITH A QUOTE OR AN N IN COL 1 SIGNALS THAT THE NEXT
64 CHARACTERS OF THIS LINE ARE TO BE PRINTED ON THE NOTE LINE ABOVE
THE BOARD (IF THE NOTE FEATURE, FN KEY F7, IS ON).
3. B, I, U LINES: SAME AS " LINES EXCEPT THAT THE NOTE IS PRINTED IN
BOLDFACE, INVERSE VIDEO, OR UNDERLINED MODE, RESPECTIVELY.
NOTE: ON COLOR MONITORS, THIS WILL COME OUT AS WHITE, INVERSE WHITE,
AND BLUE, RESPECTIVELY.
4. 1,2,..7 LINES: SAME AS "" LINES EXCEPT THAT THE NOTE IS PRINTED IN
COLOR 1 (BLUE ON COLOR SCREENS, UNDERLINED ON MONOCHROME SCREENS),
COLOR 2 (GREEN), 3 (CYAN), 4 (RED), 5 (MAGENTA), 6 (BROWN), OR
COLOR 7 (WHITE). COLORS 2-6 ARE THE SAME AS COLOR 7 WHEN USING
A MONOCHROME SCREEN.
5. S, M LINES: A LINE WITH AN S IN COLUMN 1 IS TAKEN AS THE ARGUMENT
OF A BASICA PLAY COMMAND, PERMITTING YOU TO DRESS UP YOUR GAME WITH
REPLAY SOUND EFFECTS. CONSULT YOUR BASICA MANUAL TO LEARN ABOUT THE
PLAY COMMAND. A LINE WITH AN M IN COLUMN 1 IS LIKE AN S LINE
EXCEPT IT WILL ONLY PLAY IF THE NOTE LINE IS ON (THE S LINE PLAYS
WHETHER THE NOTE LINE IS ON OR NOT).
NOTE: SOME POSSIBLE ARGUMENTS OF A BASICA PLAY COMMAND ARE AS
FOLLOWS:
On Set octave to n (n=0..6) (Middle C is n=3)
Tn Set tempo to n (n=32..255) quarter notes per minute.
A,A#,B,C,C#,D,D#,E,F,F#,G,G# The notes and the sharps
A-,B-,D-,E-,G- The flats
Ln Set following notes to duration of 1/n (n=1..65) of a whole
note.
Pn Pause 1/n (n=1..64) of a whole note
MN,MS,ML Normal, staccato, legato emphasis on following notes
MB,MF Set 32-note background buffer on/off (when on, the sound
generator operates independently of the CPU)
EXAMPLES:
SMFMNT120L16O2CDEFL4G (A SHORT SCALE)
SMBMLT255O4CC#DD#EFF#GG#A (SLIP ON A BANANA PEEL)
6. W LINES: A LINE OF THE FORMAT "Wn", WHERE THE W IS IN COLUMN 1 AND
THE PARAMETER n IS AN INTEGER 1..9, WILL CAUSE THE PROGRAM TO WAIT
n SECONDS BEFORE READING THE NEXT LINE (n MUST BE IN COLUMN 2).
NOTE: A POP-UP NOTE FILE EDITOR, WHICH WILL PERMIT YOU TO EDIT A GAME FILE
WHILE REPEATEDLY REPLAYING IT, IS PARTICULARLY EFFECTIVE FOR POLISHING.
SCRATCH FILE:
THE PROGRAM CREATES A TEMPORARY RANDOM ACCESS SCRATCH FILE TO USE AS A LOG
OF ALL THE MOVES IN THE GAME.
WHEN THE PROGRAM FIRST COMES ON, IT PROMPTS YOU FOR THE NAME OF A FILE TO
USE AS THIS SCRATCH FILE. WHEN YOU REQUEST TO EXIT THE PROGRAM, IT WILL
DELETE THIS SCRATCH FILE. IF YOU HIT THE ENTER KEY WITHOUT SPECIFYING A
FILE NAME, THE PROGRAM WILL ACT AS IF YOU HAD ENTERED "CHESS.SCR" AS THE
FILE NAME.
NOTE: YOU CANNOT REENTER AN OLD GAME BY RETAINING ITS SCRATCH FILE: YOU MUST
ACTUALLY SAVE THE GAME IN TEXT FORM WITH FUNCTION KEY F1, THEN RESTORE IT
USING FUNCTION KEY F2.
VIRTUAL SCRATCH FILE:
IF YOU HAVE DOS 3.00 OR HIGHER AND IN ADDITION YOUR COMPUTER HAS ENOUGH
MEMORY, IT IS RECOMMENDED THAT YOU CREATE A VIRTUAL (RAM) DISK USING THE
'DEVICE=VDISK.SYS' COMMAND IN YOUR CONFIG.SYS FILE (SEE IBM DISK OPERATING
SYSTEM 3.00 MANUAL). YOU CAN THEN SPECIFY YOUR SCRATCH FILE AS SOME DUMMY
FILE RESIDING ON THIS VIRTUAL DISK FOR INCREASED SPEED.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
EXAMPLE: >CHESS MS
----------------------
DID YOU LIKE THIS TOY?
DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR THE
IBM PC AND COMPATIBLES. OUR NIFTY DEMO DISK, CONTAINING AN ELECTRONIC TOY
CATALOG AND OTHER GOODIES, IS ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
(U.S. FUNDS ONLY OR CHECK DRAWN ON U.S. BANK). (PLEASE SPECIFY 5.25 INCH OR
3.5 INCH DISKETTE). IF YOUR PC BORES YOU WRITE US NOW.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
GOOD LUCK!