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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 39 character TITLE - which program will display. |
- | * ( an asterisk ) in column 1, signifies a COMMENTS record. |
- +----> PLEASE PRESS ANY KEY TO CONTINUE .................... <----------------+