home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Adventures in Heaven 2
/
adventuresinheaven2powergamesfordosandwindows.iso
/
dos
/
strategy
/
thor
/
thor.doc
< prev
next >
Wrap
Text File
|
1994-04-07
|
35KB
|
910 lines
Page 1
Thor ?
Thor is an Othello/Reversi game-playing program. It allows you to
play against the computer or to use it as an Othello board. It
includes a complete set of functions for the study of the game.
Versions
Version 1 existed in 1982-1983. It was written in Z80 assembly language
for Tandy TRS-80 computers.
In late 1988, version 2 was completed, written in the C programming
language for PC-compatible computers. This version was compiled
using Borland's Turbo-C. Additionally, there were versions numbered
2.0x ("x" varying between 1 and 9). These intermediate versions
were reserved exclusively for testing purposes by certain users.
Version 2.1, dating back to 1989, is the version 2.x distributed. Next
came version 3, created in 1990, including the database of games. After
a series of enhancements, the version number was changed from 3.0 to 3.1,
then 3.2. Another version, distributed as freeware, was named Gthor
(version 1, then 2).
Finally this version 3.3 reintegrates the freeware Gthor.
CGA, EGA, VGA and Hercules graphics cards are handled for a
graphical display of the board.
This program is freeware. You may use it, copy it, and distribute
it freely. However, you don't own it and hence cannot sell it. See
the READ.ME file for more information about freeware.
System Requirements
An IBM PC/XT/AT/PS or compatible computer
At least 512K memory (with a minimum of 320K free)
A floppy drive, either 1.2 meg 5.25" or 1.44 meg 3.5"
A hard disk with at least 2 megabytes free
MS-DOS version 3.0 or later
Any video card and compatible screen
Page 2
Contents of THOR's subdirectory after installation
THOR.EXE variable size
Thor's executable module
THOR.CFG 14 bytes
User configuration (see below)
THOR.BIB around 15K
The opening library
THOR.DOC around 36K
This usage file
THOR.PAR 56000 bytes
File containing stored positions (see below)
THOR.DBA greater than 1 meg
The database of games. As of May 1, 1993, this included 16091 games
and took 1147056 bytes of storage.
READ.ME
The latest information on the program, including usage and installation
procedures.
Starting Thor
Under the MS-DOS prompt, change into the Thor directory using the
CD command (for example, "CD \THOR" if the directory was named THOR),
then type THOR followed by the <Enter> key. The program loads itself
into memory along with the library of openings, and certain information
about the database of games (tournament and player names). Thor also
checks the configuration file for user options. When all files are
loaded, the copyright screen appears. After pressing a key, you reach
Thor's main screen.
If a mouse driver (MOUSE.SYS or MOUSE.COM) is installed, the mouse is
recognized and pressing a mouse button is equivalent to pressing a key.
Page 3
Graphic Mode
With certain computers or video cards, the system may be unable to
correctly detect the graphic card present (in which case either the
program is run in text mode or doesn't work at all). You may force
the program to use a specific video mode by giving Thor a run-time
parameter.
For example, if you know that your video card can work in colour VGA
mode, begin with program with the command :
THOR G8
where G indicates graphic mode and 8 is the number corresponding to
VGA colour mode. If your video card is unable to support the mode
which you have given it, the program will either function improperly
or not at all. You may also choose a mode supported by your graphics
card which does not make use of the full resolution and the most colours
available (for example, you could use VGA monochrome mode on a colour
system in order to do a screen dump to your printer).
The available graphics modes are :
0 text mode, using BIOS
1 CGA 640x200, monochrome
2 extended CGA, 640x400, monochrome
3 Hercules 720x348, monochrome
4 EGA 640x200, 16 colours
5 EGA MONO 640x350
6 extended EGA, 640x350, 16 colours
7 VGA MONO, 640x480
8 VGA 640x480, 16 colours
Notes :
- Thor uses graphics or text functions operating directly with video
memory for reasons of speed. In certain cases (such as under a
multitasking environment such as an older version of Desqview or
Windows), it may be necessary to force text mode using the BIOS
video. Mode 0 serves this purpose.
- Mode 2 works on certain TOSHIBA and AT&T machines
Page 4
Using Thor
Thor's user interface is based on two elements :
-1- Buttons.
These take the form of a small piece of text written in inverse video
(generally black on a white background), and indicate a possible action.
You can execute the button command by clicking on it with a mouse or by
pressing the key associated with the button. In general, the associated
keystroke is the letter in upper case of the button's text (see the
list).
-2- Selection lists
a) Horizontal : These take the form of a list of 2 or more elements
placed on a line, one of which is selected (in inverse video). You
may activate the selected element by pressing <ENTER> or by clicking
on it with the mouse. You may change the selected element by clicking
on another element or by using the right and left cursor keys to make
a new selection. Hitting the space bar has the same effect as the
cursor right key. Horizonal lists are usually lists of buttons and
you may simply press the associated key to make a choice. The most
common example of a list of two elements is a confirmation request
('Yes' or 'No').
b) Vertical : Here we have a list of 2 or more elements places one
above the other of which one is selected (in inverse video). You
may activate the selected item by pressing <ENTER> or by clicking on
it with the mouse. You may change the element selected by clicking
on another element or by using the cursor up and down keys to change
the selection. Hitting the space bar has the same effect as the
cursor down key. Vertical lists are often menus and in this case
you may make a choice by pressing the letter which precedes the
element on the line.
Page 5
Buttons
Here is the list of buttons with their associated keystroke :
<escape> <Esc> or <Escape>
<enter> <Enter> or <Return>
<begin> <Home>
<end> <End>
.-Pg-Up-. <PgUp> or <Page Up>
/-Pg-Dn-/ <PgDn> or <Page Down>
<insert> <Insert>
<delete> <Del> or <Delete>
<plus> +
<minus> -
<-- <cursor left>
--> <cursor right>
<F1=functions> <F1>
Yes Y
No N
Black B
White W
Draw D
Normal N
Inverse I
Position P
Mobility M
# discs N
<Pass> P
<Erase> E
<Inverse> I
<Back> B
<Change> C
<List> L
<Next> N
<Diagram> D
< 2 > 2
< 3 > 3
< 4 > 4
Page 6
The Screen
At the top left, the name and version of the program is listed.
Just below is the Othello board, with letters designating the
columns and numbers for the rows.
To the right of the screen are the following :
- two buttons for passing or to activate the menu of functions.
- if the "bip" is active, the word "Bip".
- the level of play (initially fixed at 0).
- the mode of play (initially set to Player/Thor).
- the player colour (initially Black).
- the number of moves played (initially 0).
- the number of discs and available moves for black and for white.
Next are the last moves played (initially empty). Finally, there's a
field requesting your move. From here you access all functions
described below.
At any time you can either play a move or execute a function (see
pages 8 and following).
To play
You may make your move in three different ways.
-1- Enter the letter of the column to which you would like to play,
then the row number. To cancel the column, press <escape> or
enter another letter which will replace it.
-2- Move the '*' character on the Othello board using the cursor
keys. When the desired square has been reached, simply press
<enter>.
-3- If you have a mouse and the mouse driver is loaded, you may
simply point to the desired square and click on it (with the left
mouse button).
In either case, an illegal move is not accepted. In order to pass,
use the <Pass> button.
Once your move has been entered, if it's in Player/Thor mode, the
program analyzes the position and makes its move (see below). If not,
it indicates the colour of the player to move and waits for a new
move.
Page 7
Analysis
The program first examines the position to see if it's one of
the opening positions stored in memory. If this is the case, the
response is immediate. Thor includes a varied library of openings.
It includes over 500 lines and over 7000 positions. The most
well-known lines go up to 25 moves deep.
If not, it begins analysis of the position. At the bottom of the
screen a window appears, containing the depth currently being analyzed,
the number of nodes per second (number of moves played through in the
past second), the move currently being analyzed (with the current
response), the selected move (the best move found so far, along with
its best response) and a clock which keeps track of the time spent.
When the game is almost over, at some point the depth will become
"+-". This indicates that the program is seeing if a winning move
exists. If one is found, the depth becomes "++" indicating that the
program is searching for the best winning move. If not, the depth
becomes "--", meaning that all moves lose and it's looking for the
move which loses by the smallest amount. In both cases, as soon as one
continuation (winning or losing) has been found, the final score is
given just below the clock.
In some cases, the depth changes from "+-" to "+=". This means
that the program has found a move leading to a draw and that it is
continuing to look for a winning move. If one is found, it will try to
find the best one. Otherwise, it plays the drawing move.
When the allocated time is used up, analysis is interrupted and
the best move at that moment is played. The time allocated depends on
the level of play (see below). You may also abort analysis by pressing
<escape>. If a mouse is being used, pressing the right mouse button
also interrupts analysis. At this point, it's once again your turn
to play.
Page 8
To perform a function
A function may be executed in 2 different ways :
-1- by holding down the <alt> key and pressing the key associated
with the function (this key is simply the letter preceding the function
name).
-2- by using the <F1=functions> button. The menu of functions appears
with, at the beginning of each line, the corresponding letter. Execute
the desired line as described on page 4. You may return to the Othello
board without doing anything by pressing the <escape> key (or with the
Escape option).
Function list
<F> Forward one move
Allows you to advance the game one move. This function is useful if
the game in progress was read from the database of games. It is
used to replay a game along with the takeback function.
<D> Database
Gives access to the database management menu. The functions in
this menu are described beginning on page 16.
<C> Configuration
Gives access to the configuration menu. The functions in this menu
are described beginning on page 13.
Page 9
<I> Input diagram
Allows the entry of a diagram. A diagram appears on the right side
of the screen. You may enter the move numbers or move around using
the cursor keys (the HOME key moves the cursor to the upper right).
The <inc.> button increases all move numbers by one which are equal
to or greater than the move number given by the cursor. The <dec.>
button descreases by one all move numbers which are less than or
equal to the move number given by the cursor. The <insert> button
allows you to insert a move in the square indicated by the cursor
(pushing back towards the end of the board all move numbers which
follow). The <delete> button allows you to delete the move
indicated by the cursor (moving all following moves back one square).
The <Reverse> button allows you to easily enter a game played in
which the colours were reversed, then to flip the entire board before
validating the moves.
Each time the cursor leaves a square, if the move number of this
square is repeated in the diagram, a "bip" is heard.
You may quit diagram entry at any time with the <escape> key.
Use the <enter> key when the diagram entry is finished. The
program verifies all the moves and informs you where the problem
is with an illegal transcript (either a missing move, a repeated
move, or an illegal move). On the left of the screen, the Othello
board shows the state reached with all correct moves played. The
computer allows you to save only the correct moves and return to the
functions menu, or to return to the diagram entry if you'd prefer.
<W> Write game to disk
Allows you to write the current game into one of the 500 positions
in memory read from the THOR.PAR file. The program lists the catalog
of 500 games stored in the file. Each game is displayed along with
the memory code (from A00 to Y19), the game title, the number of
black and white discs, and finally the side to play.
The program lists the 500 positions on 25 pages of 20 positions.
When the function is first called, page A is listed. To list
another page, press the letter for that page. You may also move
from page to page using the <Pg-Up> and <Pg-Dn> buttons. The <begin>
button moves you to page A, while the <end> button moves you to page Y.
The <escape> button quits the function.
Page 10
The display gives a vertical list of selections which allows you
to choose the code which you would like to store the position as.
The program then asks you for the title which you would like to
give to this position. Then after confirmation, the position is
written into the file.
The position thus written contains the initial position, the list
of all moves played, the mode, the level of play, and the suggestion
(if there is one).
<E> End of game
Allows you to start a new game. The program asks you if you really
want to end the current game. If you confirm this, the Othello board
is returned to its initial state. The mode and level of play are not
modified by this function.
<T> Transcript
This function displays on the Othello board all moves played
since the start of the game. The program displays to the board
the initial position then, for each of the squares played, the
move number of that square. The moves played by the first player
(Black from the usual starting position) are written normally. The
moves played by the second player (White usually) are written in
inverse video and preceded by a "-". Press any key to return
to the normal Othello board.
<R> Read game from disk
Allows you to read a position from among the 500 stored in memory
from the file THOR.PAR. The game selection process is exactly as
with the function <W> described above.
<M> change Mode
Allows you to change the mode of play. This function changes back
between Player/Player and Player/Thor modes. In Player/Player mode,
the program only turns over the appropriate discs and allows you to
play for both sides.
Page 11
<L> change Level
Allows you to set the level of play. The level you select determines
the maximum time given for analysis of each move, as follows :
0 = 2 sec
1 = 5 sec
2 = 15 sec
3 = 30 sec
4 = 1 min
5 = 2 min
6 = 5 min
7 = 10 min
8 = infinite (actually 99 hours)
9 = global (time is given for all moves in the game)
A horizontal selection list allows you to choose the level. The
key associated with each level is simply the corresponding number.
If you choose level 9, the time (in minutes) for the entire game
is requested. Use the left and right arrow keys to change this
value. The maximum time is 99 minutes.
<H> Help (where to play)
This feature lists the squares to which you can play. The program puts
a "*" on each square to which you can play. Press a key to return to
remove the "*" indications.
<P> enter Position
Allows you to enter an initial position. The program puts a "*" on
the A1 square. At this point, you are in entry mode. You may move
around using the arrow keys, place a black disc by pressing <B>
or <b>, place a white disc by pressing <W> or <w>, or clear the
square by pressing the space bar. The <Clear> button removes all
discs from the Othello board. Using a mouse, clicking on a square
with the left button places a black disc there, unless one was already
there in which case the square is cleared. The right button has the
same effect for white discs.
The <escape> button allows you to cancel the position. You return
to the position before this function was called. The <enter> button
allows you to verify the position. The program then asks whether
white plays first. Then you return to the game.
Page 12
<Q> Quit Thor
Allows you to exit Thor. The program checks to make sure you really
want to quit. If you confirm, the screen is erased and you return to
MS-DOS.
<B> Back one move
The program cancels the last move played. Note that this results
in you changing colour. To take back two moves (for example,
to cancel the program's last move and your prior move, in order to
play a new one), just perform this function twice.
<S> Suggestion
Gives you a computer suggestion as to where to play. This function
only works if the program just analyzed its position and played a move.
The program suggests the move which it thought was the best response
to its last move. Therefore it does not work in Player/Player mode,
after a move was taken back, or when the program is playing from its
opening library. The '*' character used for entering a move is
placed on the suggested square.
<V> eValuate position
Gives an evaluation of the current position. This is similar to
the program searching for its best move with the following
differences :
- The thinking time is 99 hours. You may interrupt analysis at any
time by pressing the <escape> key (note that the button is not
displayed on the screen). You may also use the right mouse button
to interrupt analysis.
- The 3 best moves (and their expected responses) are displayed, not
just the best move.
- Once analysis is interrupted, the best move is not played. Pressing
another key erases the analysis window.
- This function is inactive when there are fewer than 20 empty squares.
Page 13
<X> eXchange Player/Thor
Allows you to switch sides with Thor. The program takes your colour
and you take its. It analyses the position and plays its move. This
function does not work in Player/Player mode.
Functions available in the Configuration Menu
<B> Bip
Activates "Bip" mode if it's not already set. Otherwise, it is
deactivated. In "Bip" mode, the program beeps whenever the program
makes a move.
<C> Coefficients
Allows you to change the coefficients used by the program for its
analysis. There are three such coefficients : a positional value,
mobility, and the number of discs. The program attempts to have
a good score in all three features (of course, a good score in number
of discs comes from having fewer discs, except in endgame). You may
vary the relative importance of these three features, which will result
in a different playing style.
For example, to increase the weight for mobility and decrease the score
for number of discs, the program may take a large mass of central discs.
If, however, the number of discs feature is increased in value and the
other two features are decreased, the program will play a more simple
disc minimization strategy. This feature teaches you the results
of different styles of play.
The three parameters are displayed in a column. One of the three is
active, and using the left and right arrow buttons allows you to
increase or decrease the relative importance of this feature. The
up and down arrow keys allow you to change the active parameter.
You may also change the active parameter using the mouse. The
relative importance can vary between 50% and 200% (of course, 100%
is the default value, which is theoretically optimal). The <enter>
button quits this function while using the new coefficients. The
<escape> button quite this function while discarding the new
coefficients.
Page 14
<G> Graphics on/off
Allows you to pass to graphics mode if the display is in text mode or
to text mode if the display is in graphics mode. If no graphics
mode is recognized, the function has no effect.
<I> system Information
Displays the following information :
- the number of lines in the opening book.
- the total number of moves in the opening book.
- the resolution of your screen when in graphic mode.
<L> change Language
Allows you to change the language used by Thor. A vertical selection
list displays the languages supported by the program. Each language
is displayed in the language in question. Pressing <escape> maintains
the same language. When a new language is selected, all displayed
text is changed along with the keystrokes used (for example, Y for Yes
in English becomes O for Oui in French, B for Black in English becomes
N for Noir in French, etc...).
<M> silent Mode on/off
Activates silent mode if it's not already active. Otherwise, it
is deactivated. If silent mode is active, the program only displays
the clock while it's thinking, and no information about the depth being
searched and the current move chosen is displayed.
Page 15
<S> Save configuration
Allows you to save the current configuration. This includes :
- Display mode (text or graphics).
- "Bip" mode.
- Silent mode.
- Level of play.
- Mode of play.
This configuration is read each time the program is started and
gives initial values to these parameters.
If you confirm this function, the program modifies the THOR.CFG file.
<T> Type of discs
Allows you to change the type of discs. The program recognizes two
ways of displaying discs : normal and reversed. You may select the
type which displays properly on your hardware.
Certain liquid crystal screens (especially in text mode) have a
reversed display compared to most screens. With this function, you
may switch the display of black and white discs. This may also be
useful for making a screen dump which also will be inverted.
Page 16
Database of games : possible uses
- Selection of a set of games
- Selection criteria possible : opening, name and colours of players.
These criteria may be combined : for example, you could choose
all games in which Hideshi Tamenori (four time World Champion)
played the "Tiger" opening as black.
- Win/loss statistics for black and white in either "real" mode
(given statistics reflect the actual outcome of the games) or
"theoretical" mode (in which perfect endgame play is substituted
after move 44, verified by computer).
- Examination of one or several games from the database by moving
forward and backwards through a game or moving from one game to
another (in which the same opening was played). The given information
(player names, final score, tournament name) can be useful in
determining the relative strength of the moves chosen.
- Export as an ASCII file the selected games, for example to print
them.
Functions
The selection of these functions is made by the menu displayed to
the right of the screen. Execute the desired command as described
on page 4. You may return to the usual Othello board, that is
exit the Database menu, by pressing the <escape> key (or by choosing
the Escape option).
<O> Opening
This function allows you to use the first moves already played on
the Othello board as a criterion for selecting games from the
database. The program then prompts : "Start of game is on ?".
Verify that you wish to read only games from the database which
use the current opening. If you don't verify the opening, the
line displaying selected opening is cleared. The opening line
used for this selection is limited to the first 15 moves.
Once the selection has been made, the selected moves are displayed
at the top of the database window. If no opening moves have been
selected, no opening moves are displayed.
Page 17
<1> player 1 (black)
This function allows you to use one particular player (playing black)
as a selection criterion for most of the database functions (load from
database, detail of games, statistics, and export). To select the
player name, simply type in the name letter by letter. The program
displays, at the bottom of the screen, a list of players whose name
starts with these letters. If fewer than 5 names are displayed, the
list also includes player names in which the first or last name contains
the letters entered in that order. Usually, after entering 3 or 4 letters,
there is only one name left on the list. The list of names is a
selection list, and you may select the name from this list at any time.
You should be aware that this list may contain more names than those
which are displayed, but you may only select from among the first 5
names. If you don't enter a player (or enter the player name "???")
or if you press <escape>, no name will be used in selecting games.
<2> player 2 (white)
This function allows you to use one particular player (playing white)
as a selection criterion for most of the database functions (load from
database, detail of games, statistics, and export). To select the
player name, simply type in the name letter by letter. The program
displays, at the bottom of the screen, a list of players whose name
starts with these letters. If fewer than 5 names are displayed, the
list also includes player names in which the first or last name contains
the letters entered in that order. Usually, after entering 3 or 4
letters, there is only one name left on the list. The list of names is a
selection list, and you may select the name from this list at any time.
You should be aware that this list may contain more names than those
which are displayed, but you may only select from among the first 5
names. If you don't enter a player (or enter the player name "???")
or if you press <escape>, no name will be used in selecting games.
Note on player selection
If you select both a white and a black player, the criterion used
in loading games will be :
games between these to players WITH EITHER COLOUR.
If you use the SAME player name for BOTH the white and black player,
the criterion used will be :
games involving THIS PLAYER WITH EITHER COLOUR.
Page 18
<L> Load from database
This function allows you to load all games from the database (the
THOR.DBA file) satisfying your criteria into memory.
The program first asks you for the initial tournament from which to
read games, then for the final tournament to read from. This allows
you to speed up the process of loading games if you only wish to load
a particular part of the database (for example, only one tournament,
or one one year, or games before 1990).
While games are being read from disk, you may interrupt the process
by hitting the <escape> key (however, there is no button displayed
on the screen). You may also use the right mouse button to interrupt
loading.
<D> Detail of games
This option allows you to examine in more detail one or several
games according to the selection criteria which you have selected
and matching the current position on the Othello board. The program
displays the first game which it finds matching your criteria. You
may play moves with the arrow keys or with the mouse. If the move
played is different from the move in the displayed game, the program
automatically tries to find a game matching the current position (if
no such game is found, it informs you of this fact also).
The displayed information is :
- the tournament name.
- the player names.
- the actual score of the game.
- the theoretical result of the game.
- an index number for the game in the database (this number is mainly
of use to the author of this program).
The following buttons may be used :
- <Next> button, for advancing one move.
- <Back> button, for taking back a move.
- <Pass> button, if one of the players cannot play.
- <begin> button, to return to the initial configuration.
- <Pg-Up> and <Pg-Dn> buttons for changing to the next or previous
games, respectively, satisfying the given criteria and matching the
actual position on the Othello board.
- <escape> button to return to the database menu.
Page 19
<S> Statistics
This function allows you to work with a set of games from the database
matching your criteria and the position on the Othello board. When
selected, the right side of the screen is divided into 2 main parts :
- At the top, the statistical results of this move
- At the bottom, the commands available
In the "results" portion, you will see, from top to bottom and left
to right :
- the current mode of calculation (real/theoretical). The statistics
in theoretical mode are based on the player who would have won the game
had both players played perfectly from move 44 on. This mode avoids
misjudging a move which gave favourable positions which were lost in
the final moves of the game. There are often large differences between
these and the statistics from real mode, which use as a result the
actual score of the game.
- the list of moves played in this position, along with the number
of games in which this move was played and the percentage of wins for
black and white.
- the total number of games matching the current board position along
with the percentage of wins for black and white.
When using this function, you should keep in mind the following important
points :
- the fewer games matching the current position, the less useful
the statistical information will be.
- be careful to take into account the relative strength of the players
involved : just because Paul Ralle wins games with the parallel or
X-square openings doesn't mean these openings are good !
You may play moves using the arrow keys or the mouse. If no game
matches the current position, the results portion of the screen
will be empty.
The following commands are available :
- <Mode> button to toggle between "real" and "theoretical" modes
- <Back> button, to take back a move
- <Pass> button, if one of the players cannot move
- <List> button, to examine the list of games (see below)
The list feature displays information about all games used in
the statistics. If there are more than 20 games, the <begin>,
<end>, <Pg-Up> and <Pg-Dn> buttons provide for movement through
the the games, page by page. Each page is a selection list
which allows you to pass automatically to the detail of games
(retaining the title "Statistics" to remind you where it was
called from. It functions exactly the same as selecting
"Detail of Games" from the database menu, except that leaving
this menu returns to the statistics screen rather than the main
database menu.
Page 20
<E> Export ascii
This function allows you to produce an ASCII file, that is, a
text file containing the selected games. Be warned that since
games are not coded in any way, the file produced (THOR.EXP) can
be quite large, especially for a list of diagrams.
The program asks you if you would like the output to take the form of
a list of games, or a series of diagrams. In the case of a list,
the format is the same as in the list of statistics, with one line per
game. The file is created, then you return to the database menu on
pressing a key. If you request a list of diagrams, the program
requests some additional information :
First, it asks whether you wish to have 2 or 3 games displayed in a row.
Displaying 3 transcripts in a row creates a file 132 columns wide, which
is most suitable for printing to a printer with 132 column capability.
Next the program asks whether you wish to display 3 or 4 rows of
transcripts per page. The output file will automatically move
to the beginning of the next page after the appropriate number of
rows have been printed (using a "Form Feed" code). In addition,
page numbers are displayed. Printing 4 rows on a page requires a
printer capable of printing 88 lines or more on a page.
The program outputs only games matching your selection criteria and
the position on the Othello board (for practical considerations,
only 500 games can be exported). It gives you the option of sorting
the games before exporting them, which groups similar openings
together. At this point, the file of transcripts is created.
In each transcript, the program precedes all moves by white with a
minus sign ("-"), to differentiate them from black moves. The
letter at the bottom left corner indicates who would have won the
game if the two players had made no errors past move 44.
Finally, after pressing a key, you return to the main database menu.