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Dearlove/Shogi/!Shogi/!Help

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

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Shogi
=====

Introduction
------------

This is the application !Shogi version 0.40. It may be used to control a game of
shogi (see the next section below if necessary) and act as an aid to problem
solving, including the computer finding checkmates. It does not include a
computer play option (nor is it ever likely to - unless someone else wishes to
collaborate with the author to use this application as the front end to such a
program, in which case contact him at the address given in the final section
below). It also includes the options to save and re-load positions and game
moves. A brief summary of the game shogi follows, but this is not intended to be
exhaustive and a suitable reference is provided. Some of the application's
facilities, in particular to show legal moves, are provided for beginning
players (which includes the author).


The Game Shogi
--------------

For a full description of the game and an introduction to its strategy and
tactics the application's author recommends the book "Shogi for Beginners" by
John Fairbairn (The Ishi Press, ISBN 4-87187-201-7). The notes here are
intended as a summary only.

Shogi is a Japanese game from the chess family, and of similar antiquity to the
modern Western game of chess. Some terminology from chess is used by Western
players of Shogi but may not have an identical meaning and must be used with
care; for example, a Shogi piece named similarly to a chess piece may not have
an identical move.

The two sides in a game of Shogi are conventionally named Black (who moves
first) and White. Unlike in chess the pieces are not so coloured; ownership of
a piece is indicated by which direction the piece (which is flat) is pointing.
In conventional diagrams, and this application, Black (who moves first, unlike
in chess but like in the Japanese game Go) is shown at the bottom of the board,
White at the top. The board is of size 9 spaces by 9 spaces (rather than 8 by 8
for a chess board). The spaces on a shogi board are not normally rectangular,
but not actually square; they may however be referred to as "squares{ but this
description and the application use "spaces". A shogi board is usually wooden,
with all spaces naturally coloured; i.e. the board is not chequered like a chess
board is, and spaces have no colour. When identifying spaces on the board the
files (running up and down the board) are numbered 1 to 9, the ranks (running
from side to side) are lettered a to i, in each case from White's lower left,
i.e. the top right of the board as displayed; Black's lower left space is 9i,
for example.

Shogi pieces are identified by the symbol on them. Japanese Shogi sets use
ideograms representing the name of the piece, and these are also used in the
West; however many Western sets use symbols representing the moves of the piece
instead. The latter type of set is simpler to use initially, but familiarity
with the Japanese symbols is preferable and hence these are used by this
application (either in the form used on pieces, or the simpler form used in
diagrams, see the section on sprites below). Interactive help (available using
the !Help application) and the legal move display function (both described
below) allow the pieces and their moves to be determined without reference to
the Japanese symbols, and hence this application may be used if unfamiliar with
the Japanese symbols and then to learn them (part of the original intention of
this application). If however you prefer alternative symbols see the section
below on alternative sprite sets to determine how to supply your own.

There are eight types of Shogi pieces: king, rook, bishop, gold (general),
silver (general), knight, lance and pawn. The initial arrangement of pieces may
be best seen by running the application; each player has nine pawns, on the
third rank; a king, in the middle of the back rank; two each of gold, silver,
knight and lance - symmetrically placed on the back rank in that order from the
king to the corner; and a single rook and a single bishop; both of which start
on the second rank, on the files one in from the board edge, with the rook on
its owner's right, the bishop on its owner's left.

Unlike in chess, where only the pawn may be promoted, all shogi pieces, other
than the king and gold, may be promoted. The silver, knight, lance and pawn are
promoted to gold; the rook and bishop are promoted to new pieces, known herein
as the promoted rook and promoted bishop (the names dragon and horse are
occasionally used, but not by this application). A piece may be promoted if it
is moved into, within or out of its owner's promotion zone, which is the
furthest three ranks of the board from him, also known as the opponent's camp.
(On an actual Shogi board this zone is marked by small dots on the board, these
are currently not shown by the application, however.) A pawn or lance must be
promoted if moved to the last rank, a knight must be promoted if moved to either
of the last two ranks (in each case because otherwise the piece would be unable
to move further). A piece is turned over when promoted, showing a new symbol.
Note that although, for example, a promoted pawn is equivalent to a gold, its
symbol is not identical (and, as will be described below, has a different result
when captured). There are thus ten types of piece movement:

King             One space in any direction, including diagonally (i.e. like a
                 chess king).

Rook             Any distance along its file or a rank, without jumping any
                 other piece (i.e. like a chess rook).

Promoted rook    As rook, or one space in any diagonal direction (i.e. like
                 either a chess rook or a chess king).

Bishop           Any distance along a diagonal, without jumping any other piece
                 (i.e. like a chess bishop).

Promoted bishop  As bishop, or one space in any orthogonal direction (i.e. like
                 either a chess bishop or a chess king).

Gold             One space in any direction, other than diagonally backwards
                 (6 possibilities, when not on the edge of the board).

Silver           One space in any diagonal direction, or directly forwards
                 (5 possibilities, when not on the edge of the board).

Knight           Two spaces forward and one left or right, possibly jumping
                 piece(s) of either colour (note that only 2 of the 8 permitted
                 moves of a chess knight are allowed).

Lance            Any distance straight forward, without jumping any other piece
                 (i.e. like a chess rook, but moving forwards only).

Pawn             One space directly forwards, including when capturing (there is
                 no initial double move as by a chess pawn, nor diagonal
                 capture).

There is no single move corresponding to the chess castling manoeuvre (though
elaborate sequences of moves to achieve a similar effect are standard shogi
opening practice), and there clearly is no equivalent of the chess "en passant"
capture. If a piece moves onto the space of a opposing piece it captures it; a
player may not capture one of his own pieces. Unlike in chess, where captured
pieces are removed from the game permanently, a captured Shogi piece is held
"in hand" by the capturing player. At any time instead of moving a piece on the
board a player may "drop" one of his pieces in hand, unpromoted, onto any vacant
space of the board, with three exceptions: a pawn may not be dropped onto any
file where there is already an unpromoted pawn of the same colour; a knight,
lance or pawn may not be dropped where it would have to be promoted to move; a
pawn may not be dropped to give checkmate. Pieces in hand are usually kept on a
player's right, hence White's pieces in hand would be to the left of the board
as shown; however for reasons of space this application displays all pieces to
the right of the board (Black's right, but White's left).

A game is won by capturing the opponent's king. Normally, as in chess, a game
is terminated when a player is in checkmate (unable to move his king, or any
piece, without the king being captured). Normally, as in chess, a player will
resign the game before this point. Unlike in chess leaving the king in check is
not illegal - but is immediately fatal if noticed, and would be done only by a
beginner. This application may be configured to behave like chess in this regard
if preferred (see below).

Draws in Shogi are rare and difficult to recognise; most cases are not
considered by this application. The only case which is partly included is that
of a draw by impasse. This can only occur when both kings are in their enemy's
camp and both players must have 24 or more points, where points are scored for
pieces owned both on the board and in hand; a rook or a bishop scores five
points and all other pieces, other than the king, are worth one point each. In
addition neither player must be able to be checkmated. This application may be
used to check the former criteria, but not the latter. For further details, see
"Shogi for Beginners". Two players may agree a draw between themselves at any
time, and a draw by repetition of position (four times, rather than the three in
chess) is also possible (but is not considered by this application at this
time).

Shogi is also often played as a handicap game. In this case a number of White's
pieces are removed and then White starts. There are a number of standard
handicaps, which are available using this application. Note that the options
provided here are not a simple list of grade differences. At a certain grade
difference alternate games may use different handicaps; in addition some of the
provided handicaps are unofficial and are rarely used. For fuller details see
"Shogi for Beginners".


Use of the Application
----------------------

For various reasons, especially (but not exclusively) the use of solid drags,
this application requires RISC OS 3.00 (or later). It has principally been
tested using RISC OS 3.10, although it includes RISC OS 3.50 (or later) specific
code to ensure that dithering is disabled when dragging piece sprites. It is
believed that it will still function under other versions of RISC OS, but please
contact the author in the case of a problem in this, or any other, case.

To open the application's main window click select on the icon bar icon which
appears after running the application (a promoted pawn, as for the application
icon). The application may be configured to open (the default) or not open this
window automatically when run (for details see options description in the icon
bar menu section below). The size of the window depends on the board size option
and the screen mode, for further details see below.

The application has two main menus, one produced by clicking the menu button on
the icon bar icon and one produced by clicking the menu button anywhere in the
main window. There is an alternative to the latter when attempting to find or
avoid a checkmate (see below). All functions of the application may be produced
from the two main menus and by dragging and double clicking on the pieces
displayed in the main window (with the exception of the information available
from the interactive help application !Help, see below).

The application may be multiply instantiated. Each running copy has its own
icon on the icon bar and operates entirely independently, except that they all
share the same options file and if this is changed by one copy the change is
reflected in other copies which are started afterwards, or which reload the
options file.


Sprite Sets and Main Window Size
--------------------------------

The size of the main window is determined from the sprite set used. Two options
are available: large and small. The application may be configured (as described
below) to use a fixed choice, or an automatic selection appropriate to the
wimp mode when the application is started; large if this window will fit on the
screen (at least in height) or small otherwise (the latter is used regardless
of whether it fits). It is possible to replace the sprite files (in directory
Sprites) but see comments below. The default sprite sets are not simply
rescaled versions of each other. The large set has the appearance of actual
shogi pieces, whereas the small set uses diagrammatic notation (as in "Shogi for
Beginners"). The application's author recommends the former, in a suitable 16
colour mode (e.g. mode 39).


Errors, Warnings and Messages
-----------------------------

All messages from the application use standard RISC OS error windows. This is
somewhat inelegant and may be changed in a future version of the application.
Three types of messages may be distinguished: errors (e.g. an illegal move),
warnings (e.g. check, if enabled) and messages (e.g. checkmate). This is shown
in the top line of the error window. Errors indicate that the user has made a
mistake, that the application's environment is unsuitable (such as too little
available memory) or that there is a program fault. Please report any problems
to the author (see the last section below) ideally including a position or game
file if the problem can be reproduced in this way.


Application Modes
-----------------

The application may be, at any given time, in one of two modes (not to be
confused with screen modes): game play mode (the default, as at start up -
including by running a file) and edit board mode. In the former mode games may
be played out and problems of the form "checkmate in n moves" for certain values
of n may be solved by the computer. In the latter mode positions, such as
problems, may be set up for use in the game play mode (which otherwise starts
from the start of the game or from a previously saved position or game). In
either mode certain defaults may be controlled from the icon bar menu and the
pieces valid move highlight function (see below) may be used.


Game Play Mode
--------------

In this mode pieces may be moved alternately by the players. To move a piece, of
either colour, drag it with select or adjust. In the latter case the piece is
promoted if possible, in the former case it is promoted if, and only if,
compulsory. Captured pieces are collected on the off board area to the right of
the board (note that the initial window extent does not reveal all of this
area). To drop pieces drag them on to the board (use either select or adjust).
Pieces, of either player, may be dragged around the off-board area as convenient
without counting as moves. In this mode checkmates are always reported; report
of checks is optional (see below). A finished game, by checkmate or capture of a
king may not be continued (unless rewound with the undo facility, as described
below).


Edit Game Mode
--------------

In this mode pieces may be moved and promoted regardless of legality, except
that the limit of one unpromoted pawn per colour per file is maintained, as is
the prohibition of unpromoted pawns or lances on their final rank or knights on
their final two ranks. This prevents the construction of most illegal positions.
Moves which would result in such positions are prevented by promoting the piece
(knight, lance or pawn). Pieces may be promoted (by dragging with adjust)
anywhere on the board. Dragging to or within the off board area with adjust
changes the colour of a piece rather than promoting it (it remains, or becomes,
unpromoted). Note that a piece may be "dragged" on the spot (a wimp drag must be
engaged) to promote it or change its colour (as appropriate). To adjust the
colour of a piece on the board drag it off the board (with adjust) and on again
(with adjust if it is to be promoted). It will often be convenient to use the
clear board feature (see the board window menu section below) to start all
pieces off the board.


Undo/Redo Moves
---------------

In either mode moves may be undone, or redone once undone. In the game play mode
adjustments of off board pieces are not retained as actual moves,and the
undo/redo move facility incorporates such adjustments so that one actual move is
undone; however off-board positions (which are not significant) may not be the
same as at this point previously. In the edit board mode all adjustments are
kept as moves to be undone/redone. Changing mode deletes the undo and redo move
lists. The undo/redo all facility performs the undo/redo move action as many
times as possible. Either all moves may be shown, at a moderate speed, or only
the combined effect of all moves (the default, see below). There are key
shortcuts for all four undo/redo move/all actions (for details see below).
Note that making any move (by the player or using the find/avoid checkmate
feature described below) discards the previous redo move list. An exception
occurs when a game is loaded or saved, where making a move overrides the stored
game moves after this point, but these may be recovered; for further details of
this case see below.


Goto Move
---------

This option, available also via a key shortcut (for details see below), may be
used, in game play mode, only to undo/redo to a given move number. The dialogue
box used contains icons to select whether a Black or White move and a writable
icon for move number (which may be incremented or decremented with up and down
icons). The maximum move number permitted is 999. The position is moved to
before the indicated move, or the beginning or the end of the game if the move
is before or after the game respectively. When this dialogue box is first opened
the indicated move is the current move.


Report Last Move
----------------

An option exists to report the last move made, if any, in the current position
(based on the undo move list, and not available when there is no move to undo).
This is available from the board window menu (see below) but is most
conveniently accessed using a key shortcut (see below). It is particularly
useful when playing through a game, e.g. from a book.


Report Impasse Status
---------------------

As described above, one condition for a draw by impasse is that each player have
24 points (rook or bishop being 5, all others except the king 1, points in hand
being included) and that both kings are in the enemy's camp. This option (also
see key shortcuts below) may be used to report each player's number of points,
and which kings are in the enemy's camp, at any time, regardless of whether the
other criterion for a draw by impasse (both kings are unable to be checkmated)
is satisfied. In a handicap game the handicap pieces removed from White are also
reported; these are sometimes considered as part of White's score, see "Shogi
for Beginners".


Legal Move Display
------------------

Double clicking on a piece shows where it may, or might, be moved to. This
may be used on any piece, on or off the board (use in the latter case shows
legal drops) including those of the non-moving side (the position is treated as
if the owner were to be moving next). Only one piece's moves are shown, any 
click (select or adjust) in the main window cancels the display. Different
colours highlight the piece and where it may be moved to. The colours may be
changed as described below, hence are not fixed, but defaults are dark or light
green (the piece, according to whether in check or not before moving), yellow
(may move to this space, but cannot promote), orange (may move to this space,
promotion is optional) and red (may move to this space, and must promote). In
addition defended pieces are also highlighted, by default in dark blue (see the
options notes in the icon bar menu section below for treatment of a "defended"
king). If the option showing a move leaving a king in check is selected (as it
is by default) then otherwise legal moves are highlighted in three independently
specifiable colours according to promotion cases (by default these are all the
same shade of grey). Note that capturing a king whilst leaving a king in check
is always a legal move, and uses the first three colours. The only piece whose
moves may not be highlighted is an off-board king (see below for this case).


Finding and Avoiding Checkmates
-------------------------------

In game play mode the application may be used to find checkmates. Typically
problems will be entered in edit mode, but may be reached by play, or from a
loaded position or game. The number of moves to checkmate is counted in shogi
manner, counting both players' moves; a shogi checkmate in 3 is equivalent to a
chess checkmate in 2. (The term ply is used in chess for the shogi count.) In
many shogi problems all moves towards checkmate are checks; this application
provides for checkmate searching to be so limited by providing, for example,
find checkmate options in 3 moves and in 3 moves with checks. The application
also provides, through the options menu described below, the option for problems
to be rejected if the solution (first move) is not unique (among those moves
considered). A choice of identical pieces to drop is still regarded as unique
however. Many shogi problems assume that the non-moving king is suitably guarded
and cannot be checked to postpone a checkmate. This is most conveniently, and
rapidly, implemented by putting such a king off-board (this can be done in edit
game mode, see the following section for further comments).

The current checkmate search method is not very efficient, and longer checkmates
can be (very) time consuming. To minimise the time required assign irrelevant
pieces to the defender, preferably off board, and, especially, use the all
checks options if possible. Note that the former of these is standard shogi
problem format. If the search is too slow then it may be aborted, without
quitting the application or changing the position, by clicking the menu button
within the main window. The single item on the menu produced allows the search
to be cancelled. Note that searching continues if the main window is closed (it
may be re-opened at any time) and the application continues to multi-task
(although it may slow some other applications - or they may slow it). Whilst
searching the Set options and Use options items on the icon bar menu are not
available (nor is the main window menu, except as noted above, or any key
shortcuts).

Using all these techniques checkmates in 3 moves, or 5 moves with checks, take
a few seconds and checkmates in 5 moves (and probably those in 7 moves with
checks but this has not been verified) take minutes. Checkmates in 7 moves, the
longest option available, may take hours, or even days. These longer options
have been included only because such time may be available, the application may
be used on a faster machine (now or in the future) and in order to provide the
interface for any future speeding up of the current method.

During checkmate finding the moves tested may be shown on the screen, if the
appropriate option is selected (see below). The moves are shown at high speed,
but even so this significantly slows down the checkmate finding. Moves shown
include not only checkmate or potential checkmate moves (including illegal pawn
drops giving checkmate) but also the following move by the player to be
checkmated, whether successful in avoiding checkmate or not. Moves which capture
a king are not shown however. The purpose of this option is principally as a
debugging aid, but has been retained as of interest.

As well as the find checkmate option an avoid checkmate option is provided. This
may be used to find how a possible problem is incorrect. To find, for example,
how to avoid a checkmate in 3 allows for a move before a search for a checkmate
in 3 moves (i.e. a search of depth 4 moves to checkmate). A search with checks
limits the checkmate finding moves to checks only. This option is a spin-off
from the checkmate search function, and uses the same options.


Off Board Kings
---------------

Since leaving a king in check is legal it may be captured. A king may also be
dragged off the board in the edit game mode. A side without a king on the board
may not be moved in the game play mode, but may attempt to find checkmate. The
other side (assuming it has a king on the board) may move as normal. This
permits problems to be set up with an irrelevant king off board and worked as
usual (including trying alternative defences in multiple move checkmates - note
that only the first move is made by the computer and the remainder of the
analysis is discarded).


Saving and Loading Positions and Games
--------------------------------------

The application may be used to save either the current position, or the game
record from the beginning of the game to the current position (ignoring any
moves available to redo). In the latter case the application must have been in
game play mode from the start of the game, without interruption (but permits use
of the application's Undo/Redo/Goto features). An already saved game may be
re-loaded, continued or otherwise modified, and re-saved; a loaded position may
not be used to start a game to be saved however. The position or game is saved
from one of two standard save dialogue boxes on the board window menu (or by key
shortcut, see below). Two of the icon bar menu options provide for the saving of
these two types of files as text, otherwise they may be saved as a file of type
Shogi (for either type of file, they may be distinguished by their contents, the
first line is adequate).

Since no filetype Shogi has been, or is likely to be, allocated a filetype from
the range available to users (000 to 0ff) may been used. Since any such
selection may clash with others a given user may use, the filetype selection has
been made automatically variable. The filetype used for Shogi files is
determined by the presence of a sprite file_xxx for some filetype xxx in the
application's !Sprites file. Renaming this sprite (and re-booting or re-running
the application) is sufficient; there is no need to edit any other file. For a
filetype in the user range the filetype should be of the form 0xx. It is also
sensible to rename the sprite of the form small_xxx also. By default this
application is supplied with sprites file_0ff and small_0ff. The appropriate
sprite (text or Shogi) is used in the save dialogue boxes. Note that whilst a
!Sprites22 file may be added it is only the !Sprites file which is used to
determine the filetype. This means that different users may use differently
numbered filetypes for Shogi files, but this is only relevant if transferring
files, and requires only that the recipient resets the types of received files
to the recipient's type Shogi.

[The author would like to suggest that this approach is a sensible one to the
limited availability of filetypes for small applications. The implementation is
straightforward, contact the author, at the address given in the final section
below, with any comments.]

Saved positions and games may be run by dragging them to the icon bar icon or
the main window or, if of type Shogi, by double clicking on them. Note that in
the latter case a new instantiation of the application is invoked, in the former
two cases the current position is overwritten if the file is valid (if it is not
then the position is preserved). The main window is opened whenever a file is
loaded. The type of file is determined from its contents.

Files can be constructed using an editor, but must match the format produced by
the application, and this may be difficult and is not recommended. (A perfect
match is not essential in practice, but only a perfect match is guaranteed to
be usable with the current version and any future versions of the application.)
To enter a game (e.g. one from a book, such as "Shogi for Beginners") it is
suggested that the application be used to play through the game and then store
the game score, possibly as text. Note that the game score is intended to be
well-formatted and readable by a player whilst the position is intended to be
readable, but not formatted for presentation. In the position file, except when
listing handicap pieces, Black pieces are shown in upper case, White in lower
case. (There is no suggestion intended that this is standard shogi practice, it
is taken, for convenience, from a common chess practice.) The game scores follow
the conventions in "Shogi for Beginners". Note that a knight is denoted 'N',
a king 'K'.


Loaded Games
------------

A loaded game may be played through using the undo/redo move features. Note that
a game may be loaded at its start or finish, according to the options selected;
the moves of the game being stored in the redo/undo move list (respectively).
As usual if a move is made the game moves in the redo list are no longer
available using the undo/redo move features. However in this case an option is
provided to restore the position to the point where the player diverted from
the game, the return to game feature (also with key shortcut, see below). This
works even if the game has been undone or redone, even before the point of
branching from the game. This option may be used to permit analysis of
alternative lines of play from the actual game before returning to the main
line. It is only available if a game has been loaded from a file, or if one is
saved to a file (in which case moves available to redo are, as noted above, not
stored in the file, but count as having branched off it).


Menus
-----

As noted above there are two principal menus available in the application.
They may be invoked by clicking the menu button either anywhere in the main
board window, or on the icon bar icon. The contents of these two menus are
described in the following two sections. Certain items on the board window menu
(only) are available using key shortcuts. These are described in the section
following the two menu sections.


Board Window Menu
-----------------

Except when attempting to find, or avoid, a checkmate (see below) this is a
hierarchical menu which controls the mode (game play or edit game) and other
aspects of the position and game. Various options will be greyed out at
different times (comments below, such as "only at the start of a game",
indicate when they are not greyed out). Considering the options in turn
(indenting sub-menu entries):


Misc

    Info                      Leads to a display of the usual application
                              information window, also available by clicking
                              select on this item (or from the icon bar menu).

    New game                  Start a new game in game play mode, either with no
                              handicap or the same handicap as the previous
                              game. This item itself is equivalent to the first
                              item on its sub-menu (no handicap).

    Give handicap             (Only at the start of a game.) May set a standard
                              handicap, removing white pieces and changing move
                              to white. Removed pieces can only be returned to
                              the game by using the new game option (or loading
                              a position or game file).

    Report last move          Report last move as a message.

    Report impasse status     Report number of points (king 0 points, rook and
                              bishop 5 points each, other pieces 1 point each)
                              owned by each player, including in hand (and with
                              handicap pieces, if any, reported separately). In
                              addition which kings are in the enemy's camp is
                              also reported. This report may be used in
                              assessing a draw by impasse.


Save

    Save position             Leads to a standard save dialogue box using which
                              the current position may be saved.

    Save game                 (Only if game available from start.) Leads to a
                              standard save dialogue box using which the current
                              game may be saved (up to the current position,
                              ignoring any moves which may be possibly redone).


Edit

    Tidy off board            Tidies the off-board pieces, either all or of one
                              colour only. This item itself is equivalent to the
                              first item on its sub-menu (all pieces).
    
    Edit board                Switches between edit board mode (ticked) and game
                              play mode (unticked). Note that this is also
                              altered by selecting a new game (including by
                              loading a position or game file).

    Clear board               (Only in edit board mode.) Moves all pieces
                              (except kings) from the board to the off-board
                              area, preserving colour or making them all black
                              or all white. This item itself is equivalent to
                              the first item on its sub-menu (same colour).

    Edit whose move           (Only in edit board mode.) Changes whose move it
                              is (opposite, or to black or to white). This item
                              itself is equivalent to the first item on its
                              sub-menu (change colour).


Undo/redo

    Undo move                 (Only if not at start of game.) Undo last move.

    Redo move                 (Only if not at end of game.) Redo last undone
                              move, or loaded game move.

    Undo all                  (Only if not at start of game.) Undo all moves,
                              using selected display option (see below).

    Redo all                  (Only if not at end of game.) Redo all moves,
                              using selected display option (see below).

    Goto move                 (Only if game available from start.) Leads to
                              dialogue box initially showing current move and
                              which may be used to undo/redo moves to selected
                              move (or beginning/end of game if would be
                              before game or after game).

    Return to game            (Only if game previously loaded or saved and then
                              branched off, but still available.) Return
                              position, and undo/redo move lists, to position in
                              game from which play has branched.


Checkmates

    Find checkmate            (Only in game play mode.) Let the computer find a
                              checkmate in the indicated number of moves,
                              possibly all checks (according to selected
                              sub-menu option) as described above.

    Avoid checkmate           (Only in game play mode.) Let the computer find a
                              move to avoid a checkmate in the indicated number
                              of moves after this one, possibly considering
                              check-only lines of play, as described above.


When attempting to find or avoid a checkmate the board window menu is replaced
by a single entry menu (menu title Find checkmate or Avoid checkmate as
appropriate, entry Cancel search) which if selected causes the search to be
cancelled.


Icon Bar Menu
-------------

As well as the usual RISC OS features (Info, Quit) this menu structure allows
options, including the legal move display highlight colours, to be set, saved
and reused. The Set options and Use options entries on the icon bar window are
hierarchical. The Set options menu structure, with sub-menu entries indented,
is given by the following. Except as noted an option may be on (ticked) or off;
where there are more than two options these are selected from a sub-menu (the
selected option is ticked).

Display options

    Sprite size               Determines the sprite, hence board, size option;
                              this may be large or small or an automatic
                              selection from the two according to the screen
                              mode on startup (the default). For further details
                              see above. Note that only the saved version of
                              this option has any effect, changing it during a
                              run is only relevant if saved, and only for
                              subsequent runs.

    Open window at start      If on then the application's main window is
                              opened when the application is run (other than by
                              running a position or game file, which always
                              opens the main window). The default is off. Note
                              that only the saved version of this option has any
                              effect, changing it during a run is only relevant
                              if saved, and only for subsequent runs.

    Label board               Controls the display of the board labels 1 to 9
                              and a to i; note that these are in the standard
                              shogi orientation and that when describing a
                              space the file number precedes the rank letter,
                              e.g. 1a. The default is on.

    Show directions           Controls the display of the direction indication
                              small black and white sprites, which may be both
                              on, both off or may show whose move it is (the
                              default).

    Show king in check        If on (the default) then when showing legal moves
                              (see above) show moves which leave the
                              corresponding king in check in three independently
                              specifiable colours (for the may not/may/must
                              promote cases) from the standard colours.

    Show defended king        Controls whether a king may be regarded as
                              "defended". Which option to use depends on how
                              the "defending" highlight is to be regarded:
                              either as highlighting pieces which are actually
                              defended, which excludes the king, or as
                              highlighting where a piece might move to if the
                              space were not occupied by a piece of the same
                              colour, including the king. The default is on
                              (the latter case).

    Show all undo moves       If on then when undoing all moves all are shown
                              (at a moderate speed) otherwise (the default)
                              only the position after undoing all moves is
                              shown.

    Show all redo moves       If on then when redoing all moves all are shown
                              (at a moderate speed) otherwise (the default)
                              only the position after redoing all moves is
                              shown.


Colour options                The colours used to highlight legal moves (see
                              above) may be selected from the nine sub-menus
                              below this option. Note that option "None" in
                              each case means that the no apparent highlighting
                              is performed in the appropriate case.


Check options

    Report checks             Controls whether checks are reported by warning
                              messages. The default is on.

    Make leave check          If on makes leaving a king in check illegal, as
                              in chess. (Note that in shogi this is actually
                              legal, but immediately fatal if noticed by your
                              opponent as noted above.) The default is off.


Find checkmate options

    Find unique checkmates    If on then the find checkmates function
                              determines whether any checkmate found is unique
                              (i.e. the first move required is unique) and
                              rejects the problem, with a message indicating
                              this, if it is not. Note that uniqueness does
                              permit a choice of identical pieces in hand to
                              drop. The default is off.

    Report found checkmate    Determines the form of report when checkmate
                              found, either none, beep only or report of move
                              (modified by check message, if reported, or
                              checkmate message if appropriate). Default is
                              beep only.

    Show search moves         If on then moves tested whilst searching for
                              checkmate are shown on the screen. For further
                              details see above. The default is off.


Load and save options 

    Save position as text     If on then positions are saved as text files,
                              otherwise they are given type as determined from
                              the application's !Sprites file, as described
                              above. The default is off.

    Save game as text         If on then positions are saved as text files,
                              otherwise they are given type as determined from
                              the application's !Sprites file, as described
                              above. The default is off.

    Load game option          Controls how a loaded game treated; it may be
                              loaded at its start, with any handicap already
                              removed (the default), played through to its
                              finish at a moderate speed, or loaded directly
                              at its finish. The game moves are available to
                              redo or undo as appropriate.


The Use options menu contains the following actions, which are performed if
selected.

Save                          Save the current options selection in a file
                              Options in the application, where it is found on
                              start up and used to set the initial option
                              settings (overriding the defaults indicated
                              above).

Reset to saved                Reset the current option settings to those in the
                              Options file in the application (for this
                              instantiation of the application, if more than
                              one is running, only).

Reset to default              Reset the current option settings to the default
                              settings indicated above (for this instantiation
                              of the application, if more than one is running,
                              only).

Delete saved                  Delete the Options file in the application. This
                              does not affect the current settings (for any
                              instantiation of the application, if more than one
                              is running).

Delete and reset              Delete the Options file in the application and
                              reset the current option settings to the default
                              settings indicated above (for this instantiation
                              of the application, if more than one is running,
                              only).


Key Shortcuts
-------------

The following keys may be used as short cuts to items on the board window menu.
They are also noted on the appropriate menus.

F1    Report last move

�F1   Report impasse status

F3    Save position

�F3   Save game

F5    Goto move

�F5   Return to game

F8    Undo move

�F8   Redo move

^F8   Undo all

^�F8  Redo all

These keys are available whenever no other window has the input focus and the
mouse points to an icon of the application (in the board window or on the icon
bar). The board window itself is unable to gain the input focus. Short cuts are
not available when the appropriate menu item is greyed out, but the key press
is still intercepted in this case.


!Help
-----

The application responds to the interactive help application !Help. Pieces and
board spaces are identified. If the game has been played from the start (or
loaded from a file) and edit mode has not been used then the current player and
move number are also given. This may be useful when playing through a game
(from a file, or a book) although see also the report last move option described
above.


Alternative Sprites
-------------------

The sprites used in the application's main window are defined in the files in
directory Sprites in the application. These files may be replaced (but see
the copyright note below). This may be to replace the Japanese characters by
Western ones (but this is to be deprecated, this application provides a good
tutorial in the use of Japanese characters), to improve the sprites or to
provide different pixel size ratio sprites. Those supplied are suitable for
typical desktop modes (e.g. mode 39 for the larger size).

The form of the sprites may be seen by examination of the two files. All (except
the direction icons black and white) must be the same size and must all (except
the direction icons and sprite off_piece) have the same size borders (4 OS units
in each direction), either in black (suggested, although any colour will work)
for the backgrounds, or transparent, for the pieces. The sprite off_default
should be completely transparent. The sprites off_not and off_check must have a
mask, even though it is not used (each must use as much memory as off_default).
The sprites black and white should be of the same height, but be half the width
of the other sprites. The colours of the (by default white) background
rectangular sprites are irrelevant (they are overwritten according to the
application colour selections).

Note that the application does not check that these rules are followed, but if
they are not the appearance will be unsatisfactory and the application (which
uses sprites for position finding) may not function properly (or at all).
Alternative sprite sets must have the same names; if using the automatic
selection option then the file Large will be used before Small (there is no
check that the sprites are larger however). 


Copyright
---------

This application is copyright 1994-1996 C.M. Dearlove, all rights reserved. It
may not be copied, distributed, modified etc. without his express permission.
In particular note that if supplying alternative sprites then these must be
provided outside the application, which must retain the original sprite files.
No modified options file should be included in the application. This application
was written in C using the author's own wimp library SWIlib, version 0.60, to
which the same conditions apply (if included). To contact the author use the
address:

Christopher M. Dearlove,
31 Courtlands,
Patching Hall Lane,
Chelmsford,
Essex,
CM1 4DD,
England.
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00002020  20 62 65 66 6f 72 65 20  74 68 69 73 20 70 6f 69  | before this poi|
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000021c0  6d 70 61 73 73 65 2e 20  54 68 69 73 20 63 61 6e  |mpasse. This can|
000021d0  20 6f 6e 6c 79 20 6f 63  63 75 72 20 77 68 65 6e  | only occur when|
000021e0  20 62 6f 74 68 20 6b 69  6e 67 73 20 61 72 65 20  | both kings are |
000021f0  69 6e 20 74 68 65 69 72  20 65 6e 65 6d 79 27 73  |in their enemy's|
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00002250  70 69 65 63 65 73 20 6f  77 6e 65 64 20 62 6f 74  |pieces owned bot|
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000022a0  73 20 61 6e 64 20 61 6c  6c 20 6f 74 68 65 72 20  |s and all other |
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00002300  72 20 6d 75 73 74 20 62  65 20 61 62 6c 65 20 74  |r must be able t|
00002310  6f 20 62 65 20 63 68 65  63 6b 6d 61 74 65 64 2e  |o be checkmated.|
00002320  20 54 68 69 73 20 61 70  70 6c 69 63 61 74 69 6f  | This applicatio|
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00002340  20 63 68 65 63 6b 20 74  68 65 20 66 6f 72 6d 65  | check the forme|
00002350  72 20 63 72 69 74 65 72  69 61 2c 20 62 75 74 20  |r criteria, but |
00002360  6e 6f 74 20 74 68 65 20  6c 61 74 74 65 72 2e 20  |not the latter. |
00002370  46 6f 72 20 66 75 72 74  68 65 72 20 64 65 74 61  |For further deta|
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00002390  66 6f 72 20 42 65 67 69  6e 6e 65 72 73 22 2e 20  |for Beginners". |
000023a0  54 77 6f 20 70 6c 61 79  65 72 73 20 6d 61 79 20  |Two players may |
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00002400  6e 20 28 66 6f 75 72 20  74 69 6d 65 73 2c 20 72  |n (four times, r|
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00002440  28 62 75 74 20 69 73 20  6e 6f 74 20 63 6f 6e 73  |(but is not cons|
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000024b0  73 20 63 61 73 65 20 61  20 6e 75 6d 62 65 72 20  |s case a number |
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00002560  0a 70 72 6f 76 69 64 65  64 20 68 65 72 65 20 61  |.provided here a|
00002570  72 65 20 6e 6f 74 20 61  20 73 69 6d 70 6c 65 20  |re not a simple |
00002580  6c 69 73 74 20 6f 66 20  67 72 61 64 65 20 64 69  |list of grade di|
00002590  66 66 65 72 65 6e 63 65  73 2e 20 41 74 20 61 20  |fferences. At a |
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000025b0  66 66 65 72 65 6e 63 65  20 61 6c 74 65 72 6e 61  |fference alterna|
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000025d0  20 64 69 66 66 65 72 65  6e 74 20 68 61 6e 64 69  | different handi|
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00002600  6f 76 69 64 65 64 20 68  61 6e 64 69 63 61 70 73  |ovided handicaps|
00002610  20 61 72 65 20 75 6e 6f  66 66 69 63 69 61 6c 20  | are unofficial |
00002620  61 6e 64 20 61 72 65 20  72 61 72 65 6c 79 20 75  |and are rarely u|
00002630  73 65 64 2e 20 46 6f 72  20 66 75 6c 6c 65 72 20  |sed. For fuller |
00002640  64 65 74 61 69 6c 73 20  73 65 65 0a 22 53 68 6f  |details see."Sho|
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00002660  22 2e 0a 0a 0a 55 73 65  20 6f 66 20 74 68 65 20  |"....Use of the |
00002670  41 70 70 6c 69 63 61 74  69 6f 6e 0a 2d 2d 2d 2d  |Application.----|
00002680  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
00002690  2d 2d 0a 0a 46 6f 72 20  76 61 72 69 6f 75 73 20  |--..For various |
000026a0  72 65 61 73 6f 6e 73 2c  20 65 73 70 65 63 69 61  |reasons, especia|
000026b0  6c 6c 79 20 28 62 75 74  20 6e 6f 74 20 65 78 63  |lly (but not exc|
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000026f0  6f 6e 20 72 65 71 75 69  72 65 73 20 52 49 53 43  |on requires RISC|
00002700  20 4f 53 20 33 2e 30 30  20 28 6f 72 20 6c 61 74  | OS 3.00 (or lat|
00002710  65 72 29 2e 20 49 74 20  68 61 73 20 70 72 69 6e  |er). It has prin|
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000035e0  61 20 70 72 65 76 69 6f  75 73 6c 79 20 73 61 76  |a previously sav|
000035f0  65 64 20 70 6f 73 69 74  69 6f 6e 20 6f 72 20 67  |ed position or g|
00003600  61 6d 65 29 2e 20 49 6e  0a 65 69 74 68 65 72 20  |ame). In.either |
00003610  6d 6f 64 65 20 63 65 72  74 61 69 6e 20 64 65 66  |mode certain def|
00003620  61 75 6c 74 73 20 6d 61  79 20 62 65 20 63 6f 6e  |aults may be con|
00003630  74 72 6f 6c 6c 65 64 20  66 72 6f 6d 20 74 68 65  |trolled from the|
00003640  20 69 63 6f 6e 20 62 61  72 20 6d 65 6e 75 20 61  | icon bar menu a|
00003650  6e 64 20 74 68 65 0a 70  69 65 63 65 73 20 76 61  |nd the.pieces va|
00003660  6c 69 64 20 6d 6f 76 65  20 68 69 67 68 6c 69 67  |lid move highlig|
00003670  68 74 20 66 75 6e 63 74  69 6f 6e 20 28 73 65 65  |ht function (see|
00003680  20 62 65 6c 6f 77 29 20  6d 61 79 20 62 65 20 75  | below) may be u|
00003690  73 65 64 2e 0a 0a 0a 47  61 6d 65 20 50 6c 61 79  |sed....Game Play|
000036a0  20 4d 6f 64 65 0a 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  | Mode.----------|
000036b0  2d 2d 2d 2d 0a 0a 49 6e  20 74 68 69 73 20 6d 6f  |----..In this mo|
000036c0  64 65 20 70 69 65 63 65  73 20 6d 61 79 20 62 65  |de pieces may be|
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000036f0  73 2e 20 54 6f 20 6d 6f  76 65 20 61 20 70 69 65  |s. To move a pie|
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00003720  74 68 20 73 65 6c 65 63  74 20 6f 72 20 61 64 6a  |th select or adj|
00003730  75 73 74 2e 20 49 6e 20  74 68 65 20 6c 61 74 74  |ust. In the latt|
00003740  65 72 20 63 61 73 65 20  74 68 65 20 70 69 65 63  |er case the piec|
00003750  65 20 69 73 0a 70 72 6f  6d 6f 74 65 64 20 69 66  |e is.promoted if|
00003760  20 70 6f 73 73 69 62 6c  65 2c 20 69 6e 20 74 68  | possible, in th|
00003770  65 20 66 6f 72 6d 65 72  20 63 61 73 65 20 69 74  |e former case it|
00003780  20 69 73 20 70 72 6f 6d  6f 74 65 64 20 69 66 2c  | is promoted if,|
00003790  20 61 6e 64 20 6f 6e 6c  79 20 69 66 2c 0a 63 6f  | and only if,.co|
000037a0  6d 70 75 6c 73 6f 72 79  2e 20 43 61 70 74 75 72  |mpulsory. Captur|
000037b0  65 64 20 70 69 65 63 65  73 20 61 72 65 20 63 6f  |ed pieces are co|
000037c0  6c 6c 65 63 74 65 64 20  6f 6e 20 74 68 65 20 6f  |llected on the o|
000037d0  66 66 20 62 6f 61 72 64  20 61 72 65 61 20 74 6f  |ff board area to|
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000037f0  65 20 62 6f 61 72 64 20  28 6e 6f 74 65 20 74 68  |e board (note th|
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00003810  69 6e 64 6f 77 20 65 78  74 65 6e 74 20 64 6f 65  |indow extent doe|
00003820  73 20 6e 6f 74 20 72 65  76 65 61 6c 20 61 6c 6c  |s not reveal all|
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00003840  54 6f 20 64 72 6f 70 20  70 69 65 63 65 73 20 64  |To drop pieces d|
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000038a0  2c 20 6d 61 79 20 62 65  20 64 72 61 67 67 65 64  |, may be dragged|
000038b0  20 61 72 6f 75 6e 64 20  74 68 65 20 6f 66 66 2d  | around the off-|
000038c0  62 6f 61 72 64 20 61 72  65 61 20 61 73 20 63 6f  |board area as co|
000038d0  6e 76 65 6e 69 65 6e 74  0a 77 69 74 68 6f 75 74  |nvenient.without|
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00003900  20 63 68 65 63 6b 6d 61  74 65 73 20 61 72 65 20  | checkmates are |
00003910  61 6c 77 61 79 73 20 72  65 70 6f 72 74 65 64 3b  |always reported;|
00003920  20 72 65 70 6f 72 74 0a  6f 66 20 63 68 65 63 6b  | report.of check|
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00003970  75 72 65 20 6f 66 20 61  0a 6b 69 6e 67 20 6d 61  |ure of a.king ma|
00003980  79 20 6e 6f 74 20 62 65  20 63 6f 6e 74 69 6e 75  |y not be continu|
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000039c0  73 63 72 69 62 65 64 0a  62 65 6c 6f 77 29 2e 0a  |scribed.below)..|
000039d0  0a 0a 45 64 69 74 20 47  61 6d 65 20 4d 6f 64 65  |..Edit Game Mode|
000039e0  0a 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 0a  |.--------------.|
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00003a10  64 20 61 6e 64 20 70 72  6f 6d 6f 74 65 64 20 72  |d and promoted r|
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00003a40  61 74 20 74 68 65 20 6c  69 6d 69 74 20 6f 66 20  |at the limit of |
00003a50  6f 6e 65 20 75 6e 70 72  6f 6d 6f 74 65 64 20 70  |one unpromoted p|
00003a60  61 77 6e 20 70 65 72 20  63 6f 6c 6f 75 72 20 70  |awn per colour p|
00003a70  65 72 20 66 69 6c 65 20  69 73 20 6d 61 69 6e 74  |er file is maint|
00003a80  61 69 6e 65 64 2c 20 61  73 20 69 73 0a 74 68 65  |ained, as is.the|
00003a90  20 70 72 6f 68 69 62 69  74 69 6f 6e 20 6f 66 20  | prohibition of |
00003aa0  75 6e 70 72 6f 6d 6f 74  65 64 20 70 61 77 6e 73  |unpromoted pawns|
00003ab0  20 6f 72 20 6c 61 6e 63  65 73 20 6f 6e 20 74 68  | or lances on th|
00003ac0  65 69 72 20 66 69 6e 61  6c 20 72 61 6e 6b 20 6f  |eir final rank o|
00003ad0  72 20 6b 6e 69 67 68 74  73 20 6f 6e 0a 74 68 65  |r knights on.the|
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00003af0  6b 73 2e 20 54 68 69 73  20 70 72 65 76 65 6e 74  |ks. This prevent|
00003b00  73 20 74 68 65 20 63 6f  6e 73 74 72 75 63 74 69  |s the constructi|
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00003b20  61 6c 20 70 6f 73 69 74  69 6f 6e 73 2e 0a 4d 6f  |al positions..Mo|
00003b30  76 65 73 20 77 68 69 63  68 20 77 6f 75 6c 64 20  |ves which would |
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00003b50  6f 73 69 74 69 6f 6e 73  20 61 72 65 20 70 72 65  |ositions are pre|
00003b60  76 65 6e 74 65 64 20 62  79 20 70 72 6f 6d 6f 74  |vented by promot|
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00003b80  6e 69 67 68 74 2c 20 6c  61 6e 63 65 20 6f 72 20  |night, lance or |
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00003ba0  79 20 62 65 20 70 72 6f  6d 6f 74 65 64 20 28 62  |y be promoted (b|
00003bb0  79 20 64 72 61 67 67 69  6e 67 20 77 69 74 68 20  |y dragging with |
00003bc0  61 64 6a 75 73 74 29 0a  61 6e 79 77 68 65 72 65  |adjust).anywhere|
00003bd0  20 6f 6e 20 74 68 65 20  62 6f 61 72 64 2e 20 44  | on the board. D|
00003be0  72 61 67 67 69 6e 67 20  74 6f 20 6f 72 20 77 69  |ragging to or wi|
00003bf0  74 68 69 6e 20 74 68 65  20 6f 66 66 20 62 6f 61  |thin the off boa|
00003c00  72 64 20 61 72 65 61 20  77 69 74 68 20 61 64 6a  |rd area with adj|
00003c10  75 73 74 0a 63 68 61 6e  67 65 73 20 74 68 65 20  |ust.changes the |
00003c20  63 6f 6c 6f 75 72 20 6f  66 20 61 20 70 69 65 63  |colour of a piec|
00003c30  65 20 72 61 74 68 65 72  20 74 68 61 6e 20 70 72  |e rather than pr|
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00003c60  65 73 2c 0a 75 6e 70 72  6f 6d 6f 74 65 64 29 2e  |es,.unpromoted).|
00003c70  20 4e 6f 74 65 20 74 68  61 74 20 61 20 70 69 65  | Note that a pie|
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00003c90  65 64 22 20 6f 6e 20 74  68 65 20 73 70 6f 74 20  |ed" on the spot |
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00003cb0  74 20 62 65 0a 65 6e 67  61 67 65 64 29 20 74 6f  |t be.engaged) to|
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00003ce0  20 28 61 73 20 61 70 70  72 6f 70 72 69 61 74 65  | (as appropriate|
00003cf0  29 2e 20 54 6f 20 61 64  6a 75 73 74 20 74 68 65  |). To adjust the|
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00003d10  63 65 20 6f 6e 20 74 68  65 20 62 6f 61 72 64 20  |ce on the board |
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00003d40  73 74 29 20 61 6e 64 20  6f 6e 20 61 67 61 69 6e  |st) and on again|
00003d50  0a 28 77 69 74 68 20 61  64 6a 75 73 74 20 69 66  |.(with adjust if|
00003d60  20 69 74 20 69 73 20 74  6f 20 62 65 20 70 72 6f  | it is to be pro|
00003d70  6d 6f 74 65 64 29 2e 20  49 74 20 77 69 6c 6c 20  |moted). It will |
00003d80  6f 66 74 65 6e 20 62 65  20 63 6f 6e 76 65 6e 69  |often be conveni|
00003d90  65 6e 74 20 74 6f 20 75  73 65 20 74 68 65 0a 63  |ent to use the.c|
00003da0  6c 65 61 72 20 62 6f 61  72 64 20 66 65 61 74 75  |lear board featu|
00003db0  72 65 20 28 73 65 65 20  74 68 65 20 62 6f 61 72  |re (see the boar|
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00003dd0  63 74 69 6f 6e 20 62 65  6c 6f 77 29 20 74 6f 20  |ction below) to |
00003de0  73 74 61 72 74 20 61 6c  6c 0a 70 69 65 63 65 73  |start all.pieces|
00003df0  20 6f 66 66 20 74 68 65  20 62 6f 61 72 64 2e 0a  | off the board..|
00003e00  0a 0a 55 6e 64 6f 2f 52  65 64 6f 20 4d 6f 76 65  |..Undo/Redo Move|
00003e10  73 0a 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |s.--------------|
00003e20  2d 0a 0a 49 6e 20 65 69  74 68 65 72 20 6d 6f 64  |-..In either mod|
00003e30  65 20 6d 6f 76 65 73 20  6d 61 79 20 62 65 20 75  |e moves may be u|
00003e40  6e 64 6f 6e 65 2c 20 6f  72 20 72 65 64 6f 6e 65  |ndone, or redone|
00003e50  20 6f 6e 63 65 20 75 6e  64 6f 6e 65 2e 20 49 6e  | once undone. In|
00003e60  20 74 68 65 20 67 61 6d  65 20 70 6c 61 79 20 6d  | the game play m|
00003e70  6f 64 65 0a 61 64 6a 75  73 74 6d 65 6e 74 73 20  |ode.adjustments |
00003e80  6f 66 20 6f 66 66 20 62  6f 61 72 64 20 70 69 65  |of off board pie|
00003e90  63 65 73 20 61 72 65 20  6e 6f 74 20 72 65 74 61  |ces are not reta|
00003ea0  69 6e 65 64 20 61 73 20  61 63 74 75 61 6c 20 6d  |ined as actual m|
00003eb0  6f 76 65 73 2c 61 6e 64  20 74 68 65 0a 75 6e 64  |oves,and the.und|
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00003ed0  6c 69 74 79 20 69 6e 63  6f 72 70 6f 72 61 74 65  |lity incorporate|
00003ee0  73 20 73 75 63 68 20 61  64 6a 75 73 74 6d 65 6e  |s such adjustmen|
00003ef0  74 73 20 73 6f 20 74 68  61 74 20 6f 6e 65 20 61  |ts so that one a|
00003f00  63 74 75 61 6c 20 6d 6f  76 65 20 69 73 0a 75 6e  |ctual move is.un|
00003f10  64 6f 6e 65 3b 20 68 6f  77 65 76 65 72 20 6f 66  |done; however of|
00003f20  66 2d 62 6f 61 72 64 20  70 6f 73 69 74 69 6f 6e  |f-board position|
00003f30  73 20 28 77 68 69 63 68  20 61 72 65 20 6e 6f 74  |s (which are not|
00003f40  20 73 69 67 6e 69 66 69  63 61 6e 74 29 20 6d 61  | significant) ma|
00003f50  79 20 6e 6f 74 20 62 65  20 74 68 65 0a 73 61 6d  |y not be the.sam|
00003f60  65 20 61 73 20 61 74 20  74 68 69 73 20 70 6f 69  |e as at this poi|
00003f70  6e 74 20 70 72 65 76 69  6f 75 73 6c 79 2e 20 49  |nt previously. I|
00003f80  6e 20 74 68 65 20 65 64  69 74 20 62 6f 61 72 64  |n the edit board|
00003f90  20 6d 6f 64 65 20 61 6c  6c 20 61 64 6a 75 73 74  | mode all adjust|
00003fa0  6d 65 6e 74 73 20 61 72  65 0a 6b 65 70 74 20 61  |ments are.kept a|
00003fb0  73 20 6d 6f 76 65 73 20  74 6f 20 62 65 20 75 6e  |s moves to be un|
00003fc0  64 6f 6e 65 2f 72 65 64  6f 6e 65 2e 20 43 68 61  |done/redone. Cha|
00003fd0  6e 67 69 6e 67 20 6d 6f  64 65 20 64 65 6c 65 74  |nging mode delet|
00003fe0  65 73 20 74 68 65 20 75  6e 64 6f 20 61 6e 64 20  |es the undo and |
00003ff0  72 65 64 6f 20 6d 6f 76  65 0a 6c 69 73 74 73 2e  |redo move.lists.|
00004000  20 54 68 65 20 75 6e 64  6f 2f 72 65 64 6f 20 61  | The undo/redo a|
00004010  6c 6c 20 66 61 63 69 6c  69 74 79 20 70 65 72 66  |ll facility perf|
00004020  6f 72 6d 73 20 74 68 65  20 75 6e 64 6f 2f 72 65  |orms the undo/re|
00004030  64 6f 20 6d 6f 76 65 20  61 63 74 69 6f 6e 20 61  |do move action a|
00004040  73 20 6d 61 6e 79 0a 74  69 6d 65 73 20 61 73 20  |s many.times as |
00004050  70 6f 73 73 69 62 6c 65  2e 20 45 69 74 68 65 72  |possible. Either|
00004060  20 61 6c 6c 20 6d 6f 76  65 73 20 6d 61 79 20 62  | all moves may b|
00004070  65 20 73 68 6f 77 6e 2c  20 61 74 20 61 20 6d 6f  |e shown, at a mo|
00004080  64 65 72 61 74 65 20 73  70 65 65 64 2c 20 6f 72  |derate speed, or|
00004090  20 6f 6e 6c 79 0a 74 68  65 20 63 6f 6d 62 69 6e  | only.the combin|
000040a0  65 64 20 65 66 66 65 63  74 20 6f 66 20 61 6c 6c  |ed effect of all|
000040b0  20 6d 6f 76 65 73 20 28  74 68 65 20 64 65 66 61  | moves (the defa|
000040c0  75 6c 74 2c 20 73 65 65  20 62 65 6c 6f 77 29 2e  |ult, see below).|
000040d0  20 54 68 65 72 65 20 61  72 65 20 6b 65 79 0a 73  | There are key.s|
000040e0  68 6f 72 74 63 75 74 73  20 66 6f 72 20 61 6c 6c  |hortcuts for all|
000040f0  20 66 6f 75 72 20 75 6e  64 6f 2f 72 65 64 6f 20  | four undo/redo |
00004100  6d 6f 76 65 2f 61 6c 6c  20 61 63 74 69 6f 6e 73  |move/all actions|
00004110  20 28 66 6f 72 20 64 65  74 61 69 6c 73 20 73 65  | (for details se|
00004120  65 20 62 65 6c 6f 77 29  2e 0a 4e 6f 74 65 20 74  |e below)..Note t|
00004130  68 61 74 20 6d 61 6b 69  6e 67 20 61 6e 79 20 6d  |hat making any m|
00004140  6f 76 65 20 28 62 79 20  74 68 65 20 70 6c 61 79  |ove (by the play|
00004150  65 72 20 6f 72 20 75 73  69 6e 67 20 74 68 65 20  |er or using the |
00004160  66 69 6e 64 2f 61 76 6f  69 64 20 63 68 65 63 6b  |find/avoid check|
00004170  6d 61 74 65 0a 66 65 61  74 75 72 65 20 64 65 73  |mate.feature des|
00004180  63 72 69 62 65 64 20 62  65 6c 6f 77 29 20 64 69  |cribed below) di|
00004190  73 63 61 72 64 73 20 74  68 65 20 70 72 65 76 69  |scards the previ|
000041a0  6f 75 73 20 72 65 64 6f  20 6d 6f 76 65 20 6c 69  |ous redo move li|
000041b0  73 74 2e 20 41 6e 20 65  78 63 65 70 74 69 6f 6e  |st. An exception|
000041c0  0a 6f 63 63 75 72 73 20  77 68 65 6e 20 61 20 67  |.occurs when a g|
000041d0  61 6d 65 20 69 73 20 6c  6f 61 64 65 64 20 6f 72  |ame is loaded or|
000041e0  20 73 61 76 65 64 2c 20  77 68 65 72 65 20 6d 61  | saved, where ma|
000041f0  6b 69 6e 67 20 61 20 6d  6f 76 65 20 6f 76 65 72  |king a move over|
00004200  72 69 64 65 73 20 74 68  65 20 73 74 6f 72 65 64  |rides the stored|
00004210  0a 67 61 6d 65 20 6d 6f  76 65 73 20 61 66 74 65  |.game moves afte|
00004220  72 20 74 68 69 73 20 70  6f 69 6e 74 2c 20 62 75  |r this point, bu|
00004230  74 20 74 68 65 73 65 20  6d 61 79 20 62 65 20 72  |t these may be r|
00004240  65 63 6f 76 65 72 65 64  3b 20 66 6f 72 20 66 75  |ecovered; for fu|
00004250  72 74 68 65 72 20 64 65  74 61 69 6c 73 20 6f 66  |rther details of|
00004260  0a 74 68 69 73 20 63 61  73 65 20 73 65 65 20 62  |.this case see b|
00004270  65 6c 6f 77 2e 0a 0a 0a  47 6f 74 6f 20 4d 6f 76  |elow....Goto Mov|
00004280  65 0a 2d 2d 2d 2d 2d 2d  2d 2d 2d 0a 0a 54 68 69  |e.---------..Thi|
00004290  73 20 6f 70 74 69 6f 6e  2c 20 61 76 61 69 6c 61  |s option, availa|
000042a0  62 6c 65 20 61 6c 73 6f  20 76 69 61 20 61 20 6b  |ble also via a k|
000042b0  65 79 20 73 68 6f 72 74  63 75 74 20 28 66 6f 72  |ey shortcut (for|
000042c0  20 64 65 74 61 69 6c 73  20 73 65 65 20 62 65 6c  | details see bel|
000042d0  6f 77 29 2c 20 6d 61 79  20 62 65 0a 75 73 65 64  |ow), may be.used|
000042e0  2c 20 69 6e 20 67 61 6d  65 20 70 6c 61 79 20 6d  |, in game play m|
000042f0  6f 64 65 2c 20 6f 6e 6c  79 20 74 6f 20 75 6e 64  |ode, only to und|
00004300  6f 2f 72 65 64 6f 20 74  6f 20 61 20 67 69 76 65  |o/redo to a give|
00004310  6e 20 6d 6f 76 65 20 6e  75 6d 62 65 72 2e 20 54  |n move number. T|
00004320  68 65 20 64 69 61 6c 6f  67 75 65 0a 62 6f 78 20  |he dialogue.box |
00004330  75 73 65 64 20 63 6f 6e  74 61 69 6e 73 20 69 63  |used contains ic|
00004340  6f 6e 73 20 74 6f 20 73  65 6c 65 63 74 20 77 68  |ons to select wh|
00004350  65 74 68 65 72 20 61 20  42 6c 61 63 6b 20 6f 72  |ether a Black or|
00004360  20 57 68 69 74 65 20 6d  6f 76 65 20 61 6e 64 20  | White move and |
00004370  61 20 77 72 69 74 61 62  6c 65 0a 69 63 6f 6e 20  |a writable.icon |
00004380  66 6f 72 20 6d 6f 76 65  20 6e 75 6d 62 65 72 20  |for move number |
00004390  28 77 68 69 63 68 20 6d  61 79 20 62 65 20 69 6e  |(which may be in|
000043a0  63 72 65 6d 65 6e 74 65  64 20 6f 72 20 64 65 63  |cremented or dec|
000043b0  72 65 6d 65 6e 74 65 64  20 77 69 74 68 20 75 70  |remented with up|
000043c0  20 61 6e 64 20 64 6f 77  6e 0a 69 63 6f 6e 73 29  | and down.icons)|
000043d0  2e 20 54 68 65 20 6d 61  78 69 6d 75 6d 20 6d 6f  |. The maximum mo|
000043e0  76 65 20 6e 75 6d 62 65  72 20 70 65 72 6d 69 74  |ve number permit|
000043f0  74 65 64 20 69 73 20 39  39 39 2e 20 54 68 65 20  |ted is 999. The |
00004400  70 6f 73 69 74 69 6f 6e  20 69 73 20 6d 6f 76 65  |position is move|
00004410  64 20 74 6f 0a 62 65 66  6f 72 65 20 74 68 65 20  |d to.before the |
00004420  69 6e 64 69 63 61 74 65  64 20 6d 6f 76 65 2c 20  |indicated move, |
00004430  6f 72 20 74 68 65 20 62  65 67 69 6e 6e 69 6e 67  |or the beginning|
00004440  20 6f 72 20 74 68 65 20  65 6e 64 20 6f 66 20 74  | or the end of t|
00004450  68 65 20 67 61 6d 65 20  69 66 20 74 68 65 20 6d  |he game if the m|
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00004470  20 61 66 74 65 72 20 74  68 65 20 67 61 6d 65 20  | after the game |
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000044e0  65 70 6f 72 74 20 4c 61  73 74 20 4d 6f 76 65 0a  |eport Last Move.|
000044f0  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
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00004660  20 62 6f 6f 6b 2e 0a 0a  0a 52 65 70 6f 72 74 20  | book....Report |
00004670  49 6d 70 61 73 73 65 20  53 74 61 74 75 73 0a 2d  |Impasse Status.-|
00004680  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
00004690  2d 2d 2d 2d 0a 0a 41 73  20 64 65 73 63 72 69 62  |----..As describ|
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00004930  44 69 73 70 6c 61 79 0a  2d 2d 2d 2d 2d 2d 2d 2d  |Display.--------|
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00004950  6c 65 20 63 6c 69 63 6b  69 6e 67 20 6f 6e 20 61  |le clicking on a|
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00004eb0  28 73 65 65 20 62 65 6c  6f 77 20 66 6f 72 20 74  |(see below for t|
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00004ef0  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
00004f00  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 0a 0a 49 6e  |------------..In|
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00004f50  54 79 70 69 63 61 6c 6c  79 0a 70 72 6f 62 6c 65  |Typically.proble|
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00005090  49 6e 0a 6d 61 6e 79 20  73 68 6f 67 69 20 70 72  |In.many shogi pr|
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000051f0  74 20 6d 6f 76 65 29 20  69 73 20 6e 6f 74 20 75  |t move) is not u|
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00005240  65 73 20 74 6f 20 64 72  6f 70 20 69 73 20 73 74  |es to drop is st|
00005250  69 6c 6c 20 72 65 67 61  72 64 65 64 20 61 73 20  |ill regarded as |
00005260  75 6e 69 71 75 65 0a 68  6f 77 65 76 65 72 2e 20  |unique.however. |
00005270  4d 61 6e 79 20 73 68 6f  67 69 20 70 72 6f 62 6c  |Many shogi probl|
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000052a0  69 6e 67 20 69 73 20 73  75 69 74 61 62 6c 79 20  |ing is suitably |
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00005d90  2d 0a 0a 53 69 6e 63 65  20 6c 65 61 76 69 6e 67  |-..Since leaving|
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00007860  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
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00007c30  20 20 20 20 20 20 20 20  20 20 20 20 20 61 73 73  |             ass|
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00007cb0  68 0a 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |h.              |
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00007d10  20 20 28 4f 6e 6c 79 20  69 66 20 67 61 6d 65 20  |  (Only if game |
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00007d50  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00007d60  73 74 61 6e 64 61 72 64  20 73 61 76 65 20 64 69  |standard save di|
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00007da0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
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00007de0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00007df0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 69 67  |              ig|
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00007e30  0a 0a 45 64 69 74 0a 0a  20 20 20 20 54 69 64 79  |..Edit..    Tidy|
00007e40  20 6f 66 66 20 62 6f 61  72 64 20 20 20 20 20 20  | off board      |
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00007ef0  20 20 20 20 20 20 20 66  69 72 73 74 20 69 74 65  |       first ite|
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00007f30  61 72 64 20 20 20 20 20  20 20 20 20 20 20 20 20  |ard             |
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0000ba30  6c 61 6e 64 2e 0a                                 |land..|
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