Ratings & Comments
Shogi Zushiki, sho Shogi Zushiki & Kokon Shogi Zui are given by Cazaux as sources.
I do not have axcess to These, nor anything relating their differences on wa/yamato.
the svg has been exported from lightburn( software used to pilot the laser cutting machine).
The SVG could probably be edited also by inkscape I suppose. If you have any improvements to the rules, I'd be happy to incorporate them, as they're important for introducing people to the games.
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I updated the 3d image.
I'll update the svg occasionally, lightburn doesn't work at home (on linux).
I take it that's the program you use for making the SVG?
Also, while I was uploading the Jocly files to the CVP site, I took the opportunity to make the rule description for the Jocly Chu Seireigi preset more accurate. Your version has some discrepancies and doesn't describe everything, thought to be fair I was still finalizing everything then. I can provide you with the files you need if need be.
I did the same for the Seireigi and Hectochess rule descriptions to a far lesser extent, though I am not overly concerned about these two.
Is there a way to enter XBetza on this?
Not on this page. But you could use the configurable applet page that the Piececlopedia links to, and write the Betza move you want in the URL.
I wanted to try out the Blue Gecko (frB4lbW2flFbrFfW) but I can't limit the B move to 4 on this diagram.
I guess I should extend the move-definition aid to 11x11 one of these days. But in case of the Blue Gecko, why bother? The 4th step of the B move will hardly ever be needed. And even when you leave out the frB move altogether, it can already force checkmate. You could also use B3 plus a direct AY leap, which shows that adding the AY leap does not shorten the mate (on 8x8, at least).
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Is there a way to enter XBetza on this? I wanted to try out the Blue Gecko (frB4lbW2flFbrFfW) but I can't limit the B move to 4 on this diagram.
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I'll update the svg occasionally, lightburn doesn't work at home (on linux).
It doesn't really matter if there are extra spare parts, the main thing is that the game is complete.
I've also been looking for ideas for a lion hawk icon distinct from the griffon icon.
If there were an acceptable candidate, it would probably still take quite some time to to finalize.
If you want something that is nice and easy to make a diagram of via the Musketeer Chess site's board painter, the site should have the first and third icons available for use. Personally I'd recommend the first one, as it is a winged lion. The one used for Chu Seireigi can also work.
Here's a new setup picture for your rules description (refresh browser cache if old one shows up):
I'm working on a new 3d picture as well. I'll post another comment with it when I am done.
P.S. You may need to update the laser cutter SVG, but I am not overly concerned about that. You did include two extra Rooks in it though.
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I made the change.
I've also been looking for ideas for a lion hawk icon distinct from the griffon icon.
If there were an acceptable candidate, it would probably still take quite some time to to finalize.
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My interpretation was that the forward‐only thing was just a pragmatic way of ensuring offensive play, sort of like a primitive cousin of the jeu forcé. Much in the same way as Draughts/Checkers has FO pieces.
with D2 rather than D7 that rises to 159
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There are now svg files that can be printed on play mats, e.g. :
https://glyphobet.net/three-player-chess/svg/hexagonal_tiles.svg
https://commons.wikimedia.org/wiki/File:Hexagonal_chess_board.svg
Your bFfhNfA can be called a Double Sword Aborigine (or something other with understanding that it’s forward Kangaroo + backward Ferz), and your fWbrFfD7lfNfrblA as Right Gun-Layer (looks very similar to optical gun), and its mirror will be Left GL.
You are right. This piece: bFfhNfA mates in 130.
Can anybody top this?
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This doesn't explain the fact that in Heian Shogi and Sho Shogi, the Knight has the same movement as in today's Shogi. My pet theory on this and the Lance's forward-only slide is that the Bushido Code has something to do with it. The Bushido code, which says surrender is the worst dishonor, and by proxy shames cowardice, may have been inprinted on the game by making certain pieces forward-only.
Ferz/Hospitaler Hunter: 130
I made one last change to Chu Seireigi and Dai Seireigi, renaming the Lion to Lion Hawk to avoid confusion with the Chu Shogi Lion, while also keeping the Bishop + Squirrel move from before, whose Jocly code is shown below.
graph: this.cbDropGraph(geometry, [[-2,0],[-2,-1],[-2,-2],[-1,-2],[0,-2],[1,-2],[2,-2],[2,-1],[2,0],[2,1],[2,2],[1,2],[0,2],[-1,2],[-2,2],[-2,1]],[[1,1],[1,-1],[-1,1],[-1,-1]]),
(Keeping the Lion Hawk's value at 11 is reasonable, as it is basically equal in strength to a Queen, and may sometimes even have a light advantage)
In case you are wondering what a "Lion Hawk" is, I imagine it as a Japanese version of a griffin.
For the new diffusemap, simply use the Tenjiku Shogi Lion Hawk diffusemap.
For the 2D sprite, the best choice in my opinion for this piece may be the sprite two spaces to the left of the "gem" image in this spritesheet, as it resembles a griffin head with cat-like ears, at least to me. (If for some crazy reason you plan on implementing Dai Seireigi in Jocly, I would save the "falcon" image used for the griffin in other Jocly presets for the Flying Falcon or Cloud Eagle).
If you can implement these changes on the biscandine site that would be great.
P.S. Thanks for playing that test game with me. It helped me finalize the Lion Hawk's move.
Circular Chess 2.0 by Green Lemon Games
For this Fairy piece there is a forced mate (K+FP vs k) in 125 moves: rWbrFfDlfflNlA
Can anyone create a piece that can force a checkmate in more moves?
The print color scheme now has its own small logo too. Since the big logo included 19th century black and white artwork of Chess pieces, I chose a more retro style that displays fairy pieces by changing the orientation of Chess piece images. According to a section of Anthony Dickins' A Guide to Fairy Chess, the inverted queen is the grasshopper, and the reclining bishop is the unicorn.
I have changed forpersonid to author in the link, and it now works.
I think I've mentioned in our game chat why I prefer KNAD (or, to me, KNS) for the Lion: it does at least have some history. I don't know of anywhere else where a Lion is BNS. (Even so, if it had an adjective on the name, reflected by a compound in the Greenwade graphic, I could deal with it.)
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I'm actually starting to lean back towards the Bishop + Squirrel move for Chu Seireigi and Dai Seireigi, since in my test game of Chusei with you, if the Lion had the KNAD move you would be able to force mate in 3 with just the Lion, and I don't want one piece to steal all the show from the others.
Edit: Looking at the current position you can still force mate in 3, but you need to get more pieces involved.
if == 0 $mline[$mln]->movenum:
That is mixing GAME Code with PHP. GAME Code does not support classes with properties or write out array elements with brackets, and it doesn't provide read access to $mline. But you can use the value of turn
with your knowledge of which side you're concerned with to determine where you are in a game.
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OK, so the betza.txt code, which thus aims to test for whether the move is the one that was just entered, would work fine even in the presence of comments?
And the code to test for whether we are in prelude should look like
if == 0 $mline[$mln]->movenum:
?
I am not familiar with this technique, but a problem could be that it is not just about positioning the images, but also about translating mouse clicks to cell coordinates. (Which must also work for empty cells, for entering non-captures.) In the table version I have attached event handlers to the cells for this.
With grid, you would use a <div>
tag instead of a <td>
tag for each space, and you could attach event handlers to it just as easily. What I have done in Game Courier, though, is place a transparent image over each empty space, as I have attached event handlers to the piece images.
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set all == mln $maxmln; // indicates last move
Note there is no $ there, so we might be talking about different things, and this one might be a legacy variable.
This operator just outputs the value of $mln.
I cannot image how this would work if mln was not the current move number.
It works because you are comparing mln with its maximum value. When there are comments, $maxmln will be greater than any move number, but it will be no higher than mln will eventually reach.
I am not aware of any such sources.
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Using grid would probably help you avoid this problem too. With grid, you should be able to make one column or row diagonal, though I have not yet tried using grid with hexagonal boards. My CSS code for hexagonal boards uses absolute positioning, as grid was not yet part of CSS when I wrote the code. Anyway, absolute positioning is another alternative to using tables.
I am not familiar with this technique, but a problem could be that it is not just about positioning the images, but also about translating mouse clicks to cell coordinates. (Which must also work for empty cells, for entering non-captures.) In the table version I have attached event handlers to the cells for this.
From what I gather, several sources exist, with different movesets. As I don't read japanese, is there anyone who knows what the other movesets are, and how credible they are as sources for Wa?
It does not. I have made that mistake too and had to correct it. To use
$mln
to get the move number, you need to get$mline[$mln]->movenum
.
This is somewhat important, because the first things that the HandleMove routine does in the betza.txt include after the move is parsed is:
set all == mln $maxmln; // indicates last move
Note there is no $ there, so we might be talking about different things, and this one might be a legacy variable. The purpose here is to determine whether the subsequent move generation needs to generate all pseudo-legal moves, and compare the input move against those for testing its legality. Or whether it can simply assume the move is legal, because it is not the final move of the stored game, and thus must already have passed the legality test on the turn where it was entered. If the latter is the case only the moves with implied side effects are generated, (e.g. e.p. capture or castling), for the purpose of reconstructing the side effect, and apply it to the board together with the entered move.
I cannot image how this would work if mln was not the current move number.
The I.D. represents the board through a HTML table,
Game Courier used to use HTML tables for hexagonal boards, but I gave up on this in favor of using either CSS with a board image or drawing the board image. This reminds me that I was working on getting CSS to work with a generated board image so that you could view each position of the game without reloading the page, but I haven't completed that. I think I had two different approaches and wasn't sure which one to go with. I either wanted to change how I generated the board so that the image would be perfectly symmetrical, or I wanted to modify the code to work with the asymmetrical boards I was already generating. I lost sight of what I was doing when I got caught up with other projects.
in theory it should be possible to create a table with a masonry-like tiling, shifting each subsequent rank by half a cell.
I imagine this would be easier to do with CSS grid, because, as far as I know, table columns remain vertical.
I have tried this, though, and it works to some extent. But for reasons that I do not grasp yet it also changes the height of the ranks in a way that I could not control.
Using grid would probably help you avoid this problem too. With grid, you should be able to make one column or row diagonal, though I have not yet tried using grid with hexagonal boards. My CSS code for hexagonal boards uses absolute positioning, as grid was not yet part of CSS when I wrote the code. Anyway, absolute positioning is another alternative to using tables.
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I think the variable 'mln' gives you the current move number in the Post-Move sections.
It does not. I have made that mistake too and had to correct it. To use $mln
to get the move number, you need to get $mline[$mln]->movenum
. $mline is an array with a separate entry for each line of the movelist, but besides containing actual moves, it contains comments. $mln
is the index that a line has in this array, but when some lines are comments, it will go out of sync with the move number.
GAME Code has turn
, which will return $mline[$mln]->turn
, but it doesn't currently have anything returning $mline[$mln]->movenum
.
Is it possible for css to work with the horizontal or vertical hexagons shapes?
The Official Glinski Coordinates preset has CSS rendering which isn't working right for hexagonal games
The board image it was using had two separate elseif clauses dealing with it in a long series of elseif clauses in image_dimensions.php, and changes I was making to the second one had no effect. But when I noticed that it had two and combined them into one, I was able to set a value for $offy that worked for the board.
In other news, I'm told that the problem I was having with Thingiverse's editor has been patched up as of last Tuesday. I haven't tested it out yet; I probably will do so over the weekend.
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Shogi Zushiki, sho Shogi Zushiki & Kokon Shogi Zui are given by Cazaux as sources.
I do not have axcess to These, nor anything relating their differences on wa/yamato.