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Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Fri, Apr 26 03:29 PM UTC in reply to Aurelian Florea from 01:29 PM:

Sorry, I was wrong. The real explanation is that they only jump to capture. It works correctly anyhow.


Aurelian Florea wrote on Fri, Apr 26 01:29 PM UTC in reply to Daniel Zacharias from 12:23 PM:

Ok, I thought it is like in tenjiku shogi!


Daniel Zacharias wrote on Fri, Apr 26 12:23 PM UTC in reply to Aurelian Florea from 05:22 AM:

They work the same as in the interactive diagram, only jumping over enemies.


Aurelian Florea wrote on Fri, Apr 26 05:22 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Flying pieces still do not fly!


Aurelian Florea wrote on Wed, Apr 24 05:06 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Done!


💡📝H. G. Muller wrote on Tue, Apr 23 03:53 PM UTC in reply to Aurelian Florea from 03:06 PM:

You must also put

set opaque (EA FA BA SM AR ea fa ba sm ar);

there to make the flying pieces block each other.


Aurelian Florea wrote on Tue, Apr 23 03:06 PM UTC in reply to H. G. Muller from 02:59 PM:

I have pasted that at the end of the pregame section.


💡📝H. G. Muller wrote on Tue, Apr 23 02:59 PM UTC in reply to Daniel Zacharias from 01:53 PM:

I suppose that would heve worked, if you did that as first thing in the Post-Move sections. But I have already changed the betza.txt to use different arrays for the capturer and the victim. So now you have to put in Pre-Game:

set protected (T t);
set restricted (EA T ea t);

Daniel Zacharias wrote on Tue, Apr 23 01:53 PM UTC:

For the terror trading rule, would it work to have set protected (EA T t) in pre-move 1 and set protected (ea T t) in pre-move 2?

or maybe they should be in post-game 2 and 1?


Aurelian Florea wrote on Tue, Apr 23 12:33 PM UTC in reply to H. G. Muller from 09:58 AM:

I have done it and it seems to be working fine!


Aurelian Florea wrote on Tue, Apr 23 10:20 AM UTC in reply to H. G. Muller from 09:58 AM:

Did not knew that! Still in the evening, but thanks!


💡📝H. G. Muller wrote on Tue, Apr 23 09:58 AM UTC in reply to Aurelian Florea from 09:44 AM:

Oh, that seems a lot of work. But I'll do it in the evening!

Not really. You should just select the Completely Custom set, and then paste the set definition the PTA suggests into the preset.


Aurelian Florea wrote on Tue, Apr 23 09:44 AM UTC in reply to H. G. Muller from 08:43 AM:

Oh, that seems a lot of work. But I'll do it in the evening!


💡📝H. G. Muller wrote on Tue, Apr 23 08:43 AM UTC in reply to Aurelian Florea from Mon Apr 22 12:07 PM:

I have made an attempt to support fast castling in the betza.txt GAME-code include file. I could not test it in the context of your preset, though, because there seems to be a mismatch between the labels used in the I.D. that youconverted, and the piece set you use in the preset. So it still crashes because of an unknown piece 'E'. I suppose you would have to use the custom set as the PTA suggests it to make it work.

Anyway, to try the fast castling you should replace the lines

2 99  1  0    88
   1  9  0    25
2 99 -1  0    88
   1 -9  0    25

at the end of the legdefs array by

1 -3  1  0 FastCastle
1 -3 -1  0 FastCastle

This uses the existing mechanism for invoking dedicated routines for generating piece moves. But the routine FastCastle, which is invoked by this, is already supplied in the betza.txt include file.

I still have to adapt the PTA to generate these lines automatically, when encountering a fast castling.

 


💡📝H. G. Muller wrote on Mon, Apr 22 03:12 PM UTC in reply to Aurelian Florea from 11:30 AM:

The correct query for opening the preset in Edit mode is &submit=Edit, not &edit=true.

The problem appears to be the fast castling, and now that I think about it, I believe I never implemented fast castling in the betza.txt GAME-code include file. So the entries in the legdefs table that would be interpreted by the JavaScript powering the Interactive Diagram as fast castling are mistaken for something that makes the GAME code crash.

For now I recommend commenting out the four lines that define the fast castling at the end of legdefs, like:

1  1 -1  1     3
//2 99  1  0    88
//   1  9  0    25
//2 99 -1  0    88
//   1 -9  0    25
0);

The King will then not be able to castle, but at least you can continue implementing the other aspects of the variant in the preset. In the mean time I will try to support fast castling in betza.txt. And when I have done that, you can uncomment the lines again.

 


💡📝H. G. Muller wrote on Mon, Apr 22 12:06 PM UTC in reply to Aurelian Florea from 11:30 AM:

link?


Aurelian Florea wrote on Mon, Apr 22 11:30 AM UTC in reply to H. G. Muller from 07:42 AM:

Now I get this:

Please report any bugs or errors to H.G. Muller

I probably mismatched something.

But neither &showcode=true (I got this from the developer guide) or &edit=true work


💡📝H. G. Muller wrote on Mon, Apr 22 07:42 AM UTC in reply to Aurelian Florea from 07:10 AM:

I get this error:

Cannot make a diagram with 0 pieces on an 8x8 board!

It probably means that you copy a lot of invisible stuff together with the Diagram definition; the line below the quoted error message makes an attempt to show you what you actually pasted. If I copy-paste directly from your latest comment into the PTA, I also get the error message, and for the pasted text it says:

<main><article id="maincontent"><div class="commentgroup"><div class="Comment"><div><table><tbody><tr><td class="line-content">satellite=megalo</td>...

So there is an enormous amount of HTML garbage prefixed and interleaved with the actual definition, and the PTA chokes on it. What exactly corrupts the Diagram definition might depend on your browser. I made the PTA resistant to the garbage that is added by copying from a FireFox Page Source (but you might have to flush the browser cache to benefit from that?)

Anyway, the safest method is to first paste the Diagram definition into NotePad;this will cleanse it of most invisible stuff. Then you can copy-paste it from there into the PTA.


Aurelian Florea wrote on Mon, Apr 22 07:10 AM UTC in reply to H. G. Muller from 06:31 AM:

I get this error:

Cannot make a diagram with 0 pieces on an 8x8 board!

satellite=megalo
files=16
ranks=16
promoZone=1
maxPromote=2
promoChoice=EA,AM,G
graphicsDir=/graphics.dir/alfaeriePNG/
graphicsDir=http://chessvariants.com/graphics.dir/alfaeriePNG/
squareSize=33
graphicsType=png
theme=DD
whitePrefix=w
blackPrefix=b
borders=0
firstRank=1
useMarkers=1
newClick=1
captureMatrix=/"27/27^^^^^=/"/27^^^^^%/32%
pawn::fmWfceFifmnDifmnH::a5-p5
warrior::fmWfmnnDfceFbhcN:quickpawn:a2-d2,m2-p2
ram:RM:mgQcfD::c1,n1,e2,l2
scout::mNcA:knightpawn:g4,j4
vao::mBpcB::d1,m1
camel::::d3,m3
zebra::::e3,l3
war machine:D:yafpabmRWD:warmachinewazir:f4,k4
elephant::yafpabmBFA:elephantferz:d4,m4
frog::FH::a4,p4
guard:GD:yafpabmRK:duke:b3,o3
knight:N:yafafafpabmBN::b4,o4
bishop::::h4,i4
cannon:CN:::e1,l1
rook::::a3,p3
leo:LE:mQpcQ:paovao:c3,n3
nightrider:NR:::b1,o1
dragon horse:DH:BW:promotedbishop:c4,n4
dragon king:DK:RF:promotedrook:a1,p1
rhino:RH:[W?fsB]::g1
gryphon::[F?fsR]::f1
archbishop:::cardinal:e4
marshall:::chancellor:l4
queen::::j1
lion::KNAD::h2
amazon:AM:QN::i2
archer:AR:WA::f3,k3
spearman:SM:FD:nspearman:g3,j3
bat:BA:B(paf)14cB::h3,i3
raven:FA:R(paf)14cR:bird2:g2,j2
eagle:EA:Q(paf)14cQ:bird:h1,i1
terror::QNADcamK:dragon:f2,k2
king::KispO9::k1

💡📝H. G. Muller wrote on Mon, Apr 22 06:31 AM UTC in reply to Aurelian Florea from Sun Apr 21 06:57 PM:

Strange that it doesn't work for you. When I copy-paste the I.D. definition into the PTA directly from the Page Source (from the line satellite=megalo to the line king::KispO9::k1) I do get a 16x16 board with the Megalomachy setup. It doesn't look very well, because even the specified squareSize of 33x33 is too large to fit it on the PTA page, and the I.D. in the Megalomachy article uses the 50x50 alfaerie pieces. Because it also uses betzaNew.js it automatically shrinks those images to fit the squares, but the PTA still uses betza.js, which doesn't do that, but clips the pieces instead. But that should not affect the generation of GAME code.


Daniel Zacharias wrote on Sun, Apr 21 07:28 PM UTC in reply to Aurelian Florea from 06:57 PM:

You must remove borders=0 because that messes it up somehow


Aurelian Florea wrote on Sun, Apr 21 06:57 PM UTC in reply to H. G. Muller from 04:22 PM:

I don't think it works. I keep getting orthodox chess. Can it be that the description is too long. I have tried an Grand Apothecary game it it works fine. This is how I know I have followed the proper steps.


Aurelian Florea wrote on Sun, Apr 21 05:33 PM UTC in reply to H. G. Muller from 04:22 PM:

Thank for refreshing my memory, HG!


💡📝H. G. Muller wrote on Sun, Apr 21 04:22 PM UTC in reply to Aurelian Florea from 08:08 AM:

You must only paste the name=value and piece lines, which normally are between HTML <div> and </div> tags. The script line is not part of the Diagram definition; it specifies to the browser what script to run to create an I.D. on  the page. Something the GAME code would never have to do.


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