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H. G. Muller wrote on Tue, Nov 2, 2010 08:39 AM UTC:
The early part of the fmax.ini file contains a full description of the vector and move-type encoding. The version you have needs a bit of updating because of the features I added to support Spartan Chess, however. An excerpt: ----------------------------------------------------------------- The board steps are encoded as follows: ^ toward 8th rank | -52 -51 -50 -49 -48 -47 -46 -45 -44 -36 -35 -34 -33 -32 -31 -30 -29 -28 -20 -19 -18 -17 -16 -15 -14 -13 -12 <-- -4 -3 -2 -1 start 1 2 3 4 --> towards h file to 12 13 14 15 16 17 18 19 20 a-file 28 29 30 31 32 33 34 35 36 44 45 46 47 48 49 50 51 52 | v towards first rank ---------------------- snip ------------------------------------- In the last hexadecimal digit: 1 capture allowed (of enemy piece; own pieces always block a move) 2 con-capture allowed (i.e. we can move here if the square is empty) 4 leaper, i.e. move terminates after one step (as opposed to slider) 8 hop over non-empty square (normally occupied squares terminate a move) Bits set in the forelast digits TOGGLE the corresponding bits in the last digit. For hoppers when they hop over something, for the other pieces after every step (so for normal pieces, better not set those bits!). The digit before that can only be 0 or 1; a 1 indicates the board should be treated as a cylinder, pieces crossing the right edge re-entering the board at the left, and vice versa. The higher-order bits toggle corresponding bits in the step vector, to allow zig-zag paths. Better not set those either, if a straight path is desired. Useful bit combinations for the last digit are: 3 normal slider 7 normal leaper 6 leaper that only moves (e.g. Pawn straight ahead) 5 leaper that only captures (e.g. Pawn diagonal) 1 slider that only captures 2 slider that only moves 0 pass through (for testing emptiness by Xiangqi Horse and Elephant) 4 reserved for skip-step of Pawn double move and castling 8 skip to hopper platform (1st part of Grasshopper move) A non-capture before hop (1st part of Cannon move) C must hop immediately

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