Comments by FergusDuniho
That should be fixed now. There was a typo that may have been due to copying and pasting code without making all the appropriate changes.
I corrected some of the formatting of this page. However, the graphics need to be fixed. The setup diagram appears to be incomplete, and it looks like you tried to paste graphic images onto the page. This will not work. What you need to do is upload each of your images and add proper links to them. There is a link for this in the Edit menu when you are logged in.
It's not clear what the rules of promotion are in this game.
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This is looking better now, and I have unhid it.
There is nothing wrong with the mechanism of summoning itself. What wrecks things is that you automatically get the Demon back in hand when it gets captured.
Compared to how other pieces normally put themselves at risk when capturing a piece, this is like giving one piece a WMD. So, I would propose putting some kind of restriction or limitation on this.
Giving the opponent two moves, knowing that he has those, is too costly, though.
Where does this come in? Summoning is a full move, and I didn't see any mention of lettings players move twice in a turn.
Nevermind. I see it is a cost to summoning that Sam proposed. It's not in the creator's description of the game.
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Ever since I played a game with Greg that ended in an impasse, I felt this game may be too drawish, and I've sometimes considered changing the rules to fix this. The rule change I was thinking of was to forbid Kings from crossing to the other side of the board and to give them the ability to check each other from a distance, as in Eurasian Chess. However, it has come up that Shogi has its own rule for handling impasses, and there are alternatives to it.
The rule in Shogi is if each King has moved to the opponent's camp, which is the ranks the opponent's pieces start on, players may agree that an impasse has been reached and count pieces to determine the winner. Kings count for nothing, Rook and Bishops, promoted or not, each count 5, and other pieces each count 1. A player with less than 24 points loses. Because of the piece attrition in Kamikaze Mortal Shogi, it is possible that each side would have less than 24 points. So, instead, it could be played with the rule that whoever has more points wins. But I don't like this counting solution, and others don't too.
An alternative rule proposed for Shogi is called the Try rule. This involves winning by moving one's own King to the space the opponent's King began on. I don't know if this involves moving there only if it is safe or if it becomes a condition only after both Kings have crossed into the enemy camp. I would propose making it a winning condition only if both Kings have crossed into the opponent's camp and it moves there safely.
Similar to this is the Campmate rule, which allows a player to win by reaching the last rank with his King. I would propose the same conditions on it that I am proposing for the Try rule.
Another possibility for dealing with impasse is to reverse the directions that the opponent's pieces may move when the King moves into the opponent's camp. Additionally, pieces could be allowed to treat their own camp as a promotion zone when the opponent's King is there. These changes would discourage players from moving their Kings to the other side of the board without strictly forbidding it.
One more possibility is to allow Kings to check each other from a distance but to not forbid Kings from crossing to the other side. Instead, the ability of Kings to check each other from a distance would usually prevent both Kings from crossing to the other side, and if they happened to do so by having another piece between them on the same rank, this ability would provide an incentive for leaving the King more exposed.
One more option is to forbid Kings from occupying the same rank. This could be programmed by giving each King a checking move to every space in its rank. Being unable to occupy the same rank, Kings could not pass each other, and the impasse situation where each King has moved into the opponent's camp would never arise. If one King passed into his opponent's camp, the other King would have to be there too, which would leave that King vulnerable to attack. Additionally, the King in the opponent's camp would be unable to move to the last rank, which would leave it more vulnerable to some attacks.
I like how this option makes the game more decisive without fundamentally overturning gameplay. Unlike some options, it has no effect until the Kings come close together. Also, it's the easiest to program, it doesn't affect the movement of any piece but the King, and it doesn't add any new goals to the game.
It woould be worth it to apply this in normal Shogi, to create a variant 'Impasseless Shogi'.
I was thinking the same thing with the name Impassable Shogi, or perhaps Impassable Kings Shogi to make the meaning more clear.
It is now ready, and I decided to call it Shogi with Impassable Kings, because this name better indicates that it is Shogi with a slight difference. The other alternatives I mentioned for the usual way of handling impasses in Shogi can also be used with Shogi with similar names that put Shogi first. So,
- Shogi with Confined Kings
- Shogi with the Try Rule, or Shogi with Thronemate
- Shogi with Campmate
- Shogi with Unopposable Kings
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Okay, I made a few edits and published this. I checked Small and unchecked Modest, because this is a 7x7 game that does not use the usual equipment.
A graphic diagram would be nice. Unfortunately, we don't have any images matching your piece names. So, you may have to draw them yourself. FYI, the usual convention is to use capitals for White's pieces and lowercase for Black's.
I have published this. I would recommend using P for the Pawns and another letter for the Berolina Pawns, since if this game is ever programmed for Game Courier, every piece will need to be identified by notation.
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Since the Hostslayer website remains down, I do not know whether the HostSlayer account will continue after today. It might auto-renew and automatically charge me like it did last year, or it might not. Since I have a backup server with RackNerd, I will backup everything there and switch the DNS for chessvariants.com to point to the same place as chessvariants.org. It may take a while before this fully propagates.
I have been trying to get email to work there without success. I can send and receive internal email, but I have been having lots of trouble with external email. Once we start using the new server, I may need to fix some things.
Is it just subject threads or also comments I can't post?
The site has moved to a new server running a more up-to-date OS with more recent versions of PHP and MariaDB. In case this breaks anything, please report any issues you're having with the site here.
I can't create new game invitations. The full invitation page isn't showing up, only the top part with the game board.
I have fixed that.
Plus, DZ's comment appeared after a negative amount of seconds.
How did you determine that? What should I be looking for?
I cannot access anymore to my page "Your Games On Game Courier". I just get a white screen. Same with "Game Logs".
They worked for me. Maybe this got fixed when I was fixing errors from the PHP error log. So, try it again and let me know if the problem persists.
On a mobile device, the board is supposed to be resized to entirely fit on the screen. I suppose this could make things too small for the large games that you sometimes play. Is that what is happening? Or is the board even smaller than it needs to be to fit on the screen?
Can I edit my own message?
However, now you can't edit comments you are the author of.
I just tried to do this, and I succeeded.
And I succeeded again by editing this comment.
When I saw the error messages produced from your use of the File Manager, there was an exclamation mark after the file name. When I looked at the directory with WinSCP, I did not see the exclamation mark, but I did see that its filesize was o bytes. When I tried running the File Manager on your page for Orthodia, it hung without completing the page. Trying a test page, I found that I could upload and modify an image file. I then deleted the image in your directory for Orthodia. The File Manager no longer hung, and I was able to use the File Manager to upload and delete an image for your page. So, try again, and let me know if you have any further problems.
I fixed the problem that was stopping the File Manager from working for your Interactive Diagrams page. It wasn't taking into account the return of a false value from one of the functions for turning an image file into a GD image.
Since we're using MariaDB 10 again, I relearned how to enable fulltext searching and added a fulltext index to the appropriate column in the Comment table. So, we can now search the comments again.
I've begun working on modifying the queryinc.php script to put less of a load on the server and to provide more helpful navigation links at the bottom. To reduce server load, I'm limiting all searching to a maximum of 500 items at a time. If there are more items, it provides a link for a search that continues the current search where it left off. It also provides options for either narrowing down or redirecting a search. These are visually in the form of buttons, though they are actually links. Using buttons helps create better visual separation between each option. These include a What's New link, a Primary Links link, links by starting letter, links by category, and links by type. If you click on one of these, it should discard previous options for searching by one of these. Otherwise, it is in danger of narrowing down the search to no items at all.
The current version does a complete search and counts up how many items there are for various types or categories of items, which it lists at the bottom with links. A complete search can sometimes overload the server, and I haven't found the counts and links it lists at the end too useful.
I'm thinking that maybe I should provide links for narrowing down the search if there are 500 or more items and links for redirecting the search if there are fewer than 500. However, I don't currently do it that way. Instead, if no type, category, or starting letter has been specified, I call it narrowing down, and if some has been specified, I call it redirecting.
There are some things I still need to get working, such as showing primary links. I think I commented out code for this when it was showing primary links ahead of regular links.
You can compare the old way with the new way by changing mainquery.php to mainquery-test.php in the navigation bar of your browser.
Okay, the error regarding the swap command has been fixed.
I have updated queryinc.php, which this makes use of. While I will still continue working on it, I have released a stable version with these features:
- To avoid any confusion, only one set of search results will be displayed, and these will be regular search results.
- If you're interested in seeing just Primary Links, there is a separate option for that.
- You will get up to 500 results from a search.
- Results with more than 500 items will be followed by a link for the next 500.
- Instead of having searches broken down into subcategories with the number of hits listed for each subcategory, you will get buttons for narrowing down or redirecting a search.
- Lettered links for navigating to sections of the page, which could be confused with lettered links for doing new searches, are now gone.
- Links to the bottom and top of the page are displayed only on mobile devices, as they are not needed on computers with keyboards, which allow moving to the top or bottom with keyboard shortcuts.
- The SQL will be shown when $usethisheading is not set, or it is set to the generic "Search Results".
- The Advanced Search is now clearly labeled and contains checkboxes for the categories.
- Multiple category values can be passed in two ways: as a comma-separated list or as a series of category[]= assignments.
- The new parameter minimumnew is used to indicate the minimum number of items to display on a What's New page. This will keep it from showing nothing when there has been nothing new for a while.
After doing some experimenting, I have determined that the normal way for HTML to pass multiple values to the same PHP variable is through a series of array assignments. For example, category[]=Hexagonal&category[]=ShogiBased instead of category=Hexagonal,ShogiBased. This page does the latter, but it relies on JavaScript to get the job done. For multiple assignments to work in HTML, the variable name in the form should include square brackets after it, which causes PHP to interpret it as the assignment of a new array element. For a SELECT element, you also have to use the MULTIPLE attribute with it to enable it to allow selection of multiple options. For checkboxes with the same name, this is not needed.
I commented this page because I’ve seen last activity there, not for the page.
If you can see where the last activity was, don't you think we can as well? Post on the appropriate page, not on the page with the last activity.
While perusing the queryinc.php code today, I came upon the similaritems parameter. Looking into what this does and what might make use of it, I discovered the likethis.php script. This script shows pages that belong to the same type and the same categories as the identified page. So, I added a link in the menu that makes use of it, and I ironed out a few kinks concerning its use. I also added functions that acquire the names of types and categories directly from the database, so that there is less discrepancy between the code and the database. I'll later migrate them to the database-funcs.php include file for use with other scripts.
What should I use if I want to test for past and potential captures have captures of certain pieces always return false in a function definition?
I'm not clear on what you're asking.
Here are your definitions for fd and FD:
def fd cond var firstpart (checkride #0 #1 1 1 or checkaride #0 #1 -1 0 or checkaride #0 #1 1 0 or checkmaxsteps #0 #1 3) (sub FD #0 #1 and cond empty #0 (not match old FD +WB +CS) (not match space #1 FD +WB +CS)) and #0 and #1;
def FD cond var firstpart (checkride #0 #1 1 1 or checkaride #0 #1 -1 0 or checkaride #0 #1 1 0 or checkmaxsteps #0 #1 3) (sub FD #0 #1 and cond empty #0 (not match old fd +wb +cs) (not match space #1 fd +wb +cs)) and #0 and #1;
Let me format these to show the logic better:
def fd
cond var firstpart
(checkride #0 #1 1 1 or checkaride #0 #1 -1 0 or checkaride #0 #1 1 0 or checkmaxsteps #0 #1 3)
(sub FD #0 #1
and cond empty #0
(not match old FD +WB +CS)
(not match space #1 FD +WB +CS)
)
and #0
and #1;
def FD
cond var firstpart
(checkride #0 #1 1 1 or checkaride #0 #1 -1 0 or checkaride #0 #1 1 0 or checkmaxsteps #0 #1 3)
(sub FD #0 #1
and cond empty #0
(not match old fd +wb +cs)
(not match space #1 fd +wb +cs)
)
and #0
and #1;
These first make sure that #0 and #1 are included in the function so that you can use them in parenthesized expressions. It then skips over the parenthesized expressions and goes to the variable firstpart. If its value is non-empty, it executes (checkride #0 #1 1 1 or checkaride #0 #1 -1 0 or checkaride #0 #1 1 0 or checkmaxsteps #0 #1 3), and it is empty, it executes
(sub FD #0 #1
and cond empty #0
(not match old fd +wb +cs)
(not match space #1 fd +wb +cs)
)
First, it checks whether #0 is empty. If it is, it executes (not match old fd +wb +cs), and it it isn't, it executes (not match space #1 fd +wb +cs). Each returns a truth value. If the truth value is true, then it will allow the execution of the subroutine FD. That subroutine looks like this:
sub FD from to;
return cond cond empty #from capture (not empty #to) (checkleap #from #to 0 1 or checkleap #from #to 1 1) (checkleap #from #to 0 1 or checkleap #from #to 1 1 and == var ori #to) and #to;
endsub;
For some reason, this subroutine just returns a function call without making use of the imperative programming available to subroutines.
Reformatting it to show its logic, it looks like this:
sub FD from to;
return cond
cond empty #from
capture
(not empty #to)
(checkleap #from #to 0 1
or checkleap #from #to 1 1)
(checkleap #from #to 0 1
or checkleap #from #to 1 1
and == var ori #to)
and #to;
endsub;
If a player hasn't moved yet, #from will be occupied, and if he has moved, #from will be empty. If he has moved, the inner cond returns the value of capture, and if he hasn't, it returns true if the move would result in a capture. This value is passed to the outer cond. If it's a capturing move, it can move one space in any direction. If it's not a capturing move, its move is allowed only if the value of ori is the same as to. It looks like #ori has been set to the origin. So, this might stop it from making non-capturing moves.
I am curious though: if you use old in a function definition, does it return the value at the time of the function definition or the function call?
I ran some tests, and it behaved as I predicted. When you just use old, it immediately replaces it with the current value of old at the time of the function definition. But when you use $old, it uses the current value each time you call the function. So, use $old, not old.
I've been working on updating the form that appears after the search results. I have used flexboxes to organize the form elements, and I have added some JavaScript. When the form is submitted, it will disable any fields with empty or zero values, because this keeps the query string cleaner, and these will be provided with appropriate defaults if left unassigned. Also, when you check a checkbox that is mutually exclusive with another one, it will uncheck the other one. Checkboxes are mutually exclusive if checking both would leave you with zero search results. Mutually exclusive checkboxes include the ones for only external links and only internal links and the newly added ones for only member submitted pages and only HTML pages. I have also added some tooltips to explain what these and some other options mean.
I have added some new search options for choosing between =, LIKE, and REGEXP, and I will deprecate the options specifically for REGEXP searching.
While there is still more to work on, it is stable for now. So, I have copied what I've done to the official queryinc.php script.
Please provide a link to the code that isn't working.
Please provide a link to where this code is being used.
Okay, it's working now. I had to repair the ray function.
I wish Fergus could take a look at this matter.
I will leave matters concerning H. G.'s automatically generated code to him unless he has an issue he needs my help with. I am not versed in the kind of code that is generated. What I will mainly help with is people who are programming in the GAME Code language on their own without the use of automatically generated code.
The point is that you have broken the GAME-code interpreter, so that it hangs (without producing a proper error page) on a program that contains nothing other than the statement
set b1 findpiece B first spaces;
This is the first time this has been brought to my attention, and I have now fixed it. I also fixed the problem with just entering "set b1 findpiece B".
We would appreciate it if you at least took the responsability to see to it that GAME code functions work as advertized...
I do that regularly, but I do require that bugs be clearly brought to my attention. I skim or skip over many comments that are not directed at me.
I don't know what PGP has to do with Game Courier, but the problem is now fixed. Perhaps you meant PHP.
I don't see the invitations you're speaking of. So, I can't look into it. The message you're reporting should be displayed when someone tries to accept a private invitation meant for someone else.
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Although you cannot upload anything to "/play/pbm/includes/", here is what you can do instead:
Go to your personal information page or to a page you have created, and use the File Manager to upload your include file. Make sure it is a text file with the .txt extension. In the include statement, include the path in the file name. Here's an example I tried for testing purposes:
include "/membergraphics/who/FergusDuniho/capablanca.txt";
list;
You can tell from the URL that I uploaded this to my personal information page. The list command displayed a listing of the program, which included the contents of the include file. This confirmed that it worked.
For games using a Rank label of 0, the 0 rank is not displayed and any pieces starting there are shown as captured.
That's now fixed.
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This game has a paradoxical nature, because some pairs of independent spaces also function as though they are the same space. Due to this paradoxical nature, confusions about the rules can easily arise. This makes it all the more important to clarify the rules in detail. It is not enough that the rules seem clear and complete to its creator. The standard to be met is that they seem clear and complete to other people, and particularly to programmers, who have to anticipate every possible move ahead of time.
Here are some examples that are not handled clearly enough in the description of the rules. The following diagram shows legal moves for the Bishop on c1. It can move to 4, though not to a4.
This diagram shows its legal moves a few moves after it has moved to 4. At this point, it may move to b3 but not back to c1. Is this all correct?
It makes sense that all paths for Bishops and Rooks should be two-way. In this case, I neglected to unlink 4 and 5 from spaces they got diagonally linked to with map. It would help to add the following to the rules to help clarify things:
- Every path of movement for a Rook, Bishop, Queen, or King can go either way. So, for any two spaces, x and y, if one of these piece is normally capable of moving from x to y, it is also normally capable of moving from y to x.
- Orthogonal and diagonal paths of movement are mutually exclusive. Orthogonal movement is permitted between spaces sharing a side, and diagonal movement is permitted only between spaces that share a single corner but no sides. So, between 4 and a4 or between 5 and h6, only orthogonal movement is allowed, and between 4 and b3 or between 5 and h6, only diagonal movement is allowed.
Now, based on these, it would be legal for a Queen (or Bishop) on g6, as illustrated below, to move to either h5 or 5. Is this correct?
To reduce the illusion that 4 and 5 are diagonally adjacent to a3 and h6, I have modified the board to use alternating horizontal lines of both colors in half of 4 and 5 instead of using a dividing line. This makes it look more like each pair of spaces in a switch are actually overlapping spaces.
One thing I accomplished today was to fix the lograys function. It did not work appropriately for separate paths of movement that partially overlap, as we get in Chess66. As it found spaces a piece could legally move to, it would add them to an array, and it would stop if it ever reached a space already in the array. This may be fine for Spherical Chess, in which paths do not usually overlap, but it was a problem for Chess66. So, I replaced the single array with two arrays. It uses one array to keep track of the spaces found in the current direction of movement being checked. It breaks out when it reaches a space already in the array, as this is an indication of a move looping back on itself. When it is done checking a particular direction, it merges this array into an array of all spaces the piece can reach so far, and it empties the array for the spaces that can be reached by moving in a particular direction.
I've also noticed that I was expecting more of unlink than it can actually do. I was expecting it to be able to unlink indivdual directions, but all it does is completely unlink coordinates, which is overkill. I may modify it to work as I was expecting it to.
Does a Pawn on a2 or h7 have an option concerning which space it goes to in a double move? If so, details about this and the effect it has on en passant should be included.
I modified unlink as I said I would. Details are under its entry on this page.
Here are the rules of Chess66 as I've written them up for Game Courier. Apart from a change to the naming convention for the new spaces, is this complete and fully accurate? Note how I've divided this into five sections. These are the geometry of the board, the difference that Switches make, how spaces in a Switch count as separate spaces, how spaces in a Switch are sometimes treated as the same space, and how the individual pieces move.
Rules of Chess66
Chess66 is an adaptation of Chess to a board with a different geometry. Where no difference from Chess is noted, it follows the rules of Chess.
- Its board has two extra spaces that each overlap with a neighboring space and push the rank it is on over by half a space. A4 overlaps with a4, pushing the 4th rank half a space right. H5 overlaps with h5, pushing the 5th rank half a space left.
- Because its ranks and files no longer line up neatly on a Cartesian grid, movement is based only on geometrical relations and not on the coordinate system.
- Lateral movement is allowed through the sides of spaces, and lateral movement in the same direction goes through the opposites sides of spaces. Because of this, vertical movement may sometimes shift the file named by the coordinate system.
- Diagonal movement is allowed through the corners of spaces that do not share any sides, and diagonal movement in the same direction goes through the corners at opposite ends of spaces.
A Switch is a pair of overlapping spaces that come together at one end and branch off at the other. In doing so, they allow some new movement options:
- At its narrow end, each space in a Switch shares the same side with an adjacent space. This allows a Rook or Queen to move through the narrow end to one of two different files. In this way, a Rook or Queen can checkmate a King without assistance from another piece.
- From the broad end, a Rook or Queen can move through the Switch to the same file, providing a new way for double attacks to work.
- Also at the narrow end, each space in a Switch shares a corner with another adjacent space that neither one shares any sides with. Through this corner, diagonal movement is able to change color. So, a Bishop that moves to A4 or to H5 may move away on a subsequent turn on a different color. This allows Bishops to switch color, giving a Bishop the power to reach every space on the board.
Although the two spaces in a Switch overlap, they count as separate spaces.
- A piece moving to a Switch must move to one space or the other. For example, a Pawn on a2 can make a double move to either A4 or a4.
- While some paths can lead to either Switch, others lead to only one space or the other in a Switch. For example, a Bishop on e8 can go to A4 or h5, and a Bishop on d1 can go to a4 or H5.
- The movement options available to a piece on a Switch depend upon which space of the Switch it is on. For example, a Pawn on A4 can proceed only to a5, and a Pawn on a5 can proceed only to b5. Also, a Bishop on A4 can move away on either light or dark spaces, but one on a4 can move away only on light spaces.
Because the two spaces in a Switch overlap, they are treated as the same space in some respects:
- The two spaces in a Switch cannot be occupied simultaenously.
- It is illegal to pass through a space in a Switch if the other space is occupied.
- A piece may move to a space in a Switch only if both spaces in it are empty or one is occupied by an enemy piece. If a piece moves to the empty space in a Switch, and the other space is occupied by an enemy piece, that piece is considered captured.
- It is not legal to move from one space in a Switch to the other. Instead, A4 is treated as though it were horizontally adjacent to b4, and H5 is treated as though it were horizontally adjacent to g5. This affects the movement options for Rooks, Queens, Kings, and Knights
The King leaps one space in any lateral or diagonal direction. It may castle with a Rook on its first move so long as it is not in check, there is nothing in between it and the Rook, it doesn't pass through check while castling, and the Rook hasn't moved. In castling, it moves two spaces toward the Rook, and the Rook moves to the space the King passed over.
The Queen may move as a Rook or a Bishop.
The Rook may move any number of spaces in any lateral direction until it reaches an occupied space or Switch.
The Knight can leap directly to any space that could be reached in two one-space moves except for those reachable by two in the same direction. Since a piece on A4 or H5 can move directly to b4 or g5, a Knight on one of these can leap further away than a Knight can normally leap.
A Bishop may move any number of spaces in any diagonal direction until it reaches an occupied space or Switch.
The Pawn may move one space straight forward without capturing, or it may move one space diagonally forward to capture. On its first move, it may move two spaces forward without capturing so long as it isn't blocked. If this move takes it over a space an enemy Pawn could have captured it on, that Pawn may immediately capture it by en passant, moving to the space it passed over. On reaching the last rank, it must promote to another piece. This may be any piece except a King or another Pawn.
Let me understand this correctly: A bishop on e8 moves in the direction of switch A4/a4. Further down in your description you say that in this case the bishop can only reach A4.
Correct.
But the bishop reaches the same corner of A4 and a4; therefore the bishop can decide whether to stop on A4 or a4.
No, it cannot. Let me break the move down into steps. First, the Bishop on e8 moves to d7. At this point, movement in the same direction must go through the opposite corner is just passed through. This is the corner that d7 shares with c6. Continuing in the same direction, it can go to b5. At b5, it can move diagonally to A4, because b5 and A4 share a corner but no sides. Also, this is in the same direction that the move from e8 to b5 was in. However, b5 and a4 do share a side, which means that movement from one to the other is not diagonal. So, a move from e8 to a4 would be illegal.
So, in principle, a move into the switch, no matter from which direction and valid for all pieces, must result in a decision between the two squares of the switch - provided that the switch is not occupied.
No, that is completely the opposite of how I understand the rules.
A bishop on e8 or d1 can move to A4 or a4 respectively to h5 or H5.
This is unintelligible. If you mean what you said above, it is contrary to my understanding of the rules.
Also, a Bishop on A4 can move away on either light or dark spaces, but one on a4 can move away only on light spaces.
But a bishop on A4 cannot move to f8. For that he would have to be on a4.
That is correct, and I didn't say anything to the contrary. The light path from A4 goes through b3, c2, and d1.
- ... or one is occupied by an enemy piece. If a piece moves to the empty space in a Switch, and the other space is occupied by an enemy piece, that piece is considered captured.
A piece can only be captured on the square it stands. Therefore, in an occupied switch, you cannot move to the empty square and capture the piece on the other square of the switch. After the move into the occupied switch, the capturing piece stands on the square of the captured piece.
Are you saying that a piece cannot capture a piece in a Switch unless it can move to the space the piece is on? Or are you saying that when a piece can move to either space in a Switch, it can move to the Switch and capture the piece, and then it must occupy the space the piece was on?
The Knight can leap directly to any space that could be reached in two one-space moves except for those reachable by two in the same direction.
I am not sure if the rule is correct. In my description I use a definition which comes from Alfred Pfeiffer (Chemnitzer Schachverband e.V.):
- The knight moves to one of the squares that a king can reach from the square in two moves, but which are not on the same row, line or diagonal. It does not move across squares that lie in between.
They are the same, but I removed the ambiguities in his description and used some technical language. Since the King cannot move into check, and a Knight is not subject to the same restriction, I replaced the reference to two King moves with one to two one-space moves. Since I would normally refer to ranks and files rather than to rows and lines, and since I have been using these words in an algebraic sense rather than a geometric sense, I rewrote it to not use them. To "leap directly" is technical terminology that implies that a move "does not move across squares that lie in between."
Why do we leave out consideration of equal/different corners and sides?
I have not done that. I consider equal ones equally and different ones differently, which is what makes most sense.
Can't we agree that switches can be entered from all sides and a choice must be made between the fields of the switch? Surely that would be much easier for everyone.
No, it would not be easier for everyone. This makes the game more confusing and complicated, because paths to and from Switch spaces are no longer symmetrical with each other. This would allow one King to attack another, and the following position would count as checkmate.
I think my position is quite logical.
It's not logical. At best, it is not outright contradictory.
At the beginning of the discussions, I was of the opinion that switches work differently when they are operated from below, from the side, or from above.
That's the position which makes the most sense, because it makes how Switches work a consequence of the geometry of the board.
I have abandoned this opinion and changed it in favor of a pragmatic solution, in that a switch must be handled the same regardless of the direction.
This conflicts with the rule that the space a piece is on in a Switch determines how it may move away. While you could have both rules, it makes the game more confusing.
Are you saying that a piece cannot capture a piece in a Switch unless it can move to the space the piece is on? Or are you saying that when a piece can move to either space in a Switch, it can move to the Switch and capture the piece, and then it must occupy the space the piece was on?
This seems to me to be much simpler than you make it out to be. After all, a piece can only be captured where it is. Why should this be different for a switch?
I was asking you to clarify which of two possible interpretations of what you said is the correct interpretation, but you didn't do that.
Why should a piece be able to move to A4, and thereby capture a piece on a4 quasi en passent? That only happens with pawns. But that's where it should stay. The basic principle should be that pieces are captured on the square on which the pieces were placed. Pragmatic solution, isn't it?
In both of the alternatives I asked you about, the capturing piece ends up on the space the captured piece was on. But you have not indicated which you have in mind. So, let me illustrate the difference.
In this position, can the Black Pawn capture the White Pawn and move to A4? Or is the Black Pawn unable to capture the White Pawn, because the move from c5 to A4 is not diagonal?
I find the idea that a bishop on d1 can only move to a4 or to H5, or a bishop on e8 can only move to A4 or h5, to be completely illogical.
Assuming you mean the spaces in a Switch it can move to and not the full range of its movement, this logically follows from the geometry of the board.
You can bend it with corners and sides so that it seems logical, but basically, from my point of view, it leads to complicating the rules.
As an experienced programmer of Chess variants who has tried to program your game, I can give you my expert opinion that this is not true.
The rule that a switch is a place of decision to occupy the squares of a switch uniquely, no matter from which direction the switch is occupied, seems to be a clear rule that everyone can understand. I do not think that such a rule complicates the course of the game.
It really does complicate the course of the game. It is a tacked-on that does not follow from the geometry of the board, and the code required to enforce it would be more complex than the code required to enforce the rule you mistakenly imagine is illogical.
But why can't a bishop from d1 move to A4 and what am I still overlooking here?
It can move from d1 to A4. Here is a diagram I made for my Reroute66 page yesterday:
Should the description consider the following knight moves? Knight on b3, is the move to a5 possible, because on the same diagonal?
By your rules, I think it is not legal. By Reroute66 rules, it is legal, and I have illustrated it in a diagram on that page.
Or a knight on a3, are the moves to a5 or b5 possible, because on the same line?
I have also illustrated this on my Reroute66 page, because they are legal in that game.
Chess66 uses a different rule for Knight moves than Reroute66 does. Mine says that a Knight can leap directly to any non-adjacent space reachable by any combination of a single lateral and a single diagonal move. Your rule says that a Knight may leap two spaces away to any space not on the same line, row, or diagonal, which I assume are all meant in a geometric sense. While mine specifies the types of moves, yours does not, and it replaces this with a stricter restriction on which spaces a Knight may leap to. Besides excluding moves to non-adjacent spaces, it also excludes moves to spaces in the same row, line, or diagonal.
Since both rules would give you the Knight's usual moves on an 8x8 Chess board, this doesn't provide a basis for comparison. I favor the rule I use, because it allows the Knight to gain some additional powers of movement around a Switch. By making the Knight an inverse of the Queen, as your rule does, it weakens the Knight around the Switches, which I don't think is fair for what is already the weakest piece in the game.
Is it possible that the move to d5 is missing here?
That move is illegal in Reroute66, for it cannot be reached by any combination of a lateral move and a diagonal move. Unlike Chess66, A4 and b4 are not laterally adjacent in Reroute66. They do share a corner, though. So, I'm wondering whether I should tweak my definition of diagonal to not count them as diagonally adjacent, or if I should say they are diagonally adjacent though they aren't part of a longer series of spaces diagonally connected in the same direction. If I go with the latter, the Knight could also move to c4, and a Bishop on A4 could also move to b4, though it couldn't go any further, because none of the diagonal directions on d4 would be in the same direction.
I guess I could say that two spaces are diagonally adjacent if they share nothing but a corner, and there is a straight path from approximately the center of one space to approximately the center of the other that passes only through that corner without passing through other spaces. For A4 and b4, the only straight path between their centers would go through a4
More simply, I might say that two spaces are diagonally adjacent if they share nothing but a corner, and there is a path between them that passes straight through that corner without touching their sides.
I have updated the ability to mark moves. The ! symbol now displays a dot in the last color. So, if you want to use a specific color, you can add it to the list of colors.
The braces can now be used to display multiple items on the same space. Symbols between braces should be separated by spaces. They will be drawn in the order that they appear. So, if you want a dot over a piece, put the piece label first, then after a space, put a # or !.
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I removed the Unique Pieces tag, because there is nothing stopping other games from using the same pieces, and then they wouldn't be unique any longer. Tags should be used for non-relational properties, not for relational or comparative properties like unique or best.
I can't bear to look at the graphics on this page. I have never liked the Galactic set, and these huge smiley graphics are like something from a nursery room.
I took the first step of removing the smiley graphics. What I don't like about the Galactic graphics are that they are grainy looking, unevenly colored, and somewhat indistinct from each other. Since they're there mostly by the Diagram Designer, they could be changed to another set with a search and replace. But the question remains what to replace them with.
Back when Roberto Lavieri designed the Galactic set, I let Game Courier include it for those who preferred it, because Game Courier would not force anyone to use them. But the Diagram Designer, which I developed later, is a different matter, because viewers can't choose to just change the graphics for a page they are reading. So, maybe I should restrict the sets it can use.
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Since each player starts with only 16 pieces, it's not clear how any player is supposed to get 20 points.
The graphics on this page could use some work. The piece images are very small and somewhat indistinct. I would recommend using the Diagram Designer and choosing a piece set that suits your game. Most of your pieces can already be found in some sets.
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The differences between page revisions was handled by code I copied from another website. Fortunately, with the help of the PHP error log, I was able to fix it.
They are cleaner and more distinct than the Galactic set, but I think something like this would work even better:
What's the setup for this game? Are the monkey babies full monkey queens capable of reproduction themselves, or are they sterile?
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Unlike thousands of other variants, especially with fairy pieces, Chess On A Ridiculously Long Board is actually more understandable and playable for the public than those weird novelties, since most of the chessplayers already know the rules.
Due to its large size, it is unplayable on a human scale. So, I do not believe for a second that it would be more playable for the public than games with fairy pieces or other weird novelties. Please limit your contributions to playable variants.
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I would advise against including the word tournament in the title, because people might mistake this for an actual tournament that they might participate in.
Your grammar is making this too difficult to understand.
This is poorly written. I don't understand what you're saying.
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I added H. G. Muller as an editor and made a note about our inactive editors.
Add "&submit=Edit" to the end of the URL, and this will open up the editor without running the code.
This kind of thing is usually caused by a parsing error that is due to a simple syntax error. To find out what it could be, I added "list;" to the end of your Pre-Game code and clicked Run. At the end of the first listing, I got this:
907 remind "Enter third leg of move or press Pass;
gosub legalmoves2 KING 2;
continuemove;
elseif sub stalemated king:
endif;
;end;
So, it looks like your remind statement is missing a closing quotation mark. However, looking at your actual code, I don't see it missing.
I would recommend the general debugging technique of cutting or commenting out sections of code to determine which code is causing the problem. If you cut code, paste it back in before cutting more, so that you can later paste back in all that you cut out.
I see that your HT subroutine has a line where it refers to origin and dest instead of to #from and #to. That may be where your bug lies.
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While H. G. Muller and Jean-Louis Cazaux have qualified their criticisms by saying they are not editors, they are among the regular contributors who are most qualified to be editors, and their criticisms are valid. This page needs to be fixed up a lot, and I will wait for appropriate changes to be made before publishing it.
I will also note that some people would have religious objections to pieces with demonic names. When Hans was running this site, he would not allow some Shogi variants that included demon pieces. While I don't share his religious beliefs, and I assume Japanese demons are not quite the same thing as Christian demons, I see more of a problem with a game that allows for summoning demons in the more usual western sense. I will also point out that the pieces called Demon and Demoness are more commonly known as Dragon King and Dragon Horse, these being the names they have in Shogi.