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-
-
-
-
-
-Tinkering with Winboard
-by Alessandro Scotti
-
-Last update: March 22, 2005.
-
-This readme is about some modifications I made to Winboard 4.2.7. Some
-will work in Xboard too, while others are for Winboard only.
-Regardless, everything here is absolutely experimental and has been
-tested very little... so no warranties ok?
-
-All modified sources are included in this archive, the rest can be
-downloaded from Tim
-Mann's Xboard page. Please feel free to take my changes and use
-them as you like, they are released under the GPL.
-
-Game adjudication
-
-User can adjudicate a game between two machines, using the "Action"
-menu. Note that this only works if two machines are playing.
-
-Also, it is possible to adjudicate a game automatically with this
-parameter:
-
-/adjudicateLossThreshold=-700
-
-
-if set to a negative value, Winboard will adjudicate a game if a engine
-can't get a score above the specified threshold for 3 full moves (6
-plies). Note that both engines must agree on the score value, and also
-the game is only adjudicated after the last move from the losing engine.
-
-Adjudication is still under test!
-
-Background textures
-
-Add the following to winboard.ini:
-
-/liteBackTextureFile="sandstone_w.bmp"
-/darkBackTextureFile="sandstone_b.bmp"
-/liteBackTextureMode=1
-/darkBackTextureMode=1
-
-
-Of course you can choose any file you like for texturing the light and
-dark squares, as long as it's a valid BMP (Windows bitmap) file.
-
-Valid texture modes are 1 (default) and 2. In mode 1 the squares are
-taken from portions of the texture bitmap and copied without further
-processing. In mode 2, squares can also be rotated, mirrored and so on
-in order to provide a little more variety to the texture. The
-operations are selected at random so the board will look slightly
-different every time the program is run.
-
-Note: to "comment out" a filename, put an asterisk in front of it, i.e.
-"*sandstone.bmp" will be skipped.
-
-Additionally it is possible to override the size of the "gap" between
-the squares, which is otherwise selected automatically. Add this to
-winboard.ini:
-
-/overrideLineGap=2
-
-
-I have added this because textures usually look better with a smaller
-or no gap. Any negative value will ignore the override and use the
-standard value from Winboard.
-
-The combination of these parameters can produce very interesting
-effects, see for example Alex Guerrero's page.
-
-Font-based rendering of chess
-pieces
-
-It is possible to use chess fonts to draw pieces, in place of the usual
-bitmaps. You have to specify the font name by adding the following to
-winboard.ini:
-
-/renderPiecesWithFont="Chess Leipzig"
-
-
-Chances are the program will automatically recognize the font and
-select the proper mapping, i.e. the correspondence between a chess
-piece and the corresponding font character. So if the board looks good
-you're set and there's nothing else to do, otherwise you'll have to
-find the proper mapping and tell it to the program with this
-setting:
-
-/fontPieceToCharTable="phbrqkojntwl"
-
-
-The piece are in order: white pawn, knight, bishop, rook, queen, king
-and black pawn, knight, bishop, rook, queen, king. So the example above
-tells the program to use the letter "p" for a white pawn, the letter
-"h" for a white knight, the letter "t" for a black rook and so on.
-
-Note: to "comment out" a font name, put an asterisk in front of it,
-i.e. "*Chess Merida" will be skipped because of the asterisk.
-
-It is possible to customize the font foreground and background color,
-with these settings:
-
-/fontPieceBackColorWhite=#ffffcc
-/fontPieceForeColorWhite=#402010
-/fontPieceBackColorBlack=#ffffcc
-/fontPieceForeColorBlack=#301008
-
-
-Colors are expressed in RGB notation. If you are not familiar with the
-RGB notation I would suggest to leave them alone until I manage
-to update the GUI. In this case, the program will take the board
-settings as for the usual piece set.
-
-It is also possible to control the size of the piece with respect to
-the square, for example this entry:
-
-/fontPieceSize=80
-
-
-tells the program to make the pieces about 20% smaller than a square
-(i.e. the piece size is 80%). Note that different fonts may require
-different values for this parameter. Usually values in the 70-80 range
-provide the best values, however the program accepts anything from 50
-to 150.
-
-Font-based pieces are automatically given a "roundish" look. For now,
-this option is not mapped to a user-definable setting.
-
-Fast clipboard pasting
-
-Press Ctrl-V to paste a PGN game or a FEN position from the clipboard,
-the program will try to autodetect the proper type.
-
-Thread initialization bug
-
-I've tried to fix a bug reported (and fixed) by Anastasios Milikas (of
-AICE), where a thread could try to access a not yet initialized
-variable. I've used a different approach here, where threads are
-started in a "suspended" state and then released only when the variable
-has been initialized (this has the advantage of putting all the
-required fix code in one place, and the disadvantage of not having been
-tested by Anastasios).
-
-Protection from some buffer
-overflows
-
-In just a few cases, I've tried to put some guard against buffer
-overflows. These are just quick attempts... a lot more work would be
-needed to provide some measurable benefits. I hope that bug **353 is
-finally fixed now. The buffer overflows were propagated across several
-functions so as soon as one was fixed another would crash!
-
-Absolute scores can be converted
-to relative
-
-Some engines (e.g. Crafty, Delphi) always report scores from the white
-side (i.e. absolute), rather than the engine side (i.e. relative). This
-leads to confusion and breaks features such as automatic adjudication.
-In order to convert the scores to relative add the following to
-winboard.ini:
-
-/firstScoreAbs=false
-
-
-If true, the score of the first program is absolute and will be negated
-when playing black. And similarly:
-
-/secondScoreAbs=false
-
-
-if true, the score of the second program is absolute and will be
-negated when playing black.
-
-Engine search info can be saved
-in a PGN file
-
-Add the following to winboard.ini:
-
-/pgnExtendedInfo=true
-
-
-If true, and the PGN save game option is enabled, each move will be
-followed by a comment containing the engine score and thinking
-depth (when available).
-
-Note: can also be set from the General options dialog.
-
-Engine search info can be hidden
-in human-computer games
-
-When "show thinking" is disabled, engine thinking is not generated at
-all, rather than simply hidden. It is now possible to generate the
-think lines (e.g. for logging or saving in the PGN) yet hide them when
-the engine is playing against a human player. Add the following to
-winboard.ini:
-
-/hideThinkingFromHuman=true
-
-
-Note: can also be set from the General options dialog.
-
-Asymmetric time controls
-
-Very experimental! You can enter two time controls in the usual dialog,
-separated by "/". If so, white will be assigned the first time and
-black the second. So for example "0:30/2:00" will give 30 seconds to
-white and 2 minutes to black.
-
-Note: for now these times stay with black and white, rather than the
-corresponding player.
-
-User interface
-
-Options to "hide thinking from human" and "save extended info in PGN"
-now appears in the "General" options dialog.
-
-
-