X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=readme.htm;fp=readme.htm;h=0000000000000000000000000000000000000000;hb=b10966961672512a212cc61192d0b08cf91c4c0c;hp=ca59e5cf0f703b2eef540e2109b3317c2d682435;hpb=e147dd97d26b46902200491dbe0a8755266555d3;p=xboard.git diff --git a/readme.htm b/readme.htm deleted file mode 100644 index ca59e5c..0000000 --- a/readme.htm +++ /dev/null @@ -1,223 +0,0 @@ - - - - - -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.
-
- -