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H. G. Muller wrote on 2018-10-06 UTC

> Can anyone let me know what I'm doing wrong?

Ugh, I completely missed this question, and considering the date I suppose it is no longer relevant. Still, for people that might run into a similar problem: what is wrong is that you defined piece number 8, which is present in the initial setup, with ID 'H', but that there is no 'H' in the list of pieces given in the 'Game' line

Game: fun01 # PNBRQ.....AKpnbrq.....ak # fairy
 

This list of piece IDs is essential for the WinBoard GUI (to which Fairy-Max will send it) to know which piece image to associate with each piece. Each position correspond with a certain image, the first 5 being the standard image for P, N, B, R and Q, and the last for each color always representing a King. The list now defines the piece 'A' (which does not occur in your variant at all), but not 'H'. As a result WinBoard will choke on the initial position that Fairy-Max sends it, as this will contain 'H' pieces which WinBoard doesn't know what image to use for. Replacing the A and a by H and h would solve this, and display the H as a spiked helmet. By putting the H and h in a different position in the string, (e.g. by changing the number of dots, but keep the length for white and black equal!), you would get other images for H, h.

Note that the latest versions of Fairy-Max and WinBoard would allow you append the lines

#
# H& ADGH

to the definition, which communicate the moves of the H piece (in Betza notation) to WinBoard, so that it will properly highlight the possible destination squares of the piece when you grab it, and can test legality of engine moves. (Otherwise legality testing would have to be switched off, because WinBoard might have other ideas of how the piece with the chosen image can move than Fairy-Max.)


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