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H. G. Muller wrote on Mon, Jun 21, 2021 11:55 AM UTC in reply to Aurelian Florea from 05:43 AM:

First matter is usually because you ask for a save file in a non-existent folder.

You can register Fairy-Max twice (through the Load Engine dialog), specifying different nicknames, and ticking the checkbox to use the nicknames also in the PGN files. What you can also so is start WinBoard with ' additional option' -sameColorGames 100 . This will suppress the color alternation in matches, so that you can configure Fairy-Max with a variant that uses, say, Knights for white and Bishops for black, and just play a match. Then the first number in the match score will be the white Knights.

About the Osprey moves: I think it is not WinBoard that rejects them, but Fairy-Max. The Betza notation is correct, and WinBoard understands it (as the highlighting on user moves shows). But the line you posted for the move definition is not an Osprey. (Not sure what it is, but it doesn't have the correct step after the trajectory turns the corner.) The problem is that you use the notation that specifies a move through 2 numbers (separated by comma), where the second number has to specify both the move rights, and the alteration in step vector. I suspect you started from the Griffon definition, and just changed the vector of the first step. But because the second number encodes the change in step (in a cumbersome way), that implicitly also alters the secondary step.

Recent Fairy-Max versions allow you to specify the secondary step explicitly, rather than as a change of the primary step, by appending the secondary step after an extra comma. For the Osprey this would give a move definition like

2,3,17 2,3,-15 -2,3,15 -2,3,-17 31,3,15 32,3,17 -32,3,-15 -32,3,-17


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