Comments by ChessShogi
The settings files themselves seem to be cleared, but the links to them are still showing.
I would like the following presets deleted:
betzatest (Yangsi) - This preset was accidentally saved during a test of H. G. Muller Game Code Generator for his interactive diagrams, and is no longer needed.
default2, promotest (Suzumu Shogi) - The promotest preset was made in an attempt to resolve the server-side multi-move promotion bug, and is no longer needed. The default2 preset was made during the final phase of experimentation trying to find a good starting position for Suzumu Shogi, and is no longer needed now that the starting position is finalized.
There shouldn't be any game logs using these presets, as they redirect to the correct presets, so they should be pretty easy to delete.
Hectochess now has a diagram with playable AI. I also made a new variant, Banner Xiangqi, which has its own playable diagram as well.
The Raven in the diagram can also move from c2 to a3, but this is not shown in the diagram.
I think mobile devices are suffering from a similar misalignment problem to the one I pointed out earlier. Whenever I load a GC preset that uses an image format on a mobile device, the hitboxes are misaligned, and the image is much smaller than normal. However, whenever I clear my browser cache everything looks fine the first time I load the preset page.
An influence display like the one in the ShogiVars program would be a really nice feature to add, especially for the really big games.
When I reverted the Futashikana Shogi pages back to their original form, they also reverted to pending editorial approval. This game has already been approved before. If an editor could fix this that would be great.
What if there was a two player version? Or I could just make one myself...
I saw your comment after I fixed the error in the preset's code, but thank you for posting the information anyway. I'm guessing the errors above the subroutine error in the log were the main cause of the Error 524 problem, but it could be that the preset was just so big that it took too long to spot the error and print the log. After all, Taishin Shogi's GC preset is the largest GC preset with full rule enforcement and display of legal moves that I know of (in terms of board size (25x25), number of piece types (232 in total), and number of lines of code (total is probably close to or over 1000 as of right now)).
Is it just me, or is the latest version of my Taishin Shogi GC preset overloading this whole site? Whenever I click on my settings file to play it, I get nothing but 524 errors for a while.
I will admit that the thing is one of the biggest GC presets out there in terms of file size (if not the biggest) since there are so many piece types, as well as special promotion rules (i.e. contagious pieces), and all manner of multi-part moves, but I haven't had problems like this before.
Edit: I found the problem. It was a tiny syntax error in the isdoublemove subroutine. Everything works fine now.
The Edit Comment scripts aren't working properly. Whenever I try to edit a comment it fails. Posting comments still works though.
I finally have the new Fire Demon fully and correctly implemented. Now I just need to carry the changes over to the other presets that use it.
Bugfixes for all Suzumu family GC Presets: The Fire Demon's double move option now only triggers if the piece moved to an adjacent square or there are enemy pieces adjacent to its destination, making it more user friendly. I also fixed some bugs with the Queen and Reverse Chariot not being able to promote and the promoted Queen not being given the option to make a double move when it was able to.
As it turned out, I didn't need the suicides to perform the burns in Suzumu Shogi. I just needed to tweak the isdoublemove subroutine a little bit, add a FD subroutine for the Fire Demon, tweak the Fire Demon functions to include the new subroutine, and return the Fire Demon to its destination square with empty and add after it made a burning move. I love GAME code... :)
This preset of yours for detecting captures is huge. The fact that it reliably detects where the suicide occured means that I can use it to test whether the suicide is a King's move away from the moving Fire Demon and ensure that no suicides are done when a non-Fire Demon moves, which should solve the majority of problems with coding the burning move. If something similar could be used to detect the type of piece affected by the suicide, that should be everything I need to enforce the burning rules using suicides, at least in theory. Best of all, I can just ask players that haven't made a burn after moving a Fire Demon rather than worry about displaying legal moves on the board.
You could adapt it. For the multi-move variants, there are usually the same number of move parts each turn. So, it makes sense for these games to do the multi-part analysis globally for all pieces. But for games that include pieces with multi-part moves, you may want to reserve the multi-part analysis for specific pieces and tailor it to each piece that needs it.
This is what the original Suzumu Shogi preset (and all presets using the same general codebase) does, which is largely thanks to its isdoublemove subroutine. So, I guess I could use integers instead of booleans and sub ismultimove instead of sub isdoublemove to keep track of which part of the move suffices. The only major problem is that I'm not exactly sure how to enforce rules for the third part of a three-part move. Perhaps I am overthinking it though. Perhaps just copy-pasting and tweaking the code for the second part of multi-moves will be enough. This requires testing, but thankfully, the Taishin Shogi preset (which is fully coded, at least for enforcing the old rules) affords just such an opportunity.
Edit: I figured out how to detect the type of piece that committed the suicide. Now we should be all good.
Should be fixed now.
Since it sounds like your Fire Demon piece is making a multi-part move, you may want to break down the whole move and analyze it step-by-step. You will find examples of this in multi-move variants like Marseillais Chess and Extra Move Chess.
Hmm. Perhaps the step-by-step approach would be better. After all, the Suzumu Shogi preset is essentially on a more restrictive form of the other multi-move presets with more pieces.
So the tentative process would then be the folowing
Do a regular move
- Normal move
- Normal capture
- King step (capture)
- King step (non-capture), pass (double move)
- Single King step (non-capture), return to origin square (double move)
Then I would need to assess whether or not there are pieces available to burn (which should be easy thanks to the burn subroutine in my Tenjiku Shogi preset). If so, after the move, do an igui capture or pass.
Or it may be simpler to simply always give the player to optionally shoot any enemy piece a King step away after moving.
Another possibility for detecting a suicide move is to store the board position before the move into a variable, then compare the new position after the move to the stored position and see what differences there are.
This could potentially solve the problems of detecting a suicide move if I knew how to do it.
Since I am already writing this, would the system used for the multi-move variants be able to handle moves with three or more parts (i.e. that of the Lion Dog in Maka Dai Dai Shogi)? This will be important for my larger games with Lion Dogs, Furious Fiends, Kirin Masters, and Phoenix Masters, as well as if I use the move breakdown method for the Fire Demon's burns.
This game was a bit neglected on my part for a while, partly because of my interest in large Shogi variants and the long process of experimentation with the Suzumu Fire Demon's move. Now that those are out of the way, I have decided to give this page a facelift. I have added an interactive diagram to this page and updated its images to keep its style in line with the rules pages for Yangsi and Ryugi, and I did some double-checking to make sure the rules were in line with those of Yangsi and Ryugi. I also fixed a few typos in the ruleset references for the Hectochess and Ryugi presets.
Now all that is left is the difficult tasks of implementing the Suzumu Fire Demon's burning move in Game Courier, implementing the Lion Dog in Game Courier (for the larger games in the Suzumu family), and figuring out how to implement Cannon Shosu Shogi in Game Courier (The hopping moves make it impossible to use the code I used for Shosu Shogi and Futashikana Shogi).
I've added the implementation in the Interactive Diagram. Still need to add it in Game Courier though.
Edit: Apparently by happy accident, the Game Courier preset had this implemented already without me realizing it.
I guess I worded that wrong. What I meant to say was the the highlights for empty squares are slightly off center.
Is there a way to detect suicide moves in Game Courier (form XY- or @-XY)? I'm trying to figure out how to implement the new burning ability for the Fire Demons, and I think suicide move are the best option to keep things simple. But I'll need to know how to do the following in order to use suicide moves to execute burns:
- Detect a suicide move on the board
- Detect whether the value of thismove is a suicide move
Once I successfully implement the new burning moves I can carry that over to the other games in the Suzumu family.
The hitbox positioning is much better. The images may be slightly off center, but that isn't much of a problem.
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I would like to have the abstract preset for Dragon Chess deleted.