Yes, you did that right; it is supposed to work that way. But I had not implemented setting of e.p. rights by a W* move in the betza.txt include. (Which needs other code than that for setting the rights on a lame leap, which sets them on jumped-over squares rather than visited squares.) In fact I had not implemented the W* at all, yet. The Betza compiler encodes this special case by specifying a range of -1, but the interpreting GAME code should then of course recognize this special case, to recalculate it as the distance of the fromSqr to the board middle. I quickly added the code for that yesterday evening, when I saw you would need it.
I added the code for setting the e.p. squares now, and tested it in the preset you made.
Yes, you did that right; it is supposed to work that way. But I had not implemented setting of e.p. rights by a W* move in the betza.txt include. (Which needs other code than that for setting the rights on a lame leap, which sets them on jumped-over squares rather than visited squares.) In fact I had not implemented the W* at all, yet. The Betza compiler encodes this special case by specifying a range of -1, but the interpreting GAME code should then of course recognize this special case, to recalculate it as the distance of the fromSqr to the board middle. I quickly added the code for that yesterday evening, when I saw you would need it.
I added the code for setting the e.p. squares now, and tested it in the preset you made.