Comments by ChessShogi
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I have cleaned up the code for the Chu Shogi preset, and have made a separate preset for testing the Lion-trading rules for the legal moves display.
[Edit]: Good news! The GC Preset now successfully displays the counter-strike rule. Still working on the other Lion-trading rule though.
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It's official. The Lion-trading rules are now properly displayed in the GC preset.
[Edit] I've made modifications to the Chu Shogi GC set files for the Japanese and Latin Chu Shogi pieces so that the size of the highlights matched the size of the piece images, allowing for more user-friendly legal move displays.
![UPDATED! A reference work](/index/reference.gif)
![(Updated!)](/index/updated.gif)
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captureMatrix isn't like morph. It should be defined it once per diagram, and each "row" and "column" represents a piece type, not a square, and this includes empty squares if I remember right. See the source (use Ctrl+U) this diagram of Tenjiku Shogi for an example.
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This looks good.
The Centurions are an interesting idea. The 1d shogis have tried this kind of idea before with a single forward-only King.
If it turns out there are too many Centurions, you can always reduce the number of Centurions to two. However, the winning King promotion likely takes care of that, at least if it is an immediate win.
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The Wikipedia page on this game was changed to reflect your remarks on the range-jumping rankings to allow jump-capture of royalty. So I will do the same here. The GC preset already reflects this.
I will also make an interactive diagram with your pieces and put it on the page, and fix some typos I found.
[Edit]: Update of article successful. Working on the Interactive Diagram.
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Interactive Diagram successfully inserted. However, Water Buffalos that promote to Fire Demon immediately burn surrounding enemies, which should not happen. Is there a way I can fix this without needing to modify the source code itself?
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Alright then. I will revise this page and the GC preset to reflect this.
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That was me noticing an error in the set, rushing to fix it, and forgetting to changing the preset's default set before doing so.
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Since this page and the corresponding preset was changed to reflect the current consensus, I will update Nutty Shogi's page and preset to match, since it is based on Tenjiku Shogi.
![UPDATED! A reference work](/index/reference.gif)
![(Updated!)](/index/updated.gif)
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Speaking of morph, I noticed a bug where its Shogi promotion parameter (|) blocks out the second player's promotion moves where the morph parameter comes into effect. For example, in this diagram of Chu Shogi the White Pawns are not allowed to promote on their last rank (To replicate, move a Pawn to the second rank and try to move it to the first rank. You should see its move blocked out.).
P.S. Also, while you are at it, can you copy the Shogi promotion code from betzaNewer over to betzaNew?
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This is fixed now.
So I now use ^ for forced Shogi promotion instead (which did not have a meaning yet in the morph parameter).
Thanks. Both work perfectly.
You like the 'purple method' better? I did copy the code, but also left in the old code in an if-then-else construct. For now it always uses the purple method, but it would be easy to make this subject to a new parameter.
I think the 'purple method' is much more user-friendly, as you immediately see the availability for promotion on the board once the piece is eligible, rather than having a link show up at the top and then be confused as to why the piece won't move to the square you clicked on.
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I encountered another bug with the optional Shogi promotion morph parameter. This time, its a visual glitch where the prompt works correctly but the images are reversed, so that clicking one yields the opposite result. I prepared everything in advance this time. All you need to do is move one of the advanced Pawns and click on one of the choices.
I at first though this was a simple wires-crossed case, but since there is only one place where the prompt is defined in betzaNew, this is less open-and-shut than I thought.
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It turned out that the order in which the various promotions were generated determined how clicks were mapped onto piece types, and this was different for promotions resulting from morph and from promoZone. Now it simply uses the type displayed in the square that was clicked.
Thanks.
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Well, this game has the problem of having lacunae in the historical sources. The current Tenjiku Jocly preset uses the ruleset from Richard's PbEM server.
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The AI understands the Lion-trading rules, but this is not reflected in the highlights when the player clicks on a Lion.
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I made some paper cutouts of Chu Shogi using the Mnemonic pieces and a checkered board for learnability purposes, complete with the rules.
The pieces are designed so that if you only use paper, folding them as instructed will make the pictures face the opponent, like real Shogi pieces.
![A game playable with Jocly](/index/jocly.gif)
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@H. G. Muller,
I added some 2D Kanji Shogi sprites from Francois's biscandine site in case you want to add that option in the Shogi Jocly preset.
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Now that you say that, it clears up all the previous confusion. I guess my autism got in the way.