No, it is not. In fact it uses a different version of the WinBoard
interface. The older package
used a specially adapted version of WinBoard, which has the rules
(and kanji) for the
Shogi variants built in. It did not have Wa Shogi as a pre-defined
variant, however.
The new package uses the latest 'official' WinBoard, which knows no
kanji, and only the
rules of regular and Chu Shogi. But it is a much more recent
version, which can do all kinds
of wonderful things. One of which is receive a game definition from
the engine to become
fully aware of the rules of games it did not know itself. This means
it was easy to use it as
an interface for Wa Shogi: I just have CrazyWa send it the Wa
definition at startup.
The old WinBoard version knows the kanji for Chu, Dai, Dai Dai, Maka
Dai Dai, Tai and Tenjiku,
but it is very troublesome in many other respects. For one, all this
Shogi support is built in
the platform-dependent part of the code, meaning it only works under
Windows (WinBoard)
and not under Linux (XBoard). Furthermore, game notation is totally
defective for the larger
variants (with more than 26 piece types), so it cannot store or read
back games for those.
The past years I have been busy transferring much of the
functionality of the old
WinBoard version to the standard WinBoard/XBoard, implemented in a
different way.
I think that the latest version (included in the new package)
actually should be able to handle
the Shogi variants larger than Tenjiku (with the aid of an engine
that tells it the rules), as I
recently implemented triple capture (for Lion Dog / Teaching King).
It cannot do Fire-Demon
burning or jumping generals for Tejiku yet, though. (But I have no
engine for Tenjiku yet anyway.)
But rendering kanji is so far only possible in XBoard (on Linux or
Mac). When I have solved that,
the packages can be merged into one, based on the latest WinBoard.
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