xboard - X graphical user interface for chess
xboard [options]
xboard -ics -icshost hostname [options]
xboard -ncp [options]
|pxboard
cmail [options]
XBoard is a graphical chessboard that can serve as a user
interface to chess engines (such as GNU Chess), the Internet Chess Servers,
electronic mail correspondence chess, or your own collection of saved
games.
This manual documents version 4.9.1 of XBoard.
XBoard always runs in one of four major modes. You select the
major mode from the command line when you start up XBoard.
- xboard [options]
- As an interface to GNU Chess or another chess engine running on your
machine, XBoard lets you play a game against the machine, set up arbitrary
positions, force variations, watch a game between two chess engines,
interactively analyze your stored games or set up and analyze arbitrary
positions. To run engines that use the UCI standard XBoard will draw upon
the Polyglot adapter fully transparently, but you will need to have the
polyglot package installed for this to work.
- xboard -ics -icshost hostname [options]
- As Internet Chess Server (ICS) interface, XBoard lets you play against
other ICS users, observe games they are playing, or review games that have
recently finished. Most of the ICS "wild" chess variants are
supported, including bughouse.
- xboard -ncp [options]
- XBoard can also be used simply as an electronic chessboard to play through
games. It will read and write game files and allow you to play through
variations manually. You can use it to browse games off the net or review
games you have saved. These features are also available in the other
modes.
- |pxboard
- If you want to pipe games into XBoard, use the supplied shell script
`pxboard'. For example, from the news reader `xrn', find a message with
one or more games in it, click the Save button, and type `|pxboard' as the
file name.
- cmail
[options]
- As an interface to electronic mail correspondence chess, XBoard works with
the cmail program. See CMail below for instructions.
To move a piece, you can drag it with the left mouse button, or
you can click the left mouse button once on the piece, then once more on the
destination square. To under-promote a Pawn you can drag it backwards until
it morphs into the piece you want to promote to, after which you drag that
forward to the promotion square. Or after selecting the pawn with a first
click you can then click the promotion square and move the mouse while
keeping the button down until the piece that you want appears in the
promotion square. To castle you move the King to its destination or, in
Chess960, on top of the Rook you want to castle with. In crazyhouse,
bughouse or shogi you can drag and drop pieces to the board from the
holdings squares displayed next to the board.
Old behavior, where right-clicking a square brings up a menu where
you can select what piece to drop on it can still be selected through the
`Drop Menu' option. Only in Edit Position mode right and middle clicking a
square is still used to put a piece on it, and the piece to drop is selected
by sweeping the mouse vertically with the button held down.
The default function of the right mouse button in other modes is
to display the position the chess program thinks it will end up in. While
moving the mouse vertically with this button pressed XBoard will step
through the principal variation to show how this position will be reached.
Lines of play displayed in the engine-output window, or PGN variations in
the comment window can similarly be played out on the board, by
right-clicking on them. Only in Analysis mode, when you walk along a PV,
releasing the mouse button might forward the game upto that point, like you
entered all previous PV moves. As the display of the PV in that case starts
after the first move a simple right-click will play the move the engine
indicates.
In Analysis mode you can also make a move by grabbing the piece
with a double-click of the left mouse button (or while keeping the `Ctrl'
key pressed). In this case the move you enter will not be played, but will
be excluded from the analysis of the current position. (Or included if it
was already excluded; it is a toggle.) This only works for engines that
support this feature.
When connected to an ICS, it is possible to call up a graphical
representation of players seeking a game in stead of the chess board, when
the latter is not in use (i.e. when you are not playing or observing).
Left-clicking the display area will switch between this 'seek graph' and the
chess board. Hovering the mouse pointer over a dot will show the details of
the seek ad in the message field above the board. Left-clicking the dot will
challenge that player. Right-clicking a dot will 'push it to the back', to
reveal any dots that were hidden behind it. Right-clicking off dots will
refresh the graph.
Most other XBoard commands are available from the menu bar. The
most frequently used commands also have shortcut keys or on-screen buttons.
These shortcut keystrokes are mostly non-printable characters. Typing a
letter or digit while the board window has focus will bring up a type-in box
with the typed letter already in it. You can use that to type a move in
situations where it is your turn to enter a move, type a move number to call
up the position after that move in the display, or, in Edit Position mode,
type a FEN. Some rarely used parameters can only be set through options on
the command line used to invoke XBoard.
XBoard uses a settings file, in which it can remember any changes
to the settings that are made through menus or command-line options, so they
will still apply when you restart XBoard for another session. The settings
can be saved into this file automatically when XBoard exits, or on explicit
request of the user. Note that the board window can be sized by the user,
but that this will not affect the size of the clocks above it, and won't be
remembered in the settings file. To persistently change the size of the
clocks, use the `size' command-line option when starting XBoard. The default
name for the settings file is /etc/xboard/xboard.conf, but in a standard
install this file is only used as a master settings file that determines the
system-wide default settings, and defers reading and writing of user
settings to a user-specific file like ~/.xboardrc in the user's home
directory.
When XBoard is iconized, its graphical icon is a white knight if
it is White's turn to move, a black knight if it is Black's turn.
- New Game
- Resets XBoard and the chess engine to the beginning of a new chess game.
The `Ctrl-N' key is a keyboard equivalent. In Internet Chess Server mode,
clears the current state of XBoard, then resynchronizes with the ICS by
sending a refresh command. If you want to stop playing, observing, or
examining an ICS game, use an appropriate command from the Action menu,
not `New Game'. See Action Menu.
- New Shuffle
Game
- Similar to `New Game', but allows you to specify a particular initial
position (according to a standardized numbering system) in chess variants
which use randomized opening positions (e.g. Chess960).
- shuffle
- Ticking `shuffle' will cause the current variant to be played with
shuffled initial position. Shuffling will preserve the possibility to
castle in the way allowed by the variant.
- Fischer
castling
- Ticking `Fischer castling' will allow castling with Kings and Rooks that
did not start in their normal place, as in Chess960.
- Start-position
number
- randomize
- pick fixed
- The `Start-position number' selects a particular start position from all
allowed shufflings, which will then be used for every new game. Setting
this to -1 (which can be done by pressing the `randomize' button) will
cause a fresh random position to be picked for every new game. Pressing
the `pick fixed' button causes `Start-position number' to be set to a
random value, to be used for all subsequent games.
- New Variant
- Allows you to select a new chess variant in non-ICS mode. (In ICS play,
the ICS is responsible for deciding which variant will be played, and
XBoard adapts automatically.) The shifted `Alt+V' key is a keyboard
equivalent. If you play with an engine, the engine must be able to play
the selected variant, or the corresponding choice will be disabled. XBoard
supports all major variants, such as xiangqi, shogi, chess, chess960,
makruk, Capablanca Chess, shatranj, crazyhouse, bughouse.
You can overrule the default board format of the selected
variant, (e.g. to play suicide chess on a 6 x 6 board), in this dialog,
but normally you would not do that, and leave them at '-1', which means
'default' for the chosen variant.
- Load Game
- Plays a game from a record file. The `Ctrl-O' key is a keyboard
equivalent. A pop-up dialog prompts you for the file name. If the file
contains more than one game, a second pop-up dialog displays a list of
games (with information drawn from their PGN tags, if any), and you can
select the one you want. Alternatively, you can load the Nth game in the
file directly, by typing the number `N' after the file name, separated by
a space.
The game-file parser will accept PGN (portable game notation),
or in fact almost any file that contains moves in algebraic notation.
Notation of the form `P@f7' is accepted for piece-drops in bughouse
games; this is a nonstandard extension to PGN. If the file includes a
PGN position (FEN tag), or an old-style XBoard position diagram
bracketed by `[--' and `--]' before the first move, the game starts from
that position. Text enclosed in parentheses, square brackets, or curly
braces is assumed to be commentary and is displayed in a pop-up window.
Any other text in the file is ignored. PGN variations (enclosed in
parentheses) also are treated as comments; however, if you rights-click
them in the comment window, XBoard will shelve the current line, and
load the the selected variation, so you can step through it. You can
later revert to the previous line with the `Revert' command. This way
you can walk quite complex varation trees with XBoard. The nonstandard
PGN tag [Variant "varname"] functions similarly to the
-variant command-line option (see below), allowing games in certain
chess variants to be loaded. Note that it must appear before any FEN tag
for XBoard to recognize variant FENs appropriately. There is also a
heuristic to recognize chess variants from the Event tag, by looking for
the strings that the Internet Chess Servers put there when saving
variant ("wild") games.
- Load
Position
- Sets up a position from a position file. A pop-up dialog prompts you for
the file name. The shifted `Ctrl-O' key is a keyboard equivalent. If the
file contains more than one saved position, and you want to load the Nth
one, type the number N after the file name, separated by a space. Position
files must be in FEN (Forsythe-Edwards notation), or in the format that
the Save Position command writes when oldSaveStyle is turned on.
- Load Next
Position
- Loads the next position from the last position file you loaded. The
shifted `PgDn' key is a keyboard equivalent.
- Load Previous
Position
- Loads the previous position from the last position file you loaded. The
shifted `PgUp' key is a keyboard equivalent. Not available if the last
position was loaded from a pipe.
- Save Game
- Appends a record of the current game to a file. The `Ctrl-S' key is a
keyboard equivalent. A pop-up dialog prompts you for the file name. If the
game did not begin with the standard starting position, the game file
includes the starting position used. Games are saved in the PGN (portable
game notation) format, unless the oldSaveStyle option is true, in which
case they are saved in an older format that is specific to XBoard. Both
formats are human-readable, and both can be read back by the `Load Game'
command. Notation of the form `P@f7' is accepted for piece-drops in
bughouse games; this is a nonstandard extension to PGN.
- Save
Position
- Appends a diagram of the current position to a file. The shifted `Ctrl+S'
key is a keyboard equivalent. A pop-up dialog prompts you for the file
name. Positions are saved in FEN (Forsythe-Edwards notation) format unless
the `oldSaveStyle' option is true, in which case they are saved in an
older, human-readable format that is specific to XBoard. Both formats can
be read back by the `Load Position' command.
- Save Selected
Games
- Will cause all games selected for display in the current Game List to be
appended to a file of the user's choice.
- Save Games as
Book
- Creates an opening book from the currently loaded game file, incorporating
only the games currently selected in the Game List. The book will be saved
on the file specified in the `Common Engine' options dialog. The value of
`Book Depth' specified in that same dialog will be used to determine how
many moves of each game will be added to the internal book buffer. This
command can take a long time to process, and the size of the buffer is
currently limited. At the end the buffer will be saved as a Polyglot book,
but the buffer will not be cleared, so that you can continue adding games
from other game files.
- Mail Move
- Reload CMail
Message
- See CMail.
- Exit
- Exits from XBoard. The `Ctrl-Q' key is a keyboard equivalent.
- Copy Game
- Copies a record of the current game to an internal clipboard in PGN format
and sets the X selection to the game text. The `Ctrl-C' key is a keyboard
equivalent. The game can be pasted to another application (such as a text
editor or another copy of XBoard) using that application's paste command.
In many X applications, such as xterm and emacs, the middle mouse button
can be used for pasting; in XBoard, you must use the Paste Game
command.
- Copy
Position
- Copies the current position to an internal clipboard in FEN format and
sets the X selection to the position text. The shifted `Ctrl-C' key is a
keyboard equivalent. The position can be pasted to another application
(such as a text editor or another copy of XBoard) using that application's
paste command. In many X applications, such as xterm and emacs, the middle
mouse button can be used for pasting; in XBoard, you must use the Paste
Position command.
- Copy Game
List
- Copies the current game list to the clipboard, and sets the X selection to
this text. A format of comma-separated double-quoted strings is used,
including all tags, so it can be easily imported into spread-sheet
programs.
- Paste Game
- Interprets the current X selection as a game record and loads it, as with
Load Game. The `Ctrl-V' key is a keyboard equivalent.
- Paste
Position
- Interprets the current X selection as a FEN position and loads it, as with
Load Position. The shifted `Ctrl-V' key is a keyboard equivalent.
- Edit Game
- Allows you to make moves for both Black and White, and to change moves
after backing up with the `Backward' command. The clocks do not run. The
`Ctrl-E' key is a keyboard equivalent.
In chess engine mode, the chess engine continues to check
moves for legality but does not participate in the game. You can bring
the chess engine into the game by selecting `Machine White', `Machine
Black', or `Two Machines'.
In ICS mode, the moves are not sent to the ICS: `Edit Game'
takes XBoard out of ICS Client mode and lets you edit games locally. If
you want to edit games on ICS in a way that other ICS users can see, use
the ICS `examine' command or start an ICS match against yourself.
- Edit
Position
- Lets you set up an arbitrary board position. The shifted `Ctrl-E' key is a
keyboard equivalent. Use mouse button 1 to drag pieces to new squares, or
to delete a piece by dragging it off the board or dragging an empty square
on top of it. When you do this keeping the `Ctrl' key pressed, or start
dragging with a double-click, you will move a copy of the piece, leaving
the piece itself where it was. In variants where pieces can promote (such
as Shogi), left-clicking an already selected piece promotes or demotes it.
To drop a new piece on a square, press mouse button 2 or 3 over the
square. This puts a white or black pawn in the square, respectively, but
you can change that to any other piece type by dragging the mouse down
before you release the button. You will then see the piece on the
originally clicked square cycle through the available pieces (including
those of opposite color), and can release the button when you see the
piece you want. (Note you can swap the function of button 2 and 3 by
pressing the shift key, and that there is an option `monoMouse' to combine
al functions in one button, which then acts as button 3 over an empty
square, and as button 1 over a piece.) To alter the side to move, you can
click the clock (the words White and Black above the board) of the side
you want to give the move to. To clear the board you can click the clock
of the side that already has the move (which is highlighted in black). If
you repeat this the board will cycle from empty to a `pallette board'
containing every piece once to the initial position to the one before
clearing. The quickest way to set up a position is usually to start with
the pallette board, and move the pieces to were you want them, duplicating
them where necessary by using the `Ctrl' key, dragging those you don't
want off board, and use static button 2 or 3 clicks to place the Pawns.
The old behavior with a piece menu can still be configured with the aid of
the `pieceMenu' option. Dragging empty squares off board can create boards
with holes (inaccessible black squares) in them. Selecting `Edit Position'
causes XBoard to discard all remembered moves in the current game.
In ICS mode, changes made to the position by `Edit Position'
are not sent to the ICS: `Edit Position' takes XBoard out of `ICS
Client' mode and lets you edit positions locally. If you want to edit
positions on ICS in a way that other ICS users can see, use the ICS
`examine' command, or start an ICS match against yourself. (See also the
ICS Client topic above.)
- Edit Tags
- Lets you edit the PGN (portable game notation) tags for the current game.
After editing, the tags must still conform to the PGN tag syntax:
<tag-section> ::= <tag-pair> <tag-section>
<empty>
<tag-pair> ::= [ <tag-name> <tag-value> ]
<tag-name> ::= <identifier>
<tag-value> ::= <string>
See the PGN Standard for full details. Here is an example:
[Event "Portoroz Interzonal"]
[Site "Portoroz, Yugoslavia"]
[Date "1958.08.16"]
[Round "8"]
[White "Robert J. Fischer"]
[Black "Bent Larsen"]
[Result "1-0"]
Any characters that do not match this syntax are silently
ignored. Note that the PGN standard requires all games to have at least
the seven tags shown above. Any that you omit will be filled in by
XBoard with `?' (unknown value), or `-' (inapplicable value).
- Edit
Comment
- Adds or modifies a comment on the current position. Comments are saved by
`Save Game' and are displayed by `Load Game', PGN variations will also be
printed in this window, and can be promoted to main line by right-clicking
them. `Forward', and `Backward'.
- Edit Book
- Pops up a window listing the moves available in the GUI book (specified in
the `Common Engine Settings' dialog) from the currently displayed
position, together with their weights and (optionally in braces) learn
info. You can then edit this list, and the new list will be stored back
into the book when you press 'save changes'. When you press the button
'add next move', and play a move on the board, that move will be added to
the list with weight 1. Note that the listed percentages are neither used,
nor updated when you change the weights; they are just there as an optical
aid. When you right-click a move in the list it will be played.
- Revert
- Annotate
- If you are examining an ICS game and Pause mode is off, Revert issues the
ICS command `revert'. In local mode, when you were editing or analyzing a
game, and the `-variations' command-line option is switched on, you can
start a new variation by holding the Shift key down while entering a move
not at the end of the game. Variations can also become the currently
displayed line by clicking a PGN variation displayed in the Comment
window. This can be applied recursively, so that you can analyze
variations on variations; each time you create a new variation by entering
an alternative move with Shift pressed, or select a new one from the
Comment window, the current variation will be shelved. `Revert' allows you
to return to the most recently shelved variation. The difference between
`Revert' and `Annotate' is that with the latter, the variation you are now
abandoning will be added as a comment (in PGN variation syntax, i.e.
between parentheses) to the original move where you deviated, for later
recalling. The `Home' key is a keyboard equivalent to `Revert'.
- Truncate
Game
- Discards all remembered moves of the game beyond the current position.
Puts XBoard into `Edit Game' mode if it was not there already. The `End'
key is a keyboard equivalent.
- Backward
- <
- Steps backward through a series of remembered moves. The `[<]' button
and the `Alt+LeftArrow' key are equivalents, as is turning the mouse wheel
towards you. In addition, pressing the ??? key steps back one move, and
releasing it steps forward again.
In most modes, `Backward' only lets you look back at old
positions; it does not retract moves. This is the case if you are
playing against a chess engine, playing or observing a game on an ICS,
or loading a game. If you select `Backward' in any of these situations,
you will not be allowed to make a different move. Use `Retract Move' or
`Edit Game' if you want to change past moves.
If you are examining an ICS game, the behavior of `Backward'
depends on whether XBoard is in Pause mode. If Pause mode is off,
`Backward' issues the ICS backward command, which backs up everyone's
view of the game and allows you to make a different move. If Pause mode
is on, `Backward' only backs up your local view.
- Forward
- >
- Steps forward through a series of remembered moves (undoing the effect of
`Backward') or forward through a game file. The `[>]' button and the
`Alt+RightArrow' key are equivalents, as is turning the mouse wheel away
from you.
If you are examining an ICS game, the behavior of Forward
depends on whether XBoard is in Pause mode. If Pause mode is off,
`Forward' issues the ICS forward command, which moves everyone's view of
the game forward along the current line. If Pause mode is on, `Forward'
only moves your local view forward, and it will not go past the position
that the game was in when you paused.
- Back to Start
- <<
- Jumps backward to the first remembered position in the game. The
`[<<]' button and the `Alt+Home' key are equivalents.
In most modes, Back to Start only lets you look back at old
positions; it does not retract moves. This is the case if you are
playing against a local chess engine, playing or observing a game on a
chess server, or loading a game. If you select `Back to Start' in any of
these situations, you will not be allowed to make different moves. Use
`Retract Move' or `Edit Game' if you want to change past moves; or use
Reset to start a new game.
If you are examining an ICS game, the behavior of @samp{Back
to Start} depends on whether XBoard is in Pause mode. If Pause mode is
off, `Back to Start' issues the ICS `backward 999999' command, which
backs up everyone's view of the game to the start and allows you to make
different moves. If Pause mode is on, @samp{Back to Start} only backs up
your local view.
- Forward to End
- >>
- Jumps forward to the last remembered position in the game. The
`[>>]' button and the `Alt+End' key are equivalents.
If you are examining an ICS game, the behavior of
@samp{Forward to End} depends on whether XBoard is in Pause mode. If
Pause mode is off, `Forward to End' issues the ICS `forward 999999'
command, which moves everyone's view of the game forward to the end of
the current line. If Pause mode is on, `Forward to End' only moves your
local view forward, and it will not go past the position that the game
was in when you paused.
- Flip View
- Inverts your view of the chess board for the duration of the current game.
Starting a new game returns the board to normal. The `F2' key is a
keyboard equivalent.
- Show Engine
Output
- Shows or hides a window in which the thinking output of any loaded engines
is displayed. The shifted `Alt+O' key is a keyboard equivalent. XBoard
will display lines of thinking output of the same depth ordered by score,
(highest score on top), rather than in the order the engine produced them.
Usually this amounts to the same, as a normal engine search will only find
new PV (and emit it as thinking output) when it searches a move with a
higher score than the previous variation. But when the engine is in
multi-variation mode this needs not always be true, and it is more
convenient for someone analyzing games to see the moves sorted by score.
The order in which the engine found them is only of interest to the engine
author, and can still be deduced from the time or node count printed with
the line. Right-clicking a line in this window, and then moving the mouse
vertically with the right button kept down, will make XBoard play through
the PV listed there. The use of the board window as 'variation board' will
normally end when you release the right button, or when the opponent plays
a move. But beware: in Analysis mode, moves thus played out might be added
to the game, depending on the setting of the option 'Play moves of clicked
PV', when you initiate the click left of the PV in the score area. The
Engine-Output pane for each engine will contain a header displaying the
multi-PV status and a list of excluded moves in Analysis mode, which are
also responsive to right-clicking: Clicking the words 'fewer' or 'more'
will alter the number of variations shown at each depth, through the
engine's MultiPV option, while clicking in between those and moving the
mouse horizontally adjust the option 'Multi-PV Margin'. (In so far the
engines support those.)
- Show Move
History
- Shows or hides a list of moves of the current game. The shifted `Alt+H'
key is a keyboard equivalent. This list allows you to move the display to
any earlier position in the game by clicking on the corresponding
move.
- Show Evaluation
Graph
- Shows or hides a window which displays a graph of how the engine score(s)
evolved as a function of the move number. The shifted `Alt+E' key is a
keyboard equivalent. The title bar shows the score (and search depth at
which it was obtained) of the currently displayed position numerically.
Clicking on the graph will bring the corresponding position in the board
display. A button 3 click will toggle the display mode between plain and
differential (showing the difference in score between successive half
moves). Using the mouse wheel over the window will change the scale of the
low-score region (from -1 to +1).
- Show Game
List
- Shows or hides the list of games generated by the last `Load Game'
command. The shifted `Alt+G' key is a keyboard equivalent. The line
describing each game is built from a selection of the PGN tags. Which tags
contribute, and in what order, can be changed by the `Game list tags' menu
dialog, which can be popped up through the `Tags' button below the Game
List. Display can be restricted to a sub-set of the games meeting certain
criteria. A text entry below the game list allows you to type a text that
the game lines must contain in order to be displayed. Games can also be
selected based on their Elo PGN tag, as set in the `Load Game Options'
dialog, which can be popped up through the `Thresholds' button below the
Game List. Finally they can be selected based on containing a position
similar to the one currently displayed in the main window, by pressing the
'Position' button below the Game List, (which searches the entire list for
the position), or the 'Narrow' button (which only searches the
already-selected games). What counts as similar enough to be selected can
also be set in the `Load Game Options' dialog, and ranges from an exact
match to just the same material.
- Tags
- Pops up a window which shows the PGN (portable game notation) tags for the
current game. For now this is a duplicate of the `Edit Tags' item in the
`Edit' menu.
- Pops up a window which shows any comments to or variations on the current
move. For now this is a duplicate of the `Edit Comment' item in the `Edit'
menu.
- ICS Input Box
- If this option is set in ICS mode, XBoard creates an extra window that you
can use for typing in ICS commands. The input box is especially useful if
you want to type in something long or do some editing on your input,
because output from ICS doesn't get mixed in with your typing as it would
in the main terminal window.
- ICS/Chat
Console
- This menu item opens a window in which you can interact with the ICS, so
you don't have to use the messy xterm from which you launched XBoard for
that. The window has a text entry at the bottom where you can type your
commands and messages unhindered by the stream of ICS output. The latter
will be displayed in a large pane above the input field, the ICS Console.
Up and down arrow keys can be used to recall previous input lines. Typing
an <Esc> character in the input field transfers focus back to the
board window (so you could operate the menus there through accelerator
keys). Typing a printable character in the board window transfers focus
back to the input field of the `ICS Chat/Console' window.
- Chats
- There is a row of buttons at the top of the `ICS Chat/Console' dialog,
which can be used to navigate between upto 5 'chats' with other ICS users
(or channels). These will switch the window to 'chat mode', where the ICS
output pane is vertically split to divert messages from a specific user or
ICS channel to the lower half. Lines typed in the input field will then be
interpreted as messages to be sent to that user or channel, (automatically
prefixed with the apporpriate ICS command and user name) rather than as
commands to the ICS. Chats will keep collecting ICS output intended for
them even when not displayed, and their buttons will turn orange to alert
the user there has been activity. Typing <Tab> in the input field
will switch to another active chat, giving priority to those with content
you have not seen yet.
- New Chat
- Buttons for chats currently not assigned to a user or channel will carry
the text `New Chat', and pressing them will switch to chat mode, enabling
you to enter the user name or channel number you want to use it for.
Typing Ctrl-N in the input field is a keyboard equivalent.
- Chat partner
- To (re-)assign a chat, write the name of your chat partner, the channel
number, or the words 'shouts', 'whispers', 'cshouts' in the `Chat partner'
text entry (ending with <Enter>!). Typing Ctrl-O in the input field
at the bottom of the window will open a chat with the person that last
sent you a 'tell' that was printed in the ICS Console output pane. The
`ICS text menu' can contain a button `Open Chat (name)' that can be used
to open a chat with as partner the word/number you right-clicked in the
output pane to pop up this menu.
- End Chat
- This button, only visible when the chat pane is open, will clear the `Chat
partner' field, so that the chat can be assigned to a new user or channel.
Typing Ctrl-E in the input field is a keyboard equivalent.
- Hide
- This button, only visible when the chat pane is open, will close the
latter, so you can use the input field to give commands to the ICS again.
Typing Ctrl-H in the input field is a keyboard equivalent.
- ICS text
menu
- Brings up a menu that is user-configurable through the `icsMenu' option.
Buttons in this menu can sent pre-configured commands directly to the ICS,
or can put partial commands in the input field of the `ICS Chat/Console'
window, so that you can complete those with some text of your own before
sending them to the ICS by pressing Enter. This menu item can also be
popped up by right-clicking in the text memos of the ICS Chat/Console
window. In that case the word that was clicked can be incorporated in the
message sent to the ICS. E.g. to challenge a player whose name you click
for a game, or prepare for sending him a message through a 'tell'
commands.
- Edit ICS
menu
- Brings up an edit box with the definition of the `ICS text menu', so you
can adapt its appearance to your needs. The menu is defined by a
semi-colon-separated list, each button through a pair of items in it. The
first item of each pair is the text on the button, the second the text to
be sent when the button is pressed. The word '$input' in the text will put
that text in the input field of the `ICS Chat/Console' with the cursor in
that place, the word '$name' will be replaced by the word right-clicked to
pop up the text menu.
- Edit Theme
List
- Brings up an edit box with the definitions of the themes shown in the
listbox of the `Board' dialog, so you can delete, re-order or alter themes
defined previously.
- Board
- Summons a dialog where you can customize the look of the chess board.
- White Piece
Color
- Black Piece
Color
- Light Square
Color
- Dark Square
Color
- Highlight
Color
- Premove Highlight Color
- These items set the color of pieces, board squares and move highlights
(borders or arrow). Square colors are only used when the `Use Board
Textures' option is off, the piece colors only when `Use piece bitmaps
with their own colors' is off. You can type the color as hexadecimally
encoded RGB value preceded by '#', or adjust it through the R, G, B and D
buttons to make it redder, greener, bluer or darker. A sample of the
adjusted color will be displayed behind its text description; pressing
this colored button restores the default value for the color.
- Flip Pieces Shogi
Style
- With this option on XBoard will swap white and black pieces, when you flip
the view of the board to make white play downward. This should be used
with piece themes that do not distinguish sides by color, but by
orientation.
- Mono Mode
- This option sets XBoard to pure black-and-white display (no grey scales,
and thus no anti-aliasing).
- Logo Size
- Specifies the width of the engine logos displayed next to the clocks, in
pixels. Setting it to 0 suppresses the display of such logos. The height
of the logo will be half its width. In the GTK build of XBoard any
non-zero value is equivalent, and the logos are always sized to 1/4 of the
board width.
- Line Gap
- This option specifies the width of the grid lines that separate the
squares, which change color on highlighting the move. Setting it to 0
suppresses these lines, which in general looks better, but hides the
square-border highlights, so that you would have to rely on other forms of
highlighting. Setting the value to -1 makes XBoard choose a width by
itself, depending on the square size.
- Use Board
Textures
- Light-Squares
Texture File
- Dark-Squares
Texture File
- When the option `Use Board Textures' is set, the squares will not be drawn
as evenly colored surfaces, but will be cut from a texture image, as
specified by the `Texture Files'. Separate images can be used for light
and dark squares. XBoard will try to cut the squares out of the texture
image with as little overlap as possible, so they all look different. The
name of the texture file can contain a size hint, e.g. `xqboard-9x10.png',
alerting XBoard to the fact that it contains a whole-board image, out of
which squares have to be cut in register with the nominal
sub-division.
- Use external piece
bitmaps with their own color
- When this option is on XBoard will ignore the piece-color settings, and
draw the piece images in their original colors. The piece-color settings
would only work well for evenly colored pieces, such as the default
theme.
- Directory with
Pieces Images
- When a directory is specified here, XBoard will first look for piece
images (SVG or PNG files) in that directory, and fall back on the image
from the default theme only for images it cannot find there. An image file
called White/BlackTile in the directory will be prefered as fall-back for
missing pieces over the default image, however.
- Selectable
themes
- New name for current
theme
- When a theme name is specified while pressing 'OK', the combination of
settings specified in the dialog will be stored in XBoard's list of
themes, which will be saved with the other options in the settings file
(as the `themeNames' option). This name will then appear in the selection
listbox next time you open the dialog, so that you can recall the entire
combination of settings by double-clicking it.
Here you can specify the directory from which piece images
should be taken, when you don't want to use the built-in piece images
(see `pieceImageDirectory' option), external images to be used for the
board squares (`liteBackTextureFile' and `darkBackTextureFile' options),
and square and piece colors for the default pieces. The current
combination of these settings can be assigned a 'theme' name by typing
one in the text entry in the lower-left of the dialog, and closing the
latter with OK. It will then appear in the themes listbox next time you
open the dialog, where you can recall the complete settings combination
with a double-click.
- Fonts
- Pops up a dialog where you can set the fonts used in the main elements of
various windows. Pango font names can be typed for each window type, and
behind each text entry there are buttons to adjust the point size, and
toggle the 'bold' or 'italic' attributes of the font.
- Game List Tags
- a duplicate of the Game List dialog in the Options menu.
- Machine
White
- Tells the chess engine to play White. The `Ctrl-W' key is a keyboard
equivalent.
- Machine
Black
- Tells the chess engine to play Black. The `Ctrl-B' key is a keyboard
equivalent.
- Two Machines
- Plays a game between two chess engines. The `Ctrl-T' key is a keyboard
equivalent.
- Analysis
Mode
- XBoard tells the chess engine to start analyzing the current game/position
and shows you the analysis as you move pieces around. The `Ctrl-A' key is
a keyboard equivalent. Note: Some chess engines do not support Analysis
mode.
To set up a position to analyze, you do the following:
1. Set up the position by any means. (E.g. using `Edit
Position' mode, pasing a FEN or loading a game and stepping to the
position.)
2. Select Analysis Mode from the Mode Menu to start the
analysis.
You can now play legal moves to create follow-up positions for
the engine to analyze, while the moves will be remembered as a stored
game, and then step backward through this game to take the moves back.
Note that you can also click on the clocks to set the opposite side to
move (adding a so-called `null move' to the game).
You can also tell the engine to exclude some moves from
analysis. (Engines that do not support the exclude-moves feature will
ignore this, however.) The general way to do this is to play the move
you want to exclude starting with a double click on the piece. When you
use drag-drop moving, the piece you grab with a double click will also
remain on its square, to show you that you are not really making the
move, but just forbid it from the current position. Playing a thus
excluded move a second time will include it again. Excluded moves will
be listed as text in a header line in the Engine Output window, and you
can also re-include them by right-clicking them there. This header line
will also contain the words 'best' and 'tail'; right-clicking those will
exclude the currently best move, or all moves not explicitly listed in
the header line. Once you leave the current position all memory of
excluded moves will be lost when you return there.
Selecting this menu item while already in `Analysis Mode' will
toggle the participation of the second engine in the analysis. The
output of this engine will then be shown in the lower pane of the Engine
Output window. The analysis function can also be used when observing
games on an ICS with an engine loaded (zippy mode); the engine then will
analyze the positions as they occur in the observed game.
- Analyze
Game
- This option subjects the currently loaded game to automatic analysis by
the loaded engine. The `Ctrl-G' key is a keyboard equivalent. XBoard will
start auto-playing the game from the currently displayed position, while
the engine is analyzing the current position. The game will be annotated
with the results of these analyses. In particlar, the score and depth will
be added as a comment, and the PV will be added as a variation.
Normally the analysis would stop after reaching the end of the
game. But when a game is loaded from a multi-game file while `Analyze
Game' was already switched on, the analysis will continue with the next
game in the file until the end of the file is reached (or you switch to
another mode).
The time the engine spends on analyzing each move can be
controlled through the command-line option `-timeDelay', which can also
be set from the `Load Game Options' menu dialog. Note: Some chess
engines do not support Analysis mode.
- Edit Game
- Duplicate of the item in the Edit menu. Note that `Edit Game' is the idle
mode of XBoard, and can be used to get you out of other modes. E.g. to
stop analyzing, stop a game between two engines or stop editing a
position.
- Edit
Position
- Duplicate of the item in the Edit menu.
- Training
- Training mode lets you interactively guess the moves of a game for one of
the players. You guess the next move of the game by playing the move on
the board. If the move played matches the next move of the game, the move
is accepted and the opponent's response is auto-played. If the move played
is incorrect, an error message is displayed. You can select this mode only
while loading a game (that is, after selecting `Load Game' from the File
menu). While XBoard is in `Training' mode, the navigation buttons are
disabled.
- ICS Client
- This is the normal mode when XBoard is connected to a chess server. If you
have moved into Edit Game or Edit Position mode, you can select this
option to get out.
To use xboard in ICS mode, run it in the foreground with the
-ics option, and use the terminal you started it from to type commands
and receive text responses from the chess server. See Chess
Servers below for more information.
XBoard activates some special position/game editing features
when you use the `examine' or `bsetup' commands on ICS and you have `ICS
Client' selected on the Mode menu. First, you can issue the ICS
position-editing commands with the mouse. Move pieces by dragging with
mouse button 1. To drop a new piece on a square, press mouse button 2 or
3 over the square. This brings up a menu of white pieces (button 2) or
black pieces (button 3). Additional menu choices let you empty the
square or clear the board. Click on the White or Black clock to set the
side to play. You cannot set the side to play or drag pieces to
arbitrary squares while examining on ICC, but you can do so in `bsetup'
mode on FICS. In addition, the menu commands `Forward', `Backward',
`Pause', and `Stop Examining' have special functions in this mode; see
below.
- Machine
Match
- Starts a match between two chess programs, with a number of games and
other parameters set through the `Tournament Options' menu dialog. When a
match is already running, selecting this item will make XBoard drop out of
match mode after the current game finishes.
- Pause
- Pauses updates to the board, and if you are playing against a chess
engine, also pauses your clock. To continue, select `Pause' again, and the
display will automatically update to the latest position. The `P' button
and keyboard `Pause' key are equivalents.
If you select Pause when you are playing against a chess
engine and it is not your move, the chess engine's clock will continue
to run and it will eventually make a move, at which point both clocks
will stop. Since board updates are paused, however, you will not see the
move until you exit from Pause mode (or select Forward). This behavior
is meant to simulate adjournment with a sealed move.
If you select Pause while you are observing or examining a
game on a chess server, you can step backward and forward in the current
history of the examined game without affecting the other observers and
examiners, and without having your display jump forward to the latest
position each time a move is made. Select Pause again to reconnect
yourself to the current state of the game on ICS.
If you select `Pause' while you are loading a game, the game
stops loading. You can load more moves manually by selecting `Forward',
or resume automatic loading by selecting `Pause' again.
- Accept
- Accepts a pending match offer. The `F3' key is a keyboard equivalent. If
there is more than one offer pending, you will have to type in a more
specific command instead of using this menu choice.
- Decline
- Declines a pending offer (match, draw, adjourn, etc.). The `F4' key is a
keyboard equivalent. If there is more than one offer pending, you will
have to type in a more specific command instead of using this menu
choice.
- Call Flag
- Calls your opponent's flag, claiming a win on time, or claiming a draw if
you are both out of time. The `F5' key is a keyboard equivalent. You can
also call your opponent's flag by clicking on his clock.
- Draw
- Offers a draw to your opponent, accepts a pending draw offer from your
opponent, or claims a draw by repetition or the 50-move rule, as
appropriate. The `F6' key is a keyboard equivalent.
- Adjourn
- Asks your opponent to agree to adjourning the current game, or agrees to a
pending adjournment offer from your opponent. The `F7' key is a keyboard
equivalent.
- Abort
- Asks your opponent to agree to aborting the current game, or agrees to a
pending abort offer from your opponent. The `F8' key is a keyboard
equivalent. An aborted game ends immediately without affecting either
player's rating.
- Resign
- Resigns the game to your opponent. The `F9' key is a keyboard
equivalent.
- Stop Observing
- Ends your participation in observing a game, by issuing the ICS observe
command with no arguments. ICS mode only. The `F10' key is a keyboard
equivalent.
- Stop
Examining
- Ends your participation in examining a game, by issuing the ICS unexamine
command. ICS mode only. The `F11' key is a keyboard equivalent.
- Upload to
Examine
- Create an examined game of the proper variant on the ICS, and send the
game there that is currenty loaded in XBoard (e.g. through pasting or
loading from file). You must be connected to an ICS for this to work.
- Adjudicate to
White
- Adjudicate
to Black
- Adjudicate
Draw
- Terminate an ongoing game in Two-Machines mode (including match mode),
with as result a win for white, for black, or a draw, respectively. The
PGN file of the game will accompany the result string by the comment
"user adjudication".
- Edit Engine
List
- Opens a window that shows the list of engines registered for use by
XBoard, together with the options that would be used with them when you
would select them from the `Load Engine' dialogs. You can then edit this
list, e.g. for re-ordering the engines, or adding uncommon options needed
by this engine (e.g. to cure non-compliant behavior).
By editing you can also organize the engines into collapsible
groups. By sandwiching a number of engine lines between lines "#
NAME" and "# end", the thus enclosed engines will not
initially appear in engine listboxes of other dialogs, but only the
single line "# NAME" (where NAME can be an arbitrary text)
will appear in their place. Selecting that line will then show the
enclosed engines in the listbox, which recursively can contain other
groups. The line with the group name will still present as a header, and
selecting that line will collapse the group again, and makes the listbox
go back to displaying the surrounding group.
- Load New 1st
Engine
- Load New 2nd
Engine
- Pops up a dialog where you can select or specify an engine to be loaded.
You can even replace engines during a game, without disturbing that game.
(Beware that after loading an engine, XBoard will always be in Edit Game
mode, so you will have to tell the new engine what to do before it does
anything!)
- Select engine from
list
- The listbox shows the engines registered for use with XBoard before. (This
means XBoard has information on the engine type, whether it plays book
etc. in the engine list stored in its settings file.) Double-clicking an
engine here will load it and close the dialog. The list can also contain
groups, indicated by a starting '#' sign. Double-clicking such a group
will 'open' it, and show the group contents in the listbox instead of the
total list, with the group name as header. Double-clicking the header will
'close' the group again.
- Nickname
- Use nickname in PGN
player tags of engine-engine games
- When a `Nickname' is specified, the engine will appear under this name in
the `Select Engine' listbox. Otherwise the name there will be a tidied
version of the engine command. The user can specify if the nickname is
also to be used in PGN tags; normally the name engines report theselves
would be used there.
- Engine
Command
- The command needed to start the engine from the command line. For
compliantly installed engine this is usually just a single word, the name
of the engine package (e.g. 'crafty' or 'stockfish'). Some engines need
additional parameters on the command line. For engines that are not in a
place where the system would expect them a full pathname can be specified,
and usually the browse button for this oprion is the easiest way to obtain
that.
- Engine
Directory
- Compliant engines could run from any directory, and by default this option
is proposed as '.', the current directory. If a (path)name is specified
here, XBoard will start the engine in that directory. If you make the
field empty, it will try to derive the directory from the engine command
(if that was a path name).
- UCI
- When the `UCI' checkbox is ticked XBoard will assume the engine is of UCI
type, and will invoke the corresponding adapter (as specified in the
`adapterCommand' option stored in its settings file)to use it. By default
this adapter is Polyglot, which must be installed from a separate
package!
- USI/UCCI
- Ticking this checkbox informs XBoard that the engine is of USI or UCCI
type (as Shogi or Xiangqi engines often are). This makes XBoard invoke an
adapter to run the engines, as specified by the `uxiAdapter' option stored
in its settings file. The UCI2WB program is an adapter that can handle
both these engine types, as well as UCI.
- WB protocol v1
- Ticking this checkbox informs XBoard the engine is using an old version
(1) of the communication protocol, so that it won't respond to a request
to interrogate its properties. XBoard then won't even try that, saving you
a wait of several seconds each time the engine is started. Do not use this
on state-of-the-art engines, as it would prevent XBoard from interrogating
its capabilities, so that many of its features might not work!
- Must not use GUI
book
- By default XBoard assumes engines are responsible for their own opening
book, but unticking this option makes XBoard consult its own book (as per
`Opening-Book Filename') on behalf of the engine.
- Add this engine to the
list
- By default XBoard would add the engine you specified, with all the given
options to its list of registered engines (kept in its settings file),
when you press 'OK'. Next time you could then simply select it from the
listbox, or use the command "xboard -fe NICKNAME" to start
XBoard with the engine and accompanying options. New engines are always
added at the end of the existing list, or, when you have opened a group in
the `Select Engine' listbox, at the end of that group. But can be
re-ordered later with the aid of the `Edit Engine List' menu item. When
you untick this checkbox before pressing 'OK' the engine will be loaded,
but will not be added to the engine list.
- Force current variant
with this engine
- Ticking this option will make XBoard automatically start the engine in the
current variant, even when XBoard was set for a different variant when you
loaded the engine. Useful when the engine plays multiple variants, and you
specifically want to play one different from its primary one.
- Engine #1
Settings
- Engine #2
Settings
- Pop up a menu dialog to alter the settings specific to the applicable
engine. For each parameter the engine allows to be set, a control element
will appear in this dialog that can be used to alter the value. Depending
on the type of parameter (text string, number, multiple choice, on/off
switch, instantaneous signal) the appropriate control will appear, with a
description next to it. XBoard has no idea what these values mean; it just
passes them on to the engine. How this dialog looks is completely
determined by the engine, and XBoard just passes it on to the user. Many
engines do not have any parameters that can be set by the user, and in
that case the dialog will be empty (except for the OK and cancel buttons).
UCI engines usually have many parameters. (But these are only visible with
a sufficiently modern version of the Polyglot adapter needed to run UCI
engines, e.g. Polyglot 2.0.1.) For native XBoard engines this is less
common.
- Common
Settings
- Pops up a menu dialog where you can set some engine parameters common to
most engines, such as hash-table size, tablebase cache size, maximum
number of processors that SMP engines can use. The shifted `Alt+U' key is
a keyboard equivalent. Older XBoard/WinBoard engines might not respond to
these settings, but UCI engines always should.
- Maximum Number of
CPUs per Engine
- Specifies the number of search threads any engine can maximally use. Do
not set it to a number larger than the number of cores your computer has.
(Or half of it when you want two engines to run simultaneously, as in a
Two-Machines game with `Ponder Next Move' on.)
- Polyglot
Directory
- Hash-Table
Size
- Specifies the maximum amount of memory (RAM) each engine is allowed to use
for storing info on positions it already searched, so it would not have to
search them again. Do not set it so that it is more than half (or if you
use two engines, more than a quarter) of the memory your computer has, or
it would slow the engines down by an extreme amount.
- EGTB Path
- Sets the value of the `egtFormats' option, which specifies where on your
computer the files for End-Game Tables are stored. It must be a
comma-separated list of path names, the path for each EGT flavor prefixed
with the name of the latter and a colon. E.g.
"nalimov:/home/egt/dtm,syzygy:/home/egt/dtz50". The path names
after the colon will be sent to the engines that say they can use the
corresponding EGT flavor.
- EGTB Cache
Size
- Specifies the amount of memory the engine should use to buffer end-game
information. Together with the `Hash-Table Size' this determines how much
memory the engine is allowed to use in total.
- Use GUI Book
- Opening-Book
Filename
- The `Opening-Book Filename' specifies an opening book in Polyglot format
(usually a .bin file), from which XBoard can play moves on behalf of the
engine. This is also the book file on which the `Edit Book' and `Save
Games as Book' menu items operate. A checkbox `Use GUI Book' can be used
to temporarily disable the book without losing the setting. (This does not
prevent editing or saving games on it!)
- Book Depth
- Book Variety
- The way moves are selected from the book can be controlled by two options.
`Book Depth' controls for how deep into the game the book will be
consulted (measured in full moves). `Book Variety' controls the likelihood
of playing weaker moves. When the variety is set to 50, moves will be
played with the probability specified in the book. When set to 0, only the
move(s) with the highest probability will be played. When set to 100, all
listed moves will be played with equal pobability. Other settings
interpolate between that.
- Engine #1 Has Own
Book
- Engine #2 Has Own
Book
- These checkboxes control on a per-engine basis whether XBoard will consult
the opening book for them. If ticked, XBoard will never play moves from
its GUI book, giving the engine the opportunity to use its own. These
options are automatically set whenever you load an engine, based on the
setting of `Must not use GUI book' when you installed that through the
`Load Engine' menu dialog.
- Hint
- Displays a move hint from the chess engine.
- Book
- Displays a list of possible moves from the chess engine's opening book.
The exact format depends on what chess engine you are using. With GNU
Chess 4, the first column gives moves, the second column gives one
possible response for each move, and the third column shows the number of
lines in the book that include the move from the first column. If you
select this option and nothing happens, the chess engine is out of its
book or does not support this feature.
- Move Now
- Forces the chess engine to move immediately. Chess engine mode only. The
`Ctrl-M' key is a keyboard equivalent. Many engines won't respond to
this.
- Retract
Move
- Retracts your last move. In chess engine mode, you can do this only after
the chess engine has replied to your move; if the chess engine is still
thinking, use `Move Now' first. In ICS mode, `Retract Move' issues the
command `takeback 1' or `takeback 2' depending on whether it is your
opponent's move or yours. The `Ctrl-X' key is a keyboard equivalent.
- Recently Used
Engines
- At the bottom of the engine menu there can be a list of names of engines
that you recently loaded through the Load Engine menu dialog in previous
sessions. Clicking on such a name will load that engine as first engine,
so you won't have to search for it in your list of installed engines, if
that is very long. The maximum number of displayed engine names is set by
the `recentEngines' command-line option.
Ticking this menu item toggles all sounds XBoard can make on or
off, without losing their definitions.
The following items to set option values appear in the dialog
summoned by the general Options menu item.
- Absolute Analysis
Scores
- Controls if scores on the Engine Output window during analysis will be
printed from the white or the side-to-move point-of-view.
- Almost Always
Queen
- If this option is on, 7th-rank pawns automatically change into Queens when
you pick them up, and when you drag them to the promotion square and
release them there, they will promote to that. But when you drag such a
pawn backwards first, its identity will start to cycle through the other
available pieces. This will continue until you start to move it forward;
at which point the identity of the piece will be fixed, so that you can
safely put it down on the promotion square. If this option is off, what
happens depends on the option `alwaysPromoteToQueen', which would force
promotion to Queen when true. Otherwise XBoard would bring up a dialog box
whenever you move a pawn to the last rank, asking what piece you want to
promote to.
- Animate
Dragging
- If Animate Dragging is on, while you are dragging a piece with the mouse,
an image of the piece follows the mouse cursor. If Animate Dragging is
off, there is no visual feedback while you are dragging a piece, but if
Animate Moving is on, the move will be animated when it is complete.
- Animate
Moving
- If Animate Moving is on, all piece moves are animated. An image of the
piece is shown moving from the old square to the new square when the move
is completed (unless the move was already animated by Animate Dragging).
If Animate Moving is off, a moved piece instantly disappears from its old
square and reappears on its new square when the move is complete. The
shifted `Ctrl-A' key is a keyboard equivalent.
- Auto Flag
- If this option is on and one player runs out of time before the other,
XBoard will automatically call his flag, claiming a win on time. The
shifted `Ctrl-F' key is a keyboard equivalent. In ICS mode, Auto Flag will
only call your opponent's flag, not yours, and the ICS may award you a
draw instead of a win if you have insufficient mating material. In local
chess engine mode, XBoard may call either player's flag.
- Auto Flip
View
- If the Auto Flip View option is on when you start a game, the board will
be automatically oriented so that your pawns move from the bottom of the
window towards the top.
If you are playing a game on an ICS, the board is always
oriented at the start of the game so that your pawns move from the
bottom of the window towards the top. Otherwise, the starting
orientation is determined by the `flipView' command line option; if it
is false (the default), White's pawns move from bottom to top at the
start of each game; if it is true, Black's pawns move from bottom to
top. See User interface options.
- Blindfold
- If this option is on, XBoard displays the board as usual but does not
display pieces or move highlights. You can still move in the usual way
(with the mouse or by typing moves in ICS mode), even though the pieces
are invisible.
- Drop Menu
- Controls if right-clicking the board in crazyhouse / bughouse will pop up
a menu to drop a piece on the clicked square (old, deprecated behavior) or
allow you to step through an engine PV (new, recommended behavior).
- Enable Variation
Trees
- If this option is on, playing a move in Edit Game or Analyze mode while
keeping the Shift key pressed will start a new variation. You can then
recall the previous line through the `Revert' menu item. When off, playing
a move will truncate the game and append the move irreversibly.
- Controls the presence of column headers above the variations and
associated information printed by the engine, on which you can issue
button 3 clicks to open or close the columns. Available columns are search
depth, score, node count, time used, tablebase hits, search speed and
selective search depth.
- Hide Thinking
- If this option is off, the chess engine's notion of the score and best
line of play from the current position is displayed as it is thinking. The
score indicates how many pawns ahead (or if negative, behind) the chess
engine thinks it is. In matches between two machines, the score is
prefixed by `W' or `B' to indicate whether it is showing White's thinking
or Black's, and only the thinking of the engine that is on move is shown.
The shifted `Ctrl-H' key is a keyboard equivalent.
- Highlight
Last Move
- If Highlight Last Move is on, after a move is made, the starting and
ending squares remain highlighted. In addition, after you use Backward or
Back to Start, the starting and ending squares of the last move to be
unmade are highlighted.
- Highlight
with Arrow
- Causes the highlighting described in Highlight Last Move to be done by
drawing an arrow between the highlighted squares, so that it is visible
even when the width of the grid lines is set to zero.
- One-Click
Moving
- If this option is on, XBoard does not wait for you to click both the from-
and the to-square, or drag the piece, but performs a move as soon as it is
uniqely specified. This applies to clicking an own piece that only has a
single legal move, clicking an empty square or opponent piece where only
one of your pieces can move (or capture) to. Furthermore, a double-click
on a piece that can only make a single capture will cause that capture to
be made. Promoting a Pawn by clicking its to-square will suppress the
promotion popup or other methods for selecting an under-promotion, and
make it promote to Queen.
- Periodic
Updates
- If this option is off (or if you are using a chess engine that does not
support periodic updates), the analysis window will only be updated when
the analysis changes. If this option is on, the Analysis Window will be
updated every two seconds.
- Play Move(s) of Clicked PV
- If this option is on, right-clicking on the first move of a PV or on the
data fields left of it in the Engine Output window during Analyze mode
will cause the first move of that PV to be played. You could also play
more than one (or no) PV move by moving the mouse to engage in the PV walk
such a right-click will start, to seek out another position along the PV
where you want to continue the analysis, before releasing the mouse
button. Clicking on later moves of the PV only temporarily show the moves
for as long you keep the mouse button down, without adding them to the
game.
- Ponder Next
Move
- If this option is off, the chess engine will think only when it is on
move. If the option is on, the engine will also think while waiting for
you to make your move. The shifted `Ctrl-P' key is a keyboard
equivalent.
- If this option is on, when XBoard wants to display a message just before
exiting, it brings up a modal dialog box and waits for you to click OK
before exiting. If the option is off, XBoard prints the message to
standard error (the terminal) and exits immediately.
- If this option is off, when you make an error in moving (such as
attempting an illegal move or moving the wrong color piece), the error
message is displayed in the message area. If the option is on, move errors
are displayed in small pop-up windows like other errors. You can dismiss
an error pop-up either by clicking its OK button or by clicking anywhere
on the board, including down-clicking to start a move.
- Scores in Move
List
- If this option is on, XBoard will display the depth and score of engine
moves in the Move List, in the format of a PGN comment.
- Show
Coords
- If this option is on, XBoard displays algebraic coordinates along the
board's left and bottom edges.
- Show Target
Squares
- If this option is on, all squares a piece that is 'picked up' with the
mouse can legally move to are highighted with a fat colored dot in yellow
(non-captures) or red (captures). Special moves might have other colors
(e.g. magenta for promotion, cyan for a partial move). Legality testing
must be on for XBoard to know how the piece moves, but with legality
testing off some engines would offer this information.
- Sticky
Windows
- Controls whether the auxiliary windows such as Engine Output, Move History
and Evaluation Graph should keep touching XBoard's main window when you
move the latter.
- Test Legality
- If this option is on, XBoard tests whether the moves you try to make with
the mouse are legal and refuses to let you make an illegal move. The
shifted `Ctrl-L' key is a keyboard equivalent. Moves loaded from a file
with `Load Game' are also checked. If the option is off, all moves are
accepted, but if a local chess engine or the ICS is active, they will
still reject illegal moves. Turning off this option is useful if you are
playing a chess variant with rules that XBoard does not understand.
(Bughouse, suicide, and wild variants where the king may castle after
starting on the d file are generally supported with Test Legality
on.)
- Top-Level
Dialogs
- Controls whether the auxiliary windows will appear as icons in the task
bar and independently controllable, or whether they open and minimize all
together with the main window.
- Flash Moves
- Flash
Rate
- If this option is non-zero, whenever a move is completed, the moved piece
flashes the specified number of times. The flash-rate setting determines
how rapidly this flashing occurs.
- Animation
Speed
- Determines the duration (in msec) of an animation step, when `Animate
Moving' is swiched on.
- Zoom factor in Evaluation
Graph
- Sets the value of the `evalZoom' option, indicating the factor by which
the score interval (-1,1) should be blown up on the vertical axis of the
Evaluation Graph.
Pops up a sub-menu where you can set the time-control parameters
interactively. The shifted `Alt+T' key is a keyboard equivalent.
- classical
- Selects classical TC, where the game is devided into sessions of a certain
number of moves, and after each session the start time is again added to
the clocks.
- incremental
- Selects a TC mode where the game will start with a base time on the
clocks, and after every move an 'increment' will be added to it.
- fixed max
- Selects a TC mode where you have to make each move within a given time,
and any left-over time is not carried over to the next move.
- Divide entered times by
60
- To allow entering of sub-minute initial time or sub-second increment, you
can tick this checkbox. The initial time can then be entered in seconds,
and the increment in units of 1/60 second.
- Moves per
session
- Sets the duration of a session for classical time control.
- Initial
time
- Time initially on the clock in classical or incremental time controls. In
classical time controls this time will also be added to the clock at the
start of ach new session.
- Increment or
max
- Time to be added to the clock after every move in incremental TC mode.
Fore 'fixed maximum' TC mode, the clock will be set to this time before
every move, irrespective of how much was left on that clock.
- Time-Odds
factors
- When these options are set to 1 the clocks of the players will be set
according to the other specified TC parameters. Players can be given
unequal times by specifying a time-odds factor for one of them (or a
different factor for both of them). Any time received by that player will
then be divided by that factor.
Pops up a sub-menu where you can enable or disable various
adjudications that XBoard can perform in engine-engine games. The shifted
`Alt+J' key is a keyboard equivalent.
- Detect all
Mates
- When this option is set XBoard will terminate the game on checkmate or
stalemate, even if the engines would not do so. Only works when `Test
Legality' is on.
- Verify Engine Result
Claims
- When this option is set XBoard will verify engine result claims,
(forfeiting engines that make false claims), rather than naively beleiving
the engine. Only works when `Test Legality' is on.
- Draw if Insufficient Mating Material
- When this option is set XBoard will terminate games with a draw result
when so little material is left that checkmate is not longer possible. In
normal Chess this applies to KK, KNK, KBK and some positions with multiple
Bishops all on the same square shade. Only works when `Test Legality' is
on.
- Adjudicate
Trivial Draws
- When this option is set XBoard will terminate games with a draw result in
positions that could only be won against an idiot. In normal Chess this
applies to KNNK, KRKR, KBKN, KNKN, and KBKB with Bishops on different
square shades. KQKQ will also be adjudicated a draw (possibly unjustly
so). Only works when `Test Legality' is on.
- N-Move
Rule
- When this option is set to a value differnt from zero XBoard will
terminate games with a draw result after the specified number of
reversible moves (i.e. without captures or pawn pushes) is made.
- N-fold
Repeats
- When this option is set to a value larger than 1, XBoard will terminate
games with a draw result when the same position has occurred the specified
number of times.
- Draw after N Moves Total
- When this option is set to a value different from zero, XBoard will
terminate games with a draw result after that many moves have been played.
Useful in automated engine-engine matches, to prevent one game between
stubborn engines will soak up all your computer time.
- Win / Loss
Threshold
- When this option is set to a value different from zero, XBoard will
terminate games as a win when both engines agree the score is above the
specified value (interpreted as centi-Pawn) for three successive
moves.
- Negate Score of Engine
#1
- Negate Score of
Engine #2
- These options should be used with engines that report scores from the
white point of view, rather than the side-to-move POV as XBoard would
otherwise assume when adjudicating games based on the engine score. When
the engine is installed with the extra option `firstScoreIsAbs' true in
the engine list the option would be automatically set when the engine is
loaded throuhgh the Engine menu, or with the `fe' or `se' command-line
option.
Pops up a menu dialog where options can be set that affect playing
against an Internet Chess Server.
- Auto-Kibitz
- Setting this option when playing with or aginst a chess program on an ICS
will cause the last line of thinking output of the engine before its move
to be sent to the ICS in a kibitz command. In addition, any kibitz message
received through the ICS from an opponent chess program will be diverted
to the engine-output window, (and suppressed in the console), where you
can play through its PV by right-clicking it.
- If this option is on, any remarks made on ICS while you are observing or
playing a game are recorded as a comment on the current move. This
includes remarks made with the ICS commands `say', `tell', `whisper', and
`kibitz'. Limitation: remarks that you type yourself are not recognized;
XBoard scans only the output from ICS, not the input you type to it.
- Auto-Observe
- If this option is on and you add a player to your `gnotify' list on ICS,
XBoard will automatically observe all of that player's games, unless you
are doing something else (such as observing or playing a game of your own)
when one starts. The games are displayed from the point of view of the
player on your gnotify list; that is, his pawns move from the bottom of
the window towards the top. Exceptions: If both players in a game are on
your gnotify list, if your ICS `highlight' variable is set to 0, or if the
ICS you are using does not properly support observing from Black's point
of view, you will see the game from White's point of view.
- Auto-Raise
Board
- If this option is on, whenever a new game begins, the chessboard window is
deiconized (if necessary) and raised to the top of the stack of
windows.
- Auto Save
- If this option is true, at the end of every game XBoard prompts you for a
file name and appends a record of the game to the file you specify.
Disabled if the `saveGameFile' command-line option is set, as in that case
all games are saved to the specified file. See Load and Save
options.
- Background
Observe while Playing
- Setting this option will make XBoard suppress display of any boards from
observed games while you are playing. Instead the last such board will be
remembered, and shown to you when you right-click the board. This allows
you to peek at your bughouse partner's game when you want, without
disturbing your own game too much.
- Dual Board for
Background-Observed Game
- Setting this option in combination with `Background Observe' will display
boards of observed games while you are playing on a second board next to
that of your own game.
- Get Move List
- If this option is on, whenever XBoard receives the first board of a new
ICS game (or a different game from the one it is currently displaying), it
retrieves the list of past moves from the ICS. You can then review the
moves with the `Forward' and `Backward' commands or save them with `Save
Game'. You might want to turn off this option if you are observing several
blitz games at once, to keep from wasting time and network bandwidth
fetching the move lists over and over. When you turn this option on from
the menu, XBoard immediately fetches the move list of the current game (if
any).
- Quiet Play
- If this option is on, XBoard will automatically issue an ICS `set shout 0'
command whenever you start a game and a `set shout 1' command whenever you
finish one. Thus, you will not be distracted by shouts from other ICS
users while playing.
- Seek Graph
- Setting this option will cause XBoard to display an graph of currently
active seek ads when you left-click the board while idle and logged on to
an ICS.
- Auto-Refresh
Seek Graph
- In combination with the `Seek Graph' option this will cause automatic
update of the seek graph while it is up. This only works on FICS and ICC,
and requires a lot of bandwidth on a busy server.
- Auto-InputBox
PopUp
- Controls whether the ICS Input Box will pop up automatically when you type
a printable character to the board window in ICS mode.
- Quit After
Game
- Controls whether XBoard will automatically disconnect from the ICS and
close when the game currently in progress finishes.
- Premove
- Premove for White
- Premove for Black
- First White
Move
- First Black
Move
- If the `Premove' option is on while playing a game on an ICS, you can
register your next planned move before it is your turn. Move the piece
with the mouse in the ordinary way, and the starting and ending squares
will be highlighted with a special color (red by default). When it is your
turn, if your registered move is legal, XBoard will send it to ICS
immediately; if not, it will be ignored and you can make a different move.
If you change your mind about your premove, either make a different move,
or double-click on any piece to cancel the move entirely.
You can also enter premoves for the first white and black
moves of the game.
- Alarm
- Alarm Time
- When this option is on, an alarm sound is played when your clock counts
down to the `Alarm Time' in an ICS game. (By default, the time is 5
seconds, but you can specify other values with the Alarm Time spin
control.) For games with time controls that include an increment, the
alarm will sound each time the clock counts down to the icsAlarmTime. By
default, the alarm sound is the terminal bell, but on some systems you can
change it to a sound file using the soundIcsAlarm option; see below.
- Colorize
Messages
- Ticking this options causes various types of ICS messages do be displayed
with different foreground or background colors in the console. The colors
can be individually selected for each type, through the accompanying text
edits.
- The string defines buttons for the `ICS text menu'. Each button definition
consists of two semi-colon-terminated pieces of text, the first giving the
label to be written on the button, the second the text that should be sent
to the ICS when that button is pressed. This second part (the 'message')
can contain linefeeds, so that you can send multiple ICS commands with one
button. Some message in the text, all starting with a $-sign, are treated
special. When the message contains '$input', it will not be sent directly
to the ICS, but will be put in the input field of the `ICS Chat/Console',
with the text cursor at the indicated place, so you can addsome text to
the message before sending it off. If such a message starts with '$add' it
will be placed behind any text that is already present in the input field,
otherwise this field will be cleared first. The word '$name' occurring in
the message will be replaced by the word that was clicked (through button
3) in the ICS Chat/Console. There are two special messages: '$chat' will
open a new chat with the clicked word in the chat-partner field, while
'$copy' will copy the text that is currently-selected in the ICS Console
to the clipboard. An example of a text menu as it might occur in your
settings file (where you could edit it):
-icsMenu {copy;$copy;
list players;who;
list games;games;
finger (player);finger $name;
bullet (player);match $name 1 1 r;
blitz (player);match $name 5 1 r;
rapid (player);match $name 30 0 r;
open chat (player);$chat;
tell (player);tell $name $input;
ask pieces;ptell Please give me a $input;
P;$add Pawn $input;
N;$add Knight $input;
B;$add Bishop $input;
R;$add Rook $input;
Q;$add Queen $input;
}
Summons a dialog where you can set options important for playing
automatic matches between two or more chess programs (e.g. by using the
`Machine Match' menu item in the `Mode' menu).
- Tournament
file
- To run a tournament, XBoard needs a file to record its progress, so it can
resume the tourney when it is interrupted. When you want to conduct
anything more complex than a simple two-player match with the currently
loaded engines, (i.e. when you select a list of participants), you must
not leave this field blank. When you enter the name of an existing
tournament file, XBoard will ignore all other input specified in the
dialog, and will take the corresponding info from that tournament file.
This resumes an interrupted tournament, or adds another XBoard agent
playing games for it to those that are already doing so. Specifying a
not-yet-existing file will cause XBoard to create it, according to the
tournament parameters specified in the rest of the dialog, before it
starts the tournament on ‘OK’. Provided that you specify
participants; without participants no tournament file will be made, but
other entered values (e.g. for the file with opening positions) will take
effect. Default: configured by the `defaultTourneyName' option.
- Sync after
round
- Sync after
cycle
- The sync options, when on, will cause WinBoard to refrain from starting
games of the next round or cycle before all games of the previous round or
cycle are finished. This guarantees correct ordering in the games file,
even when multiple XBoard instances are concurrently playing games for the
same tourney. Default: sync after cycle, but not after round.
- Select
Engine
- Tourney
participants
- From the Select Engine listbox you can pick an engine from your list of
engines registered in the settings file, to be added to the tournament.
The engines selected so far will be listed in the ‘Tourney
participants’ memo. The latter is a normal text edit, so you can
use normal text-editing functions to delete engines you selected
accidentally, or change their order. Typing names here yourself is not
recommended, because names that do not exactly match one of the names from
the selection listbox will lead to undefined behavior.
- Tourney
type
- Here you can specify the type of tournament you want. XBoard’s
intrinsic tournament manager support round-robins (type = 0), where each
participant plays every other participant, and (multi-)gauntlets, where
one (or a few) so-called ‘gauntlet engines’ play an
independent set of opponents. In the latter case, you specify the number
of gauntlet engines. E.g. if you specified 10 engines, and tourney type =
2, the first 2 engines each play the remaining 8. A value of -1 instructs
XBoard to play Swiss; for this to work an external pairing engine must be
specified through the `pairingEngine' option. Each Swiss round will be
considered a tourney cycle in that case. Default:0
- Number of tourney
cycles
- Default Number of
Games in Match
- You can specify tourneys where every two opponents play each other
multiple times. Such multiple games can be played in a row, as specified
by the ‘number of games per pairing’, or by repeating the
entire tournament schedule a number of times (specified by the
‘number of tourney cycles’). The total number of times two
engines meet will be the product of these two. Default is 1 cycle; the
number of games per pairing is the same as the default number of match
games, stored in your settings file through the `defaultMatchGames'
option.
- Pause between Match Games
- Time (in milliseconds) XBoard waits before starting a new game after a
previous match or tournament game finishes. Such a waiting period is
important for engines that do not support 'ping', as these sometimes still
produce a move long after the game finished because of the opponent
resigning, which would be mistaken for a move in the next game if that had
already started.
- Save Tourney Games
on
- File where the tournament games are saved (duplicate of the item in the
`Save Game Options').
- Game File with Opening
Lines
- File with Start
Positions
- Game
Number
- Position
Number
- Rewind Index after this
many Games
- These items optionally specify the file with move sequences or board
positions the tourney games should start from. The corresponding numbers
specify the number of the game or position in the file. Here a value -1
means automatic stepping through all games on the file, -2 automatic
stepping every two games. The Rewind-Index parameter causes a stepping
index to reset to one after reaching a specified value. A setting of -2
for the game number will also be effective in a tournament without
specifying a game file, but playing from the GUI book instead. In this
case the first (odd) games will randomly select from the book, but the
second (even) games will select the same moves from the book as the
previous game. (Note this leads to the same opening only if both engines
use the GUI book!) Default: No game or position file will be used. The
default index if such a file is used is 1.
- Disable own engine
books by default
- Setting this option reverses the default situation for use of the GUI
opening book in tournaments from what it normally is, namely not using it.
So unless the engine is installed with an option to explicitly specify it
should not use the GUI book (i.e. `-firstHasOwnBookUCI true'), it will be
made to use the GUI book.
- Replace
Engine
- Upgrade
Engine
- With these two buttons you can alter the participants of an already
running tournament. After opening the Match Options dialog on an XBoard
that is playing for the tourney, you will see all the tourney parameters
in the dialog fields. You can then replace the name of one engine by that
of another by editing the `participants' field. (But preserve the order of
the others!) Pressing the button after that will cause the substitution.
With the `Upgrade Engine' button the substitution will only affect future
games. With `Replace Engine' all games the substituted engine has already
played will be invalidated, and they will be replayed with the substitute
engine. In this latter case the engine must not be playing when you do
this, but otherwise there is no need to pause the tournament play for
making a substitution.
- Clone
Tourney
- Pressing this button after you have specified an existing tournament file
will copy the contents of the latter to the dialog, and then puts the
originally proposed name for the tourney file back. You can then run a
tourney with the same parameters (possibly after changing the proposed
name of the tourney file for the new tourney) by pressing 'OK'.
- Continue
Later
- Pressing the `Continue Later' button confirms the current value of all
items in the dialog and closes it, but will not automatically start the
tournament. This allows you to return to the dialog later without losing
the settings you already entered, to adjust paramenters through other menu
dialogs. (The `Common Engine Setting', `Time Control' and `General
Options' dialogs can be accessed without closing the `Tournament Options'
dialog through the respective buttons at the bottom of the latter.)
Summons a dialog where you can set options that control loading of
games.
- Auto-Display
Tags
- Setting this option causes a window to pop up on loading a game,
displaying the PGN Tags for that game.
- Auto-Display
Comment
- Setting this option causes a window to pop up whenever there is a comment
to (or variation on) the currently displayed move.
- Auto-Play speed
of loaded games
- This option sets the number of seconds between moves when a newly loaded
game is auto-playing. A decimal fraction on the number is understood.
Setting it to -1 disables auto-play, staying in the start position of the
game after the loading completes. Setting it to 0 will instantly move to
the final position of the game. The `Auto-Play speed' is also used to
determine the analysis time for each move during `Analyze Game'. Note that
auto-playing (including game analysis) can be stopped at any time through
the `P' button above the board.
- options to use in
game-viewer mode
- Specifies the options automatically set when XBoard is invoked with the
option `-viewer' on its command line, as will happen when it is started in
response to clicking a PGN game file. The default setting would start
XBoard without engine (due to the `-ncp' option), but if you want it to
automatically start with your favorite engine, and automatically start
analyzing, you could include the necessary options for that here (e.g.
`-fe <engine> -initialMode analysis').
- Thresholds for
position filtering in game list
- The following options can be set to limit the display of games in the
`Game List' window to a sub-set, meeting the specified criteria.
- Elo of strongest player at
least
- Elo of weakest player at
least
- Games with an Elo tag specifying a lower rating for the mentioned player
will not be diplayed in the `Game List'.
- No games before
year
- Games with a Date tag before the specified year will not be diplayed in
the `Game List'.
- Final nr of
pieces
- A single number or a range (like 8-10) can be entered here, and will cause
only games where the number of men in the final position is in the given
range will be diplayed in the `Game List'.
- Minimum nr
consecutive positions
- Specifies for how many consecutive positions the more fuzzy
position-matching criteria have to be satisfied in order to count as a
match.
- Search
mode
- find position
- XBoard can select games for display in the `Game List' based on whether
(in addition to the conditions on the PGN tags) they contain a position
that matches the position currently displayed on the board, by pressing
the `find position' or `narrow' buttons in the `Game List' window. The
`Search mode' setting determines what counts as match. You can search for
an exact match, a position that has all shown material in the same place,
but might contain additional material, a position that has all Pawns in
the same place, but can have the shown material anywhere, a position
that can have all shown material anywhere, or a position that has material
between certain limits anywhere. For the latter you have to place the
material that must minimally be present in the four lowest ranks of the
board, and optional additional material in the four highest ranks of the
board. You can request the optional material to be balanced, i.e. equal
for white and black.
- narrow
- The `narrow' button is similar in function to the `find position' button,
but only searches in the already selected games, rather than the complete
game file, and can thus be used to refine a search based on multiple
criteria.
- Also match reversed
colors
- Also match left-right
flipped position
- When looking for matching positions rather than by material, these
settings determine whether mirror images (in case of a vertical flip in
combination with color reversal) will be also considered a match. The
left-right flipping is only useful after all castling rights have expired
(or in Xiangqi).
Summons a dialog where you can specify whether XBoard should
automatically save files of games when they finish, and where and how to do
that.
- Auto-Save
Games
- When set XBoard will automatically save games on a file as they finish.
(Not when you abort them by pressing `New Game', though!) It will either
prompt you for a filename, or use the file specified by the `saveGameFile'
option.
- Own Games Only
- Setting this option will exclude games by others observed on an Internet
Chess Server from automatic saving.
- Save Games on
File
- Name of the file on which games should be saved automatically. Games are
always appended to the file, and will never overwrite anything.
- Save Final Position on
File
- When a name is defined, the final position of each game is appended to the
mentioned file.
- PGN Event Header
- Specifies the name of the event used in the PGN event tag of new games
that you create.
- Old Save Style
- Saves games in an obsolete and now long forgotten format, rather than as
PGN. Never use this for orthodox Chess!
- Include Number Tag in
tourney PGN
- When on this option will cause the non-standard 'Number' tag to be written
in any game saved in PGN format. It will contain the unique number of the
game in the tourney. (As opposed to the 'Round' tag, which can be shared
by many games.)
- Save Score/Depth Info
in PGN
- When on this option will cause the score and depth at which it was
calculated by an engine, and (when available) thinking time to be saved
with the move as a comment to the move, in the format {score/depth time}.
Here 'score'is in pawn units from the point of view of the player that
made the move, with two digits behind the decimal Pawn.
- Save Out-of-Book Info
in PGN
- When on this option causes the score of the first move the engine made
after coming out of book in an 'Annotator' PGN tag.
Pops up a dialog where you can select the PGN tags that should
appear on the lines in the `Game List', and their order.
Summons a dialog where you can specify the sounds that should
accompany various events that can occur in XBoard. Most events are only
relevant to ICS play, but the move sound is an important exception. For each
event listed in the dialog, you can select a standard sound from a menu.
- Sound
Program
- Specifies the command XBoard should invoke to play sounds. The specified
text will be suffixed by the name of the sound file, and then run as a
command.
- Sounds
Directory
- Specifies the directory where XBoard will look for files with the names of
the standard sounds.
- User WAV File
- When we type a filename here, it can be assigned to the events by
selecting `Above WAV File' from the drop downs.
- Try-Out
Sound
- Play
- The 'event' triggering the Try-Out sound is pressing of the `Play' button
behind it. This allows you to judge the sounds.
Selecting this menu item causes the current XBoard settings to be
written to the settings file, (.xboardrc in your home directory), so they
will also apply in future sessions. Note that some settings are 'volatile',
and are not saved, because XBoard considers it too unlikely that you want
those to apply next time. In particular this applies to the Chess program,
and all options giving information on those Chess programs (such as their
directory, if they have their own opening book, if they are UCI or native
XBoard), or the variant you are playing. Such options would still be
understood when they appear in the settings file in case they were put there
with the aid of a text editor, but they would disappear from the file as
soon as you save the settings.
Note that XBoard no longer pays attention to options values
specified in the .Xresources file. (Specifying key bindings there will still
work, though.) To alter the default of volatile options, you can use the
following method: Rename your ~/.xboardrc settings file (to ~/.yboardrc,
say), and create a new file ~/.xboardrc, which only contains the options
-settingsFile ~/.yboardrc
-saveSettingsFile ~/.yboardrc
This will cause your settings to be saved on ~/.yboardrc in the
future, so that ~/.xboardrc is no longer overwritten. You can then safely
specify volatile options in ~/.xboardrc, either before or after the
settingsFile options. Note that when you specify persistent options after
the settingsFile options in this ~/.xboardrc, you will essentially turn them
into volatile options with the specified value as default, because that
value will overrule the value loaded from the settings file (being read
later).
Setting this option has no immediate effect, but causes the
settings to be saved when you quit XBoard. What happens then is otherwise
identical to what happens when you use select "Save Settings Now",
see there.
- Info XBoard
- Displays the XBoard documentation in info format. For this feature to
work, you must have the GNU info program installed on your system, and the
file `xboard.info' must either be present in the current working
directory, or have been installed by the `make install' command when you
built XBoard.
- Man XBoard
- Displays the XBoard documentation in man page format. The `F1' key is a
keyboard equivalent. For this feature to work, the file `xboard.6' must
have been installed by the `make install' command when you built XBoard,
and the directory it was placed in must be on the search path for your
system's `man' command.
- About XBoard
- Shows the current XBoard version number.
- Show Last
Move
- By hitting `Enter' the last move will be re-animated.
- Load Next
Game
- Loads the next game from the last game record file you loaded. The
`Alt+PgDn' key triggers this action.
- Load Previous
Game
- Loads the previous game from the last game record file you loaded. The
`Alt+PgUp' key triggers this action. Not available if the last game was
loaded from a pipe.
- Reload Same
Game
- Reloads the last game you loaded. Not available if the last game was
loaded from a pipe. Currently no keystroke is assigned to this
ReloadGameProc.
- Reload Same
Position
- Reloads the last position you loaded. Not available if the last position
was loaded from a pipe. Currently no keystroke is assigned to this
ReloadPositionProc.
In the Xaw build of XBoard you can add or remove shortcut keys
using the X resources `paneA.translations'. Here is an example of what could
go into your `.Xdefaults' file:
XBoard*paneA.translations: \
Shift<Key>?: MenuItem(Help.About) \n\
Ctrl<Key>y: MenuItem(Action.Accept) \n\
Ctrl<Key>n: MenuItem(Action.Decline) \n\
Ctrl<Key>i: MenuItem(Nothing)
So the key should always be bound to the action 'MenuItem', with
the (hierarchical) name of the menu item as argument. There are a few
actions available for which no menu item exists: Binding a key to `Nothing'
makes it do nothing, thus removing it as a shortcut key. Other such
functions that can be bound to keys are:
AboutGame, DebugProc (switches the -debug option on or off),
LoadNextGame, LoadPrevGame, ReloadGame, ReloadPosition.
This section documents the command-line options to XBoard. You can
set these options in two ways: by typing them on the shell command line you
use to start XBoard, or by editing the settings file (usually ~/.xboardrc)
to alter the value of the setting that was saved there. Some of the options
cannot be changed while XBoard is running; others set the initial state of
items that can be changed with the Options menu.
Most of the options have both a long name and a short name. To
turn a boolean option on or off from the command line, either give its long
name followed by the value true or false (`-longOptionName true'), or give
just the short name to turn the option on (`-opt'), or the short name
preceded by `x' to turn the option off (`-xopt'). For options that take
strings or numbers as values, you can use the long or short option names
interchangeably.
- -tc or -timeControl
minutes[:seconds]
- Each player begins with his clock set to the `timeControl' period.
Default: 5 minutes. The additional options `movesPerSession' and
`timeIncrement' are mutually exclusive.
- -mps or -movesPerSession
moves
- When both players have made `movesPerSession' moves, a new `timeControl'
period is added to both clocks. Default: 40 moves.
- -inc or -timeIncrement
seconds
- If this option is specified, `movesPerSession' is ignored. Instead, after
each player's move, `timeIncrement' seconds are added to his clock. Use
`-inc 0' if you want to require the entire game to be played in one
`timeControl' period, with no increment. Default: -1, which specifies
`movesPerSession' mode.
- -clock/-xclock
or -clockMode true/false
- Determines whether or not to display the chess clocks. If clockMode is
false, the clocks are not shown, but the side that is to play next is
still highlighted. Also, unless `searchTime' is set, the chess engine
still keeps track of the clock time and uses it to determine how fast to
make its moves.
- -shoMoveTime
true/false
- When this option is set the time that has been thought about the current
move will be displayed behind the remaining time in parentheses (in
seconds). Default: false.
- -st or -searchTime
minutes[:seconds]
- Tells the chess engine to spend at most the given amount of time searching
for each of its moves. Without this option, the chess engine chooses its
search time based on the number of moves and amount of time remaining
until the next time control. Setting this option also sets clockMode to
false.
- -depth or -searchDepth
number
- Tells the chess engine to look ahead at most the given number of moves
when searching for a move to make. Without this option, the chess engine
chooses its search depth based on the number of moves and amount of time
remaining until the next time control. With the option, the engine will
cut off its search early if it reaches the specified depth.
- -firstNPS
number
- -secondNPS
number
- Tells the chess engine to use an internal time standard based on its node
count, rather then wall-clock time, to make its timing decisions. The time
in virtual seconds should be obtained by dividing the node count through
the given number, like the number was a rate in nodes per second. Xboard
will manage the clocks in accordance with this, relying on the number of
nodes reported by the engine in its thinking output. If the given number
equals zero, it can obviously not be used to convert nodes to seconds, and
the time reported by the engine is used to decrement the XBoard clock in
stead. The engine is supposed to report in CPU time it uses, rather than
wall-clock time, in this mode. This option can provide fairer conditions
for engine-engine matches on heavily loaded machines, or with very fast
games (where the wall clock is too inaccurate). `showThinking' must be on
for this option to work. Default: -1 (off). Not many engines might support
this yet!
- -firstTimeOdds
factor
- -secondTimeOdds
factor
- Reduces the time given to the mentioned engine by the given factor. If
pondering is off, the effect is indistinguishable from what would happen
if the engine was running on an n-times slower machine. Default: 1.
- -timeOddsMode
mode
- This option determines how the case is handled where both engines have a
time-odds handicap. If mode=1, the engine that gets the most time will
always get the nominal time, as specified by the time-control options, and
its opponent's time is renormalized accordingly. If mode=0, both play with
reduced time. Default: 0.
- -hideThinkingFromHuman
true/false
- Controls the Hide Thinking option. See Options Menu. Default: true.
(Replaces the Show-Thinking option of older xboard versions.)
- -thinking/-xthinking
or -showThinking true/false
- Forces the engine to send thinking output to xboard. Used to be the only
way to control if thinking output was displayed in older xboard versions,
but as the thinking output in xboard 4.3 is also used for several other
purposes (adjudication, storing in PGN file) the display of it is now
controlled by the new option Hide Thinking. See Options Menu.
Default: false. (But if xboard needs the thinking output for some purpose,
it makes the engine send it despite the setting of this option.)
- -ponder/-xponder
or -ponderNextMove true/false
- Sets the Ponder Next Move menu option. See Options Menu. Default:
true.
- -smpCores
number
- Specifies the maximum number of CPUs an SMP engine is allowed to use. Only
works for engines that support the XBoard/WinBoard-protocol cores
feature.
- -mg or -matchGames
n
- Automatically runs an n-game match between two chess engines, with
alternating colors. If the `loadGameFile' or `loadPositionFile' option is
set, XBoard starts each game with the given opening moves or the given
position; otherwise, the games start with the standard initial chess
position. If the `saveGameFile' option is set, a move record for the match
is appended to the specified file. If the `savePositionFile' option is
set, the final position reached in each game of the match is appended to
the specified file. When the match is over, XBoard displays the match
score and exits. Default: 0 (do not run a match).
- -mm/-xmm or
-matchMode true/false
- Setting `matchMode' to true is equivalent to setting `matchGames' to
1.
- -sameColorGames
n
- Automatically runs an n-game match between two chess engines, without
alternating colors. Otherwise the same applies as for the `-matchGames'
option, over which it takes precedence if both are specified. (See there.)
Default: 0 (do not run a match).
- -epd
- This option puts XBoard in a special mode for solving EPD test-suites, for
the entire duration of the session. In this mode games are aborted after a
single move, and that move will be compared with the best-move or
avoid-move from the EPD position description from which the 'game' was
started. Playing a best move counts as a win, playing an avoid move as a
loss, and playing any other move counts as a draw. This option should be
used in combination with match mode, and an EPD file of starting positions
with an auto-incrementing index. Color assignment will be such that the
first engine plays all moves, and the second engine will be never
involved. The results for individual positions, as well as the time used
for solving them, will be reported in the lower pane of the Engine Output
window.
- -fcp or -firstChessProgram
program
- -scp or -secondChessProgram
program
- Name of first and second chess engine, respectively. A second chess engine
is started only in Two Machines (match) mode, or in Analyze mode with two
engines. The second engine is by default the same as the first. Default
for the first engine: `fairymax'.
- -fe or -firstEngine
nickname
- -se or -secondEngine
nickname
- This is an alternative to the `fcp' and `scp' options for specifying the
first and second engine, for engines that were already registered (using
the `Load Engine' dialog) in XBoard's settings file. It will not only
retrieve the real name of the engine, but also all options configured with
it. (E.g. if it is UCI, whether it should use book.)
- -fb/-xfb or
-firstPlaysBlack true/false
- In games between two chess engines, firstChessProgram normally plays
white. If this option is true, firstChessProgram plays black. In a
multi-game match, this option affects the colors only for the first game;
they still alternate in subsequent games.
- -fh or -firstHost
host
- -sh or -secondHost
host
- Hosts on which the chess engines are to run. The default for each is
`localhost'. If you specify another host, XBoard uses `rsh' to run the
chess engine there. (You can substitute a different remote shell program
for rsh using the `remoteShell' option described below.)
- -fd or -firstDirectory
dir
- -sd or -secondDirectory
dir
- Working directories in which the chess engines are to be run. The default
is "", which means to run the chess engine in the same working
directory as XBoard itself. (See the CHESSDIR environment variable.) This
option is effective only when the chess engine is being run on the local
host; it does not work if the engine is run remotely using the -fh or -sh
option.
- -initString
string or -firstInitString
- -secondInitString
string
- The string that is sent to initialize each chess engine for a new game.
Default:
new
random
Setting this option from the command line is tricky, because
you must type in real newline characters, including one at the very end.
In most shells you can do this by entering a `\' character followed by a
newline. Using the character sequence `\n' in the string should work
too, though.
If you change this option, don't remove the `new' command; it
is required by all chess engines to start a new game.
You can remove the `random' command if you like; including it
causes GNU Chess 4 to randomize its move selection slightly so that it
doesn't play the same moves in every game. Even without `random', GNU
Chess 4 randomizes its choice of moves from its opening book. Many other
chess engines ignore this command entirely and always (or never)
randomize.
You can also try adding other commands to the initString; see
the documentation of the chess engine you are using for details.
- -firstComputerString
string
- -secondComputerString
string
- The string that is sent to the chess engine if its opponent is another
computer chess engine. The default is `computer\n'. Probably the only
useful alternative is the empty string (`'), which keeps the engine from
knowing that it is playing another computer.
- -reuse/-xreuse
or -reuseFirst true/false
- -reuse2/-xreuse2
or -reuseSecond true/false
- If the option is false, XBoard kills off the chess engine after every game
and starts it again for the next game. If the option is true (the
default), XBoard starts the chess engine only once and uses it repeatedly
to play multiple games. Some old chess engines may not work properly when
reuse is turned on, but otherwise games will start faster if it is left
on.
- -firstProtocolVersion
version-number
- -secondProtocolVersion
version-number
- This option specifies which version of the chess engine communication
protocol to use. By default, version-number is 2. In version 1, the
"protover" command is not sent to the engine; since version 1 is
a subset of version 2, nothing else changes. Other values for
version-number are not supported.
- -firstScoreAbs
true/false
- -secondScoreAbs
true/false
- If this option is set, the score reported by the engine is taken to be
that in favor of white, even when the engine plays black. Important when
XBoard uses the score for adjudications, or in PGN reporting.
- -niceEngines
priority
- This option allows you to lower the priority of the engine processes, so
that the generally insatiable hunger for CPU time of chess engines does
not interfere so much with smooth operation of XBoard (or the rest of your
system). Negative values could increase the engine priority, which is not
recommended.
- -firstOptions
string
- -secondOptions
string
- The given string is a comma-separated list of (option name=option value)
pairs, like the following example: "style=Karpov,blunder
rate=0". If an option announced by the engine at startup through the
feature commands of the XBoard/WinBoard protocol matches one of the option
names (i.e. "style" or "blunder rate"), it would be
set to the given value (i.e. "Karpov" or 0) through a
corresponding option command to the engine. This provided that the type of
the value (text or numeric) matches as well.
- -firstNeedsNoncompliantFEN
string
- -secondNeedsNoncompliantFEN
string
- The castling rights and e.p. fields of the FEN sent to the mentioned
engine with the setboard command will be replaced by the given string.
This can for instance be used to run engines that do not understand
Chess960 FENs in variant fischerandom, to make them at least understand
the opening position, through setting the string to "KQkq -".
(Note you also have to give the e.p. field!) Other possible applications
are to provide work-arounds for engines that want to see castling and e.p.
fields in variants that do not have castling or e.p. (shatranj, courier,
xiangqi, shogi) so that XBoard would normally omit them (string = "-
-"), or to add variant-specific fields that are not yet supported by
XBoard (e.g. to indicate the number of checks in 3check).
- -shuffleOpenings
- Forces shuffling of the opening setup in variants that normally have a
fixed initial position. Shufflings are symmetric for black and white, and
exempt King and Rooks in variants with normal castling. Remains in force
until a new variant is selected.
- -fischerCastling
- Specifies Fischer castling (as in Chess960) should be enabled in variants
that normally would not have it. Remains in force until a new variant is
selected.
- -fUCI or -firstIsUCI
true/false
- -sUCI or -secondIsUCI
true/false
- Indicates if the mentioned engine executable file is a UCI engine, and
should be run with the aid of the Polyglot adapter rather than directly.
Xboard will then pass the other UCI options and engine name to Polyglot on
its command line, according to the option `adapterCommand'.
- -fUCCI
- -sUCCI
- -fUSI
- -sUSI
- Options similar to `fUCI' and `sUCI', except that they use the indicated
engine with the protocol adapter specified in the `uxiAdapter' option.
This can then be configured for running a UCCI or USI adapter, as the need
arises.
- -adapterCommand
string
- The string contains the command that should be issued by XBoard to start
an engine that is accompanied by the `fUCI' option. Any identifier
following a percent sign in the command (e.g. %fcp) will be considered the
name of an XBoard option, and be replaced by the value of that option at
the time the engine is started. For starting the second engine, any
leading "f" or "first" in the option name will first
be replaced by "s" or "second", before finding its
value. Default: 'polyglot -noini -ec "%fcp" -ed
"%fd"'
- -uxiAdapter
string
- Similar to `adapterCommand', but used for engines accompanied by the
`fUCCI' or `fUSI' option, so you can configure XBoard to be ready to
handle more than one flavor of non-native protocols. Default:
""
- -polyglotDir
filename
- Gives the name of the directory in which the Polyglot adapter for UCI
engines resides. Default: "".
- -usePolyglotBook
true/false
- Specifies if the Polyglot book should be used as GUI book.
- -polyglotBook
filename
- Gives the filename of the opening book. The book is only used when the
`usePolyglotBook' option is set to true, and the option
`firstHasOwnBookUCI' or `secondHasOwnBookUCI' applying to the engine is
set to false. The engine will be kept in force mode as long as the current
position is in book, and XBoard will select the book moves for it.
Default: "".
- -fNoOwnBookUCI
or -firstXBook or -firstHasOwnBookUCI true/false
- -sNoOwnBookUCI
or -secondXBook or -secondHasOwnBookUCI true/false
- Indicates if the mentioned engine has its own opening book it should play
from, rather than using the external book through XBoard. Default: depends
on setting of the option `discourageOwnBooks'.
- -discourageOwnBooks
true/false
- When set, newly loaded engines will be assumed to use the GUI book, unless
they explicitly specify differently. Otherwise they will be assumed to not
use the GUI book, unless the specify differently (e.g. with `firstXBook').
Default: false.
- -bookDepth
n
- Limits the use of the GUI book to the first n moves of each side. Default:
12.
- -bookVariation
n
- A value n from 0 to 100 tunes the choice of moves from the GUI books from
totally random to best-only. Default: 50
- -mcBookMode
- When this volatile option is specified, the probing algorithm of the GUI
book is altered to always select the move that is most under-represented
based on its performance. When all moves are played in approximately the
right proportion, a book miss will be reported, to give the engine
opportunity to explore a new move. In addition score of the moves will be
kept track of during the session in a book buffer. By playing an match in
this mode, a book will be built from scratch. The only output are the
saved games, which can be converted to an actual book later, with the
`Save Games as Book' command. The latter command can also be used to
pre-fill the book buffer before adding new games based on the probing
algorithm.
- -fn string or -firstPgnName
string
- -sn string or -secondPgnName
string
- Indicates the name that should be used for the engine in PGN tags of
engine-engine games. Intended to allow you to install versions of the same
engine with different settings, and still distinguish them. Default:
"".
- -defaultHashSize
n
- Sets the size of the hash table to n MegaBytes. Together with the EGTB
cache size this number is also used to calculate the memory setting of
XBoard/WinBoard engines, for those that support the memory feature of the
XBoard/WinBoard protocol. Default: 64.
- -defaultCacheSizeEGTB
n
- Sets the size of the EGTB cache to n MegaBytes. Together with the
hash-table size this number is also used to calculate the memory setting
of XBoard/WinBoard engines, for those that support the memory feature of
the XBoard/WinBoard protocol. Default: 4.
- -defaultPathEGTB
filename
- Gives the name of the directory where the end-game tablebases are
installed, for UCI engines. Default:
"/usr/local/share/egtb".
- -egtFormats
string
- Specifies which end-game tables are installed on the computer, and where.
The argument is a comma-separated list of format specifications, each
specification consisting of a format name, a colon, and a directory path
name, e.g. "nalimov:/usr/local/share/egtb". If the name part
matches that of a format that the engine requests through a feature
command, xboard will relay the path name for this format to the engine
through an egtpath command. One egtpath command for each matching format
will be sent. Popular formats are "nalimov" and
"gaviota" DTM tablebases, syzygy DTZ tablebases and
"scorpio" bitbases. Default: "".
- -firstChessProgramNames={names}
- This option lets you customize the listbox with chess-engine names that
appears in the `Load Engine' and `Tournament Options' dialog. It consists
of a list of strings, one per line. When an engine is loaded, the
corresponding line is prefixed with "-fcp ", and processed like
it appeared on the command line. That means that apart from the engine
command, it can contain any number of XBoard options you want to use with
this engine. (Commonly used options here are -fd, -firstXBook, -fUCI,
-variant.)
The value of this option is gradually built as you load new
engines through the `Load Engine' menu dialog, with `Add to list'
ticked. To change it in other ways, (e.g. deleting engines), use the
menu item `Edit Engine List' in the `Engine' menu.
- -defaultMatchGames
n
- Sets the number of games that will be used for a match between two engines
started from the menu to n. Also used as games per pairing in other
tournament formats. Default: 10.
- -matchPause
n
- Specifies the duration of the pause between two games of a match or
tournament between engines as n milliseconds. Especially engines that do
not support ping need this option, to prevent that the move they are
thinking on when an opponent unexpectedly resigns will be counted for the
next game, (leading to illegal moves there). Default: 10000.
- -tf filename or -tourneyFile
filename
- Specifies the name of the tournament file used in match mode to conduct a
multi-player tournament. This file is a special settings file, which
stores the description of the tournament (including progress info),
through normal options (e.g. for time control, load and save files), and
through some special-purpose options listed below.
- -tt number or -tourneyType
number
- Specifies the type of tourney: 0 = round-robin, N>0 = (multi-)gauntlet
with N gauntlet engines, -1 = Swiss through external pairing engine.
Volatile option, but stored in tourney file.
- -cy number or -tourneyCycles
number
- Specifies the number of cycles in a tourney. Volatile option, but stored
in tourney file.
- -participants
list
- The list is a multi-line text string that specifies engines occurring in
the `firstChesProgramNames' list in the settings file by their (implied or
explicitly given) nicknames, one engine per line. The mentioned engines
will play in the tourney. Volatile option, but stored in tourney
file.
- -results
string
- The string of +=- characters lists the result of all played games in a
tourney. Games currently playing are listed as *, while a space indicates
a game that is not yet played. Volatile option, but stored in tourney
file.
- -defaultTourneyName
string
- Specifies the name of the tournament file XBoard should propose when the
`Match Options' dialog is opened. Any %y, %M, %d, %h, %m, %s in the string
are replaced by the current year, month, day of the month, hours, minutes,
seconds of the current time, respectively, as two-digit number. A %Y would
be replaced by the year as 4-digit number. Default: empty string.
- -pairingEngine
filename
- Specifies the external program to be used to pair the participants in
Swiss tourneys. XBoard communicates with this engine in the same way as it
communicates with Chess engines. The only commands sent to the pairing
engine are “results N string”, (where N is the number of
participants, and string the results so far in the format of the results
option), and “pairing N”, (where N is the number of the
tourney game). To the latter the pairing engine should answer with
“A-B”, where A and B are participant numbers (in the range
1-N). (There should be no reply to the results command.) Default: empty
string.
- -afterGame
string
- -afterTourney
string
- When non-empty, the given string will be executed as a system command
after each tournament game, or after the tourney completes, respectively.
This can be used, for example, to autmatically run a cross-table generator
on the PGN file where games are saved, to update the tourney standings.
Default: ""
- -syncAfterRound
true/false
- -syncAfterCycle
true/false
- Controls whether different instances of XBoard concurrently running the
same tournament will wait for each other. Defaults: sync after cycle, but
not after round.
- -seedBase
number
- Used to store the seed of the pseudo-random-number generator in the
tourneyFile, so that separate instances of XBoard working on the same
tourney can take coherent 'random' decisions, such as picking an opening
for a given game number.
- -ics/-xics or
-internetChessServerMode true/false
- Connect with an Internet Chess Server to play chess against its other
users, observe games they are playing, or review games that have recently
finished. Default: false.
- -icshost or
-internetChessServerHost host
- The Internet host name or address of the chess server to connect to when
in ICS mode. Default: `chessclub.com'. Another popular chess server to try
is `freechess.org'. If your site doesn't have a working Internet name
server, try specifying the host address in numeric form. You may also need
to specify the numeric address when using the icshelper option with
timestamp or timeseal (see below).
- -icsport or
-internetChessServerPort port-number
- The port number to use when connecting to a chess server in ICS mode.
Default: 5000.
- -icshelper or
-internetChessServerHelper prog-name
- An external helper program used to communicate with the chess server. You
would set it to "timestamp" for ICC (chessclub.com) or
"timeseal" for FICS (freechess.org), after obtaining the correct
version of timestamp or timeseal for your computer. See "help
timestamp" on ICC and "help timeseal" on FICS. This option
is shorthand for `-useTelnet -telnetProgram program'.
- -telnet/-xtelnet
or -useTelnet true/false
- This option is poorly named; it should be called useHelper. If set to
true, it instructs XBoard to run an external program to communicate with
the Internet Chess Server. The program to use is given by the
telnetProgram option. If the option is false (the default), XBoard opens a
TCP socket and uses its own internal implementation of the telnet protocol
to communicate with the ICS. See Firewalls.
- -telnetProgram
prog-name
- This option is poorly named; it should be called helperProgram. It gives
the name of the telnet program to be used with the `gateway' and
`useTelnet' options. The default is `telnet'. The telnet program is
invoked with the value of `internetChessServerHost' as its first argument
and the value of `internetChessServerPort' as its second argument. See
Firewalls.
- -gateway
host-name
- If this option is set to a host name, XBoard communicates with the
Internet Chess Server by using `rsh' to run the `telnetProgram' on the
given host, instead of using its own internal implementation of the telnet
protocol. You can substitute a different remote shell program for `rsh'
using the `remoteShell' option described below. See Firewalls.
- -internetChessServerCommPort
or -icscomm dev-name
- If this option is set, XBoard communicates with the ICS through the given
character I/O device instead of opening a TCP connection. Use this option
if your system does not have any kind of Internet connection itself (not
even a SLIP or PPP connection), but you do have dial-up access (or a
hardwired terminal line) to an Internet service provider from which you
can telnet to the ICS.
The support for this option in XBoard is minimal. You need to
set all communication parameters and tty modes before you enter
XBoard.
Use a script something like this:
stty raw -echo 9600 > /dev/tty00
xboard -ics -icscomm /dev/tty00
Here replace `/dev/tty00' with the name of the device that
your modem is connected to. You might have to add several more options
to these stty commands. See the man pages for `stty' and `tty' if you
run into problems. Also, on many systems stty works on its standard
input instead of standard output, so you have to use `<' instead of
`>'.
If you are using linux, try starting with the script below.
Change it as necessary for your installation.
#!/bin/sh -f
# configure modem and fire up XBoard
# configure modem
(
stty 2400 ; stty raw ; stty hupcl ; stty -clocal
stty ignbrk ; stty ignpar ; stty ixon ; stty ixoff
stty -iexten ; stty -echo
) < /dev/modem
xboard -ics -icscomm /dev/modem
After you start XBoard in this way, type whatever commands are
necessary to dial out to your Internet provider and log in. Then telnet
to ICS, using a command like `telnet chessclub.com 5000'. Important: See
the paragraph below about extra echoes, in Limitations.
- -icslogon or
-internetChessServerLogonScript file-name
- Whenever XBoard connects to the Internet Chess Server, if it finds a file
with the name given in this option, it feeds the file's contents to the
ICS as commands. The default file name is `.icsrc'. Usually the first two
lines of the file should be your ICS user name and password. The file can
be either in $CHESSDIR, in XBoard's working directory if CHESSDIR is not
set, or in your home directory.
- -msLoginDelay
delay
- If you experience trouble logging on to an ICS when using the `-icslogon'
option, inserting some delay between characters of the logon script may
help. This option adds `delay' milliseconds of delay between characters.
Good values to try are 100 and 250.
- -icsinput/-xicsinput
or -internetChessServerInputBox true/false
- Sets the ICS Input Box menu option. See Mode Menu. Default:
false.
- -autocomm/-xautocomm
or -autoComment true/false
- Sets the Auto Comment menu option. See Options Menu. Default:
false.
- -autoflag/-xautoflag
or -autoCallFlag true/false
- Sets the Auto Flag menu option. See Options Menu. Default:
false.
- -autobs/-xautobs
or -autoObserve true/false
- Sets the Auto Observe menu option. See Options Menu. Default:
false.
- -autoKibitz
- Enables kibitzing of the engines last thinking output (depth, score, time,
speed, PV) before it moved to the ICS, in zippy mode. The option
`showThinking' must be switched on for this option to work. Also diverts
similar kibitz information of an opponent engine that is playing you
through the ICS to the engine-output window, as if the engine was playing
locally.
- -seekGraph
true/false or -sg
- Enables displaying of the seek graph by left-clicking the board when you
are logged on to an ICS and currently idle. The seek graph show all
players currently seeking games on the ICS, plotted according to their
rating and the time control of the game they seek, in three different
colors (for rated, unrated and wild games). Computer ads are displayed as
squares, human ads are dots. Default: false.
- -autoRefresh
true/false
- Enables automatic updating of the seek graph, by having the ICS send a
running update of all newly placed and removed seek ads. This consumes a
substantial amount of communication bandwidth, and is only supported for
FICS and ICC. Default: false.
- -backgroundObserve
true/false
- When true, boards sent to you by the ICS from other games while you are
playing (e.g. because you are observing them) will not be automatically
displayed. Only a summary of time left and material of both players will
appear in the message field above the board. XBoard will remember the last
board it has received this way, and will display it instead of the
position in your own game when you press the right mouse button. No other
information is stored on such games observed in the background; you cannot
save such a game later, or step through its moves. This feature is
provided solely for the benefit of bughouse players, to enable them to
peek at their partner's game without the need to logon twice. Default:
false.
- -dualBoard
true/false
- In combination with -backgroundObserve true, this option will display the
board of the background game side by side with that of your own game, so
you can have it in view permanently. Any board or holdings info coming in
will be displayed on the secondary board immediately. This feature is
still experimental and largely unfinished. There is no animation or
highlighting of moves on the secondary board. Default: false.
- -disguisePromotedPieces
true/false
- When set promoted Pawns in crazyhouse/bughouse are displayed identical to
primordial pieces of the same type, rather than distinguishable. Default:
true.
- -moves/-xmoves
or -getMoveList true/false
- Sets the Get Move List menu option. See Options Menu. Default:
true.
- -alarm/-xalarm
or -icsAlarm true/false
- Sets the ICS Alarm menu option. See Options Menu. Default:
true.
- -icsAlarmTime
ms
- Sets the time in milliseconds for the ICS Alarm menu option. See
Options Menu. Default: 5000.
- lowTimeWarning
true/false
- Controls a color change of the board as a warning your time is running
out. See Options Menu. Default: false.
- -pre/-xpre or
-premove true/false
- Sets the Premove menu option. See Options Menu. Default: true.
- -prewhite/-xprewhite
or -premoveWhite
- -preblack/-xpreblack
or -premoveBlack
- -premoveWhiteText
string
- -premoveBlackText
string
- Set the menu options for specifying the first move for either color. See
Options Menu. Defaults: false and empty strings, so no
pre-moves.
- -quiet/-xquiet
or -quietPlay true/false
- Sets the Quiet Play menu option. See Options Menu. Default:
false.
- -colorizeMessages
or -colorize/-xcolorize
- Setting colorizeMessages to true tells XBoard to colorize the messages
received from the ICS. Colorization works only if your xterm supports ISO
6429 escape sequences for changing text colors. Default: true.
- -colorShout
foreground,background,bold
- -colorCShout
foreground,background,bold
- -colorChannel1
foreground,background,bold
- -colorChannel
foreground,background,bold
- -colorKibitz
foreground,background,bold
- -colorTell
foreground,background,bold
- -colorChallege
foreground,background,bold
- -colorRequest
foreground,background,bold
- -colorSeek
foreground,background,bold
- -colorNormal
foreground,background,bold
- These options set the colors used when colorizing ICS messages. All ICS
messages are grouped into one of these categories: shout, sshout, channel
1, other channel, kibitz, tell, challenge, request (including abort,
adjourn, draw, pause, and takeback), or normal (all other messages).
Each foreground or background argument can be one of the
following: black, red, green, yellow, blue, magenta, cyan, white, or
default. Here ``default'' means the default foreground or background
color of your xterm. Bold can be 1 or 0. If background is omitted,
``default'' is assumed; if bold is omitted, 0 is assumed.
- -soundProgram
progname
- If this option is set to a sound-playing program that is installed and
working on your system, XBoard can play sound files when certain events
occur, listed below. The default program name is "play". If any
of the sound options is set to "$", the event rings the terminal
bell by sending a ^G character to standard output, instead of playing a
sound file. If an option is set to the empty string "", no sound
is played for that event.
- -soundDirectory
directoryname
- This option specifies where XBoard will look for sound files, when these
are not given as an absolute path name.
- -soundShout
filename
- -soundSShout
filename
- -soundCShout
filename
- -soundChannel
filename
- -soundChannel1
filename
- -soundKibitz
filename
- -soundTell
filename
- -soundChallenge
filename
- -soundRequest
filename
- -soundSeek
filename
- These sounds are triggered in the same way as the colorization events
described above. They all default to "", no sound. They are
played only if the colorizeMessages is on. CShout is synonymous with
SShout.
- -soundMove
filename
- This sound is played when a player other than yourself makes a move.
Default: "$".
- -soundRoar
filename
- This sound is played when a Lion makes a hit-and-run or double capture/
Default: "" (no sound).
- -soundIcsAlarm
filename
- This sound is used by the ICS Alarm menu option. Default:
"$".
- -soundIcsWin
filename
- This sound is played when you win an ICS game. Default: "" (no
sound).
- -soundIcsLoss
filename
- This sound is played when you lose an ICS game. Default: "" (no
sound).
- -soundIcsDraw
filename
- This sound is played when you draw an ICS game. Default: "" (no
sound).
- -soundIcsUnfinished
filename
- This sound is played when an ICS game that you are participating in is
aborted, adjourned, or otherwise ends inconclusively. Default:
"" (no sound).
- -lgf or -loadGameFile
file
- -lgi or -loadGameIndex
index
- If the `loadGameFile' option is set, XBoard loads the specified game file
at startup. The file name `-' specifies the standard input. If there is
more than one game in the file, XBoard pops up a menu of the available
games, with entries based on their PGN (Portable Game Notation) tags. If
the `loadGameIndex' option is set to `N', the menu is suppressed and the N
th game found in the file is loaded immediately. The menu is also
suppressed if `matchMode' is enabled or if the game file is a pipe; in
these cases the first game in the file is loaded immediately. Use the
`pxboard' shell script provided with XBoard if you want to pipe in files
containing multiple games and still see the menu. If the loadGameIndex
specifies an index -1, this triggers auto-increment of the index in
`matchMode', which means that after every game the index is incremented by
one, causing each game of the match to be played from the next game in the
file. Similarly, specifying an index value of -2 causes the index to be
incremented every two games, so that each game in the file is used twice
(with reversed colors). The `rewindIndex' option causes the index to be
reset to the first game of the file when it has reached a specified
value.
- -rewindIndex
n
- Causes a position file or game file to be rewound to its beginning after n
positions or games in auto-increment `matchMode'. See `loadPositionIndex'
and `loadGameIndex'. default: 0 (no rewind).
- -td or -timeDelay
seconds
- Time delay between moves during `Load Game' or `Analyze File'. Fractional
seconds are allowed; try `-td 0.4'. A time delay value of -1 tells XBoard
not to step through game files automatically. Default: 1 second.
- -sgf or -saveGameFile
file
- If this option is set, XBoard appends a record of every game played to the
specified file. The file name `-' specifies the standard output.
- -autosave/-xautosave
or -autoSaveGames true/false
- Sets the Auto Save menu option. See Options Menu. Default: false.
Ignored if `saveGameFile' is set.
- -onlyOwnGames
true/false
- Suppresses auto-saving of ICS observed games. Default: false.
- -lpf or -loadPositionFile
file
- -lpi or -loadPositionIndex
index
- If the `loadPositionFile' option is set, XBoard loads the specified
position file at startup. The file name `-' specifies the standard input.
If the `loadPositionIndex' option is set to N, the Nth position found in
the file is loaded; otherwise the first position is loaded. If the
loadPositionIndex specifies an index -1, this triggers auto-increment of
the index in `matchMode', which means that after every game the index is
incremented by one, causing each game of the match to be played from the
next position in the file. Similarly, specifying an index value of -2
causes the index to be incremented every two games, so that each position
in the file is used twice (with the engines playing opposite colors). The
`rewindIndex' option causes the index to be reset to the first position of
the file when it has reached a specified value.
- -spf or -savePositionFile
file
- If this option is set, XBoard appends the final position reached in every
game played to the specified file. The file name `-' specifies the
standard output.
- -positionDir
directory
- Specifies the directory where file browsing should start when using the
`Load Position' menu item.
- -pgnExtendedInfo
true/false
- If this option is set, XBoard saves depth, score and time used for each
move that the engine found as a comment in the PGN file. Default:
false.
- -pgnTimeLeft
true/false
- If this option is set, XBoard will save the remaining clock time for the
player that has just moved as part of the `pgnExtendedInfo', rather than
the time that player thought about his latest move. Default: false.
- Default: false. Sets the name used in the PGN event tag to string.
Default: "Computer Chess Game".
- -pgnNumberTag
true/false
- Include the (unique) sequence number of a tournament game into the saved
PGN file as a 'number' tag. Default: false.
- -saveOutOfBookInfo
true/false
- Include the information on how the engine(s) game out of its opening book
in a special 'annotator' tag with the PGN file. Default: true.
- -oldsave/-xoldsave
or -oldSaveStyle true/false
- Sets the Old Save Style menu option. See Options Menu. Default:
false.
- -gameListTags
string
- The character string lists the PGN tags that should be printed in the Game
List, and their order. The meaning of the codes is e=event, s=site,
d=date, o=round, p=players, r=result, w=white Elo, b=black Elo, t=time
control, v=variant, a=out-of-book info, c=result comment. Default:
"eprd"
- -ini or -settingsFile
filename
- -saveSettingsFile
filename
- @filename
- When XBoard encounters an option -settingsFile (or -ini for short), or
@filename, it tries to read the mentioned file, and substitutes the
contents of it (presumaby more command-line options) in place of the
option. In the case of -ini or -settingsFile, the name of a successfully
read settings file is also remembered as the file to use for saving
settings (automatically on exit, or on user command). An option of the
form @filename does not affect saving. The option -saveSettingsFile does
specify a name of the file to use for saving, without reading any options
from it, and is thus also effective when the file did not exist yet. So
the settings will be saved to the file specified in the last
-saveSettingsFile or succesful -settingsFile / -ini command, if any, and
in /etc/xboard/xboard.conf otherwise. Usualy the latter is only accessible
for the system administrator, though, and will be used to contain
system-wide default settings, amongst which a -saveSettingsFile and
-settingsFile options to specify a settings file accessible to the
individual user, such as ~/.xboardrc in the user's home directory.
- -saveSettingsOnExit
true/false
- Controls saving of options on the settings file. See Options Menu.
Default: true.
- -noGUI
- Suppresses all GUI functions of XBoard (to speed up automated ultra-fast
engine-engine games, which you don't want to watch). There will be no
board or clock updates, no printing of moves, and no update of the icon on
the task bar in this mode.
- -logoSize
N
- This option controls the drawing of player logos next to the clocks. The
integer N specifies the width of the logo in pixels; the logo height will
always be half the width. When N = 0, no logos will be diplayed. Default:
0.
- -firstLogo
imagefile
- -secondLogo
imagefile
- Specify the images to be used as player logos when `logoSize' is non-zero,
next to the white and black clocks, respectively.
- -autoLogo
true/false
- -logoDir
filename
- When `autoLogo' is set, XBoard will search for a PNG image file with the
name of the engine or ICS in the directory specified by `logoDir'. For a
human player it will look for a file <username>.png in this
directory, but only when ~/.logo.png does not provide one.
- -recentEngines
number
- -recentEngineList
list
- When the number is larger than zero, it determines how many recently used
engines will be appended at the bottom of the `Engines' menu. The engines
will be saved in your settings file as the option `recentEngineList', by
their nicknames, and the most recently used one will always be sorted to
the top. If the list after that is longer than the specified number, the
last one is discarded. Changes in the list will only become visible the
next session, provided you saved the settings. Default: 6.
- -oneClickMove
true/false
- When set, this option allows you to enter moves by only clicking the to-
or from-square, when only a single legal move to or from that square is
possible. Double-clicking a piece (or clicking an already selected piece)
will instruct that piece to make the only capture it can legally do.
Default: false.
- -monoMouse
true/false
- When set button 1 clicks on empty squares in Edit Position mode will be
interpreted as button 3 clicks, so they place a piece. Default:
false.
- -movesound/-xmovesound
or -ringBellAfterMoves true/false
- Sets the Move Sound menu option. See Options Menu. Default: false.
For compatibility with old XBoard versions, -bell/-xbell are also accepted
as abbreviations for this option.
- -analysisBell
N
- When N is non-zero, the Move Sound will be played whenever a new PV
arrives in analysis mode after more than N seconds of analysis. Default:
0.
- -exit/-xexit
or -popupExitMessage true/false
- Sets the Popup Exit Message menu option. See Options Menu. Default:
true.
- Sets the Popup Move Errors menu option. See Options Menu. Default:
false.
- -queen/-xqueen
or -alwaysPromoteToQueen true/false
- Sets the Always Queen menu option. See Options Menu. Default:
false.
- -sweepPromotions
true/false
- Sets the `Almost Always Promote to Queen' menu option. See Options
Menu. Default: false.
- -legal/-xlegal
or -testLegality true/false
- Sets the Test Legality menu option. See Options Menu. Default:
true.
- -size or -boardSize
(sizeName | n1,n2,n3,n4,n5,n6,n7)
- Determines how large the board will be, by selecting the pixel size of the
pieces and setting a few related parameters. The sizeName can be one of:
Titanic, giving 129x129 pixel pieces, Colossal 116x116, Giant 108x108,
Huge 95x95, Big 87x87, Large 80x80, Bulky 72x72, Medium 64x64, Moderate
58x58, Average 54x54, Middling 49x49, Mediocre 45x45, Small 40x40, Slim
37x37, Petite 33x33, Dinky 29x29, Teeny 25x25, or Tiny 21x21. Xboard
installs with a set of scalable (svg) piece images, which it scales to any
of the requested sizes. The square size can further be continuously scaled
by sizing the board window, but this only adapts the size of the pieces,
and has no effect on the width of the grid lines or the font choice (both
of which would depend on he selected boardSize). The default depends on
the size of your screen; it is approximately the largest size that will
fit without clipping.
You can select other sizes or vary other layout parameters by
providing a list of comma-separated values (with no spaces) as the
argument. You do not need to provide all the values; for any you omit
from the end of the list, defaults are taken from the nearest built-in
size. The value `n1' gives the piece size, `n2' the width of the black
border between squares, `n3' the desired size for the clockFont, `n4'
the desired size for the coordFont, `n5' the desired size for the
messageFont, `n6' the smallLayout flag (0 or 1), and `n7' the tinyLayout
flag (0 or 1). All dimensions are in pixels. If the border between
squares is eliminated (0 width), the various highlight options will not
work, as there is nowhere to draw the highlight. If smallLayout is 1 and
`titleInWindow' is true, the window layout is rearranged to make more
room for the title. If tinyLayout is 1, the labels on the menu bar are
abbreviated to one character each and the buttons in the button bar are
made narrower.
- -overrideLineGap
n
- When n >= 0, this forces the width of the black border between squares
to n pixels for any board size. Mostly used to suppress the grid entirely
by setting n = 0, e.g. in xiangqi or just getting a prettier picture. When
n < 0 this the size-dependent width of the grid lines is used. Default:
-1.
- -coords/-xcoords
or -showCoords true/false
- Sets the Show Coords menu option. See Options Menu. Default: false.
The `coordFont' option specifies what font to use.
- -autoraise/-xautoraise
or -autoRaiseBoard true/false
- Sets the Auto Raise Board menu option. See Options Menu. Default:
true.
- -autoflip/-xautoflip
or -autoFlipView true/false
- Sets the Auto Flip View menu option. See Options Menu. Default:
true.
- -flip/-xflip
or -flipView true/false
- If Auto Flip View is not set, or if you are observing but not
participating in a game, then the positioning of the board at the start of
each game depends on the flipView option. If flipView is false (the
default), the board is positioned so that the white pawns move from the
bottom to the top; if true, the black pawns move from the bottom to the
top. In any case, the Flip menu option (see Options Menu) can be
used to flip the board after the game starts.
- -title/-xtitle
or -titleInWindow true/false
- If this option is true, XBoard displays player names (for ICS games) and
game file names (for `Load Game') inside its main window. If the option is
false (the default), this information is displayed only in the window
banner. You probably won't want to set this option unless the information
is not showing up in the banner, as happens with a few X window
managers.
- -buttons/-xbuttons
or -showButtonBar True/False
- If this option is False, xboard omits the [<<] [<] [P] [>]
[>>] button bar from the window, allowing the message line to be
wider. You can still get the functions of these buttons using the menus or
their keyboard shortcuts. Default: true.
- -evalZoom
factor
- The score interval (-1,1) is blown up on the vertical axis of the
Evaluation Graph by the given factor. Default: 1
- -evalThreshold
n
- Score below n (centiPawn) are plotted as 0 in the Evaluation Graph.
Default: 25
- -mono/-xmono
or -monoMode true/false
- Determines whether XBoard displays its pieces and squares with two colors
(true) or four (false). You shouldn't have to specify `monoMode'; XBoard
will determine if it is necessary.
- -showTargetSquares
true/false
- Determines whether XBoard can highlight the squares a piece has legal
moves to, when you grab that piece with the mouse. Default: false.
- -flashCount
count
- -flashRate
rate
- -flash/-xflash
- These options enable flashing of pieces when they land on their
destination square. `flashCount' tells XBoard how many times to flash a
piece after it lands on its destination square. `flashRate' controls the
rate of flashing (flashes/sec). Abbreviations: `flash' sets flashCount to
3. `xflash' sets flashCount to 0. Defaults: flashCount=0 (no flashing),
flashRate=5.
- -highlight/-xhighlight
or -highlightLastMove true/false
- Sets the Highlight Last Move menu option. See Options Menu.
Default: false.
- -highlightMoveWithArrow
true/false
- Sets the Highlight with Arrow menu option. See Options Menu.
Default: false.
- -blind/-xblind
or -blindfold true/false
- Sets the Blindfold menu option. See Options Menu. Default:
false.
- -periodic/-xperiodic
or -periodicUpdates true/false
- Controls updating of current move andnode counts in analysis mode.
Default: true.
- -fSAN
- -sSAN
- Causes the PV in thinking output of the mentioned engine to be converted
to SAN before it is further processed. Warning: this might lose engine
output not understood by the parser, and uses a lot of CPU power. Default:
the PV is displayed exactly as the engine produced it.
- -showEvalInMoveHistory
true/false
- Controls whether the evaluation scores and search depth of engine moves
are displayed with the move in the move-history window. Default:
true.
- -clockFont
font
- The font used for the clocks. If the option value is a pattern that does
not specify the font size, XBoard tries to choose an appropriate font for
the board size being used. Default Xaw:
-*-helvetica-bold-r-normal--*-*-*-*-*-*-*-*. Default GTK: Sans Bold
%d.
- -coordFont
font
- The font used for rank and file coordinate labels if `showCoords' is true.
If the option value is a pattern that does not specify the font size,
XBoard tries to choose an appropriate font for the board size being used.
Default Xaw: -*-helvetica-bold-r-normal--*-*-*-*-*-*-*-*. Default GTK:
Sans Bold %d.
- -messageFont
font
- The font used for popup dialogs, menus, etc. If the option value is a
pattern that does not specify the font size, XBoard tries to choose an
appropriate font for the board size being used. Default Xaw:
-*-helvetica-medium-r-normal--*-*-*-*-*-*-*-*. Default GTK: Sans Bold
%d
- -tagsFont
font
- The font used in the Edit Tags dialog. If the option value contains %d,
XBoard will replace it by an appropriate font for the board size being
used. (Only used in GTK build.) Default: Sans Normal %d.
- The font used in the Edit Comment dialog. If the option value contains %d,
XBoard will replace it by an appropriate font for the board size being
used. (Only used in GTK build.) Default: Sans Normal %d.
- -icsFont
font
- The font used to display ICS output in the ICS Chat window. As ICS output
often contains tables aligned by spaces, a mono-space font is recommended
here. If the option value contains %d, XBoard will replace it by an
appropriate font for the board size being used. (Only used in GTK build.)
Default: Monospace Normal %d.
- -moveHistoryFont
font
- The font used in Move History and Engine Output windows. As these windows
display mainly moves, one could use a figurine font here. If the option
value contains %d, XBoard will replace it by an appropriate font for the
board size being used. (Only used in GTK build.) Default: Sans Normal
%d.
- -gameListFont
font
- The font used in the listbox of the Game List window. If the option value
contains %d, XBoard will replace it by an appropriate font for the board
size being used. (Only used in GTK build.) Default: Sans Bold %d.
- -fontSizeTolerance
tol
- In the font selection algorithm, a nonscalable font will be preferred over
a scalable font if the nonscalable font's size differs by `tol' pixels or
less from the desired size. A value of -1 will force a scalable font to
always be used if available; a value of 0 will use a nonscalable font only
if it is exactly the right size; a large value (say 1000) will force a
nonscalable font to always be used if available. Default: 4.
- -pid or -pieceImageDirectory
dir
- This options control what piece images xboard uses. XBoard will look in
the specified directory for an image in png or svg format for every piece
type, with names like BlackQueen.svg, WhiteKnight.svg etc. When neither of
these is found (or no valid directory is specified) XBoard will first ty
to use an image White/BlackTile.svg in that same directory, and if that is
not present either use the svg piece that was installed with it (from the
source-tree directory `svg'). Both svg and png images will be scaled by
XBoard to the required size, but the png pieces lose much in quality when
scaled too much. Default: "".
- -inscriptions
utf8string
- The positions in the utf8string correspond to XBoard's piece types, and
for each type a glyph can be defined. This glyph will then be rendered on
top of the image for the piece. This is useful in combination with the
White/BlackTile.svg images, which could be the image of a blank Shogi
tile, for writing the kanji piece name on top of it on the fly. Default:
"".
- -whitePieceColor
color
- -blackPieceColor
color
- -lightSquareColor
color
- -darkSquareColor
color
- -highlightSquareColor
color
- -preoveHighlightColor
color
- -lowTimeWarningColor
color
- Colors to use for the pieces, squares, and square highlights. Defaults:
-whitePieceColor #FFFFCC
-blackPieceColor #202020
-lightSquareColor #C8C365
-darkSquareColor #77A26D
-highlightSquareColor #FFFF00
-premoveHighlightColor #FF0000
-lowTimeWarningColor #FF0000
On a grayscale monitor you might prefer:
-whitePieceColor gray100
-blackPieceColor gray0
-lightSquareColor gray80
-darkSquareColor gray60
-highlightSquareColor gray100
-premoveHighlightColor gray70
-lowTimeWarningColor gray70
The PieceColor options only work properly if the image files
defining the pieces were pure black & white (possibly anti-aliased
to produce gray scales and semi-transparancy), like the pieces images
that come with the install. Their effect on colored pieces is undefined.
The SquareColor option only have an effect when no board textures are
used.
- -trueColors
true/false
- When set, this option suppresses the effect of the PieceColor options
mentioned above. This is recommended for images that are already
colored.
- -useBoardTexture
true/false
- -liteBackTextureFile
filename
- -darkBackTextureFile
filename
- Indicate the png image files to be used for drawing the board squares, and
if they should be used rather than using simple colors. The algorithm for
cutting squares out of a given bitmap is such that the picture is
perfectly reproduced when a bitmap the size of the complete board is
given. If the filename ends in "-NxM.png", with integer N and M,
it is assumed to contain a bitmap of a complete board of N files and M
ranks, and XBoard will scale it to exactly match the current square size.
If N=M=0 it scales the entire bitmap to the size of the board,
irrespective of the number of files and ranks of the latter. Without any
-NxM suffix textures are only blown up by an integer factor when they are
smaller than the square size, or, when the name starts with
"xq", too small to cover the complete Xiangqi board. Default:
false and ""
- -drag/-xdrag
or -animateDragging true/false
- Sets the Animate Dragging menu option. See Options Menu. Default:
true.
- -animate/-xanimate
or -animateMoving true/false
- Sets the Animate Moving menu option. See Options Menu. Default:
true.
- -animateSpeed
n
- Number of milliseconds delay between each animation frame when Animate
Moves is on.
- -autoDisplayTags
true/false
- If set to true, these options cause the window with the move comments, and
the window with PGN tags, respectively, to pop up automatically when such
tags or comments are encountered during the replaying a stored or loaded
game. Default: true.
- -pasteSelection
true/false
- If this option is set to true, the Paste Position and Paste Game options
paste from the currently selected text. If false, they paste from the
clipboard. Default: false.
- -autoCopyPV
true|false
- When this option is set, the position displayed on the board when you
terminate a PV walk (initiated by a right-click on board or engine-output
window) will be automatically put on the clipboard as FEN. Default:
false.
- This option allows you to emulate old behavior, where the right mouse
button brings up the (now deprecated) drop menu rather than displaying the
position at the end of the principal variation. Default: False.
- This option allows you to emulate old behavior, where the right mouse
button brings up the (now deprecated) piece menu in Edit Position mode.
From this menu you can select the piece to put on the square you clicked
to bring up the menu, or select items such as `clear board'. You can also
`promote' or `demote' a clicked piece to convert it into an unorthodox
piece that is not directly in the menu, or give the move to `black' or
`white'.
- -variations
true|false
- When this option is on, you can start new variations in Edit Game or
Analyze mode by holding the Shift key down while entering a move. When it
is off, the Shift key will be ignored. Default: False.
- -appendPV
true|false
- When this option is on, a button 3 click left of a PV in the Engine Output
window will play the first move of that PV in Analyze mode, or as many
moves as you walk through it by moving the mouse. Default: False.
- -absoluteAnalysisScores
true|false
- When true, scores on the Engine Output window during analysis will be
printed from the white point-of-view, rather than the side-to-move
point-of-view. Default: False.
- -scoreWhite
true|false
- When true, scores will always be printed from the white point-of-view,
rather than the side-to-move point-of-view. Default: False.
- When true, column headers will be displayed in the Engine Output window
for the depth, score, time and nodes data. A button 3 click on these
headers will hide or show the corresponding data. (Not intended for
dynamic use, as already printed data of the current search will not be
affected!) Defaul: False.
- -adjudicateLossThreshold
n
- If the given value is non-zero, XBoard adjudicates the game as a loss if
both engines agree for a duration of 6 consecutive ply that the score is
below the given score threshold for that engine. Make sure the score is
interpreted properly by XBoard, using `-firstScoreAbs' and
`-secondScoreAbs' if needed. Default: 0 (no adjudication)
- -adjudicateDrawMoves
n
- If the given value is non-zero, XBoard adjudicates the game as a draw if
after the given number of moves it was not yet decided. Default: 0 (no
adjudication)
- -checkMates
true/false
- If this option is set, XBoard detects all checkmates and stalemates, and
ends the game as soon as they occur. Legality-testing must be switched on
for this option to work. Default: true
- -testClaims
true/false
- If this option is set, XBoard verifies all result claims made by engines,
and those who send false claims will forfeit the game because of it.
Legality-testing must be switched on for this option to work. Default:
true
- -materialDraws
true/false
- If this option is set, XBoard adjudicates games as draws when there is no
sufficient material left to inflict a checkmate. This applies to KBKB with
like bishops (any number, actually), and to KBK, KNK and KK.
Legality-testing must be switched on for this option to work. Default:
true
- -trivialDraws
true/false
- If this option is set, XBoard adjudicates games as draws that cannot be
usually won without opponent cooperation. This applies to KBKB with unlike
bishops, and to KBKN, KNKN, KNNK, KRKR and KQKQ. The draw is called after
6 ply into these end-games, to allow quick mates that can occur in some
exceptional positions to be found by the engines. KQKQ does not really
belong in this category, and might be taken out in the future. (When
bitbase-based adjudications are implemented.) Legality-testing must be on
for this option to work. Default: false
- -ruleMoves
n
- If the given value is non-zero, XBoard adjudicates the game as a draw
after the given number of consecutive reversible moves. Engine draw claims
are always accepted after 50 moves, irrespective of the given value of
n.
- -repeatsToDraw
n
- If the given value is non-zero, xboard adjudicates the game as a draw if a
position is repeated the given number of times. Engines draw claims are
always accepted after 3 repeats, (on the 3rd occurrence, actually),
irrespective of the value of n. Beware that positions that have different
castling or en-passant rights do not count as repeats, XBoard is fully
e.p. and castling aware!
- --show-config
parameter
- When called with this option, XBoard will close immediately after printing
the value of the indicated configuration parameter, or, when no parameter
was given, after printing a list of all such parameters. Currently the
only valid values for parameter are Datadir and Sysconfdir. This option
can be used by install scripts for board themes to figure out where the
currently active XBoard stores its data.
- -date
timestamp
- -saveDate
timestamp
- These options specify an epoch as an integer number. The `saveDate' option
is written by XBoard in the settings file every time the settings are
saved, with the current time, so that later runs of XBoard can know this.
The `date' option can be included in settings files to indicate when lines
following it were added to those files. Some options will be ignored if
the epoch specified by the latest `date' option predates the -saveDate
setting (implying they must have been seen before).
- -autoInstall
list
- When the list is set to a non-empty string, XBoard will scan the operating
system's plugin directory for engines supporting UCI and XBoard protocol
at startup. When it finds an engine that was installed after it last saved
its settings, a line to launch that engine (as per specs in the plugin
file) is appended to the -firstChessProgramNames list of installed
engines. In the future it will be possible to use the autoInstall list to
limit this automatic adding of engines based on the chess variant they
play.
- -addMasterOption
string
- Adds the mentioned string as an additional line of XBoard's master
settings file, after adding a line with a `date' option to timestamp it.
Intended to add options of the 'install' type (see below) to the master
file, which will then be processed by any XBoard that has not seen them
since it last saved its settings.
- -autoClose
- The presence of this option cause XBoard to close immediately after
processing all its options (from settings file and command line).
Typically used from install scripts together with options that change
XBoard's settings files, so that XBoard can be run in batch mode rather
than interactively.
- -installEngine
string
- Adds the given string as an additional line to the value of the
`firstChessProgramNames' option when the -saveDate setting preceeds the
-date setting. Intended for adding to the master settings file with the
aid of -addMasterOption in the install script of engines, as a method for
broadcasting the presence of a new engine to all users, which would then
see it automatically registered with XBoard. Made obsolete by the advent
of the plugin standard (see the `autoInstall' option), which broadcasts
such presence in a non-XBoard-specific way by dropping *.eng files in a
certain system directory.
- -installTheme
string
- Adds the given string as an additional line to the value of the
-themeNames option when the -saveDate setting preceeds the -date setting.
Intended for adding to the master settings file with the aid of
-addMasterOption in the install script of board graphics themes, as a
method for broadcasting the availability of a new theme to all users, who
would then see the theme appear automatically in the listbox in the View
Board menu dialog next time they run XBoard.
- -ncp/-xncp or
-noChessProgram true/false
- If this option is true, XBoard acts as a passive chessboard; it does not
start a chess engine at all. Turning on this option also turns off
clockMode. Default: false.
- -viewer
- -viewerOptions
string
- Presence of the volatile option `viewer' on the command line will cause
the value of the persistent option `viewerOptions' as stored in the
settings file to be appended to the command line. The `view' option will
be used by desktop associations with game or position file types, so that
`viewerOptions' can be used to configure the exact mode XBoard will start
in when it should act on such a file (e.g. in -ncp mode, or analyzing with
your favorite engine). The options are also automatically appended when
Board is invoked with a single argument not being an option name, which is
then assumed to be the name of a `loadGameFile' or (when the name ends in
.fen) a `loadPositionFile'. Default: "-ncp -engineOutputUp false
-saveSettingsOnExit false".
- -tourneyOptions
string
- When XBoard is invoked with a single argument that is a file with .trn
extension, it will assume this argument to be the value of a `tourneyFile'
option, and append the value of the persistent option `tourneyOptions' as
stored in the settings file to the command line. Thus the value of
`tourneyOptions' can be used to configure XBoard to automatically start
running a tournament when it should act on such a file. Default:
"-ncp -mm -saveSettingsOnExit false".
- -mode or -initialMode
modename
- If this option is given, XBoard selects the given modename from the Mode
menu after starting and (if applicable) processing the loadGameFile or
loadPositionFile option. Default: "" (no selection). Other
supported values are MachineWhite, MachineBlack, TwoMachines, Analysis,
AnalyzeFile, EditGame, EditPosition, and Training.
- -variant
varname
- Activates (sometimes partial) support for playing chess variants against a
local engine or editing variant games. This flag is not needed in ICS
mode. Recognized variant names are:
normal Normal chess
wildcastle Shuffle chess, king can castle from d file
nocastle Shuffle chess, no castling allowed
fischerandom Fischer Random shuffle chess
bughouse Bughouse, ICC/FICS rules
crazyhouse Crazyhouse, ICC/FICS rules
losers Lose all pieces or get mated (ICC wild 17)
suicide Lose all pieces including king (FICS)
giveaway Try to have no legal moves (ICC wild 26)
twokings Weird ICC wild 9
kriegspiel Opponent's pieces are invisible
atomic Capturing piece explodes (ICC wild 27)
3check Win by giving check 3 times (ICC wild 25)
shatranj An ancient precursor of chess (ICC wild 28)
xiangqi Chinese Chess (on a 9x10 board)
shogi Japanese Chess (on a 9x9 board & piece drops)
capablanca Capablanca Chess (10x8 board, with Archbishop
and Chancellor pieces)
gothic similar, with a better initial position
caparandom An FRC-like version of Capablanca Chess (10x8)
janus A game with two Archbishops (10x8 board)
courier Medieval intermediate between shatranj and
modern Chess (on 12x8 board)
falcon Patented 10x8 variant with two Falcon pieces
berolina Pawns capture straight ahead, and move diagonally
cylinder Pieces wrap around the board edge
knightmate King moves as Knight, and vice versa
super Superchess (shuffle variant with 4 exo-pieces)
makruk Thai Chess (shatranj-like, P promotes on 6th rank)
asean ASEAN Chess (a modernized version of Makruk)
spartan Spartan Chess (black has unorthodox pieces)
great Great Shatranj, a 10x8 variant without sliders
grand Grand Chess, on 10x10 with Capablanca pieces
lion Mighty-Lion Chess, with a multi-capturing Lion
elven Eleven Chess, with Lion and crowned sliders on 10x10
chu Chu Shogi, historic 12x12 variant with 2x46 pieces
fairy A catchall variant in which all piece types
known to XBoard can participate (8x8)
unknown Catchall for other unknown variants
In the shuffle variants, XBoard does shuffle the pieces,
although you can still do it by hand using Edit Position. Some variants
are supported only in ICS mode, including bughouse, and kriegspiel.
Berolina and cylinder chess are only partially supported, and can only
be played with legality testing off.
Apart from these standard variants, engines can define
variants of arbitrary names, briefing XBoard transparently on the rules
for piece movement, board size and initial setup, so that they work
nearly as well as fully-supported standard variants. (But obviously only
while using that engine.) The user might have to alter the adjudication
settings for some variants, however. E.g. it makes no sense to
adjudicate a draw after 50 reversible moves in variants that have a
64-move rule, or no similar rule at all.
Default: "normal". Except when the first engine gave
an explicit list of variants it supports, and 'normal' is not amongst
those. In that case the first variant the engine mentioned it did play
will be chosen.
- -boardHeight
N
- Allows you to set a non-standard number of board ranks in any variant. If
the height is given as -1, the default height for the variant is used.
Default: -1
- -boardWidth
N
- Allows you to set a non-standard number of board files in any variant. If
the width is given as -1, the default width for the variant is used. With
a non-standard width, the initial position will always be an empty board,
as the usual opening array will not fit. Default: -1
- -holdingsSize
N
- Allows you to set a non-standard size for the holdings in any variant. If
the size is given as -1, the default holdings size for the variant is
used. The first N piece types will go into the holdings on capture, and
you will be able to drop them on the board in stead of making a normal
move. If size equals 0, there will be no holdings. Default: -1
- -defaultFrcPosition
N
- Specifies the number of the opening position in shuffle games like
Chess960. A value of -1 means the position is randomly generated by XBoard
at the beginning of every game. Default: -1
- -pieceToCharTable
string
- The characters that are used to represent the piece types XBoard knows in
FEN diagrams and SAN moves. You should not have to use this option often:
each variant has its own default setting for the piece representation in
FEN, which should be sufficient in normal use. The string argument has to
specify an even number of pieces (or it will be ignored), as white and
black pieces have to be given separately (in that order). The last letter
for each color will be the King. The letters before that will be PNBRQ and
then a whole host of fairy pieces in an order that has not fully
crystallized yet (currently FEACWMOHIJGDVLSU, F=Ferz, Elephant,
A=Archbishop, C=Chancellor, W=Wazir, M=Commoner, O=Cannon, H=Nightrider).
You should list at least all pieces that occur in the variant you are
playing. If you have fewer characters in the string than XBoard has
pieces, the pieces not mentioned will get assigned a period, and will not
be usable in the variant. You can also explicitly assign pieces a period,
in which case they will not be counted in deciding which captured pieces
can go into the holdings. A tilde '~' as a piece name does mean this piece
is used to represent a promoted Pawn in crazyhouse-like games, i.e. on
capture it turns back to a Pawn. A '+' similarly indicates the piece is a
shogi-style promoted piece, that should revert to its non-promoted version
on capture (rather than to a Pawn). By default the second 11 pieces known
to XBoard are the promoted forms of the first 11. A piece specified by the
character combination ^ plus letter will be assumed to be the promoted
form of the piece indicated by that letter, and get a '+' assigned. To get
around the limitation of the alphabet, piece IDs can also be 'dressed
letters', i.e. a single letter (upper case for white, lower case for
black) followed by a single quote or an exclamation point. Default:
"" (meaning the default for the variant is used).
- -pieceNickNames
string
- The characters in the string are interpreted the same way as in the
`pieceToCharTable' option. But on input, piece-ID letters are first looked
up in the nicknames, and only if not defined there, in the normal
pieceToCharTable. This allows you to have two letters designate the same
piece, (e.g. N as an alternative to H for Horse in Xiangqi), to make
reading of non-compliant notations easier. Default: ""
- -colorNickNames
string
- The side-to-move field in a FEN will be first matched against the letters
in the string (first character for white, second for black), before it is
matched to the regular 'w' and 'b'. This makes it easier to read
non-compliant FENs, which, say, use 'r' for white. Default:
""
- -debug/-xdebug
or -debugMode true/false
- Turns on debugging printout.
- -debugFile
filename or -nameOfDebugFile filename
- Sets the name of the file to which XBoard saves debug information
(including all communication to and from the engines). A `%d' in the given
file name (e.g. game%d.debug) will be replaced by the unique sequence
number of a tournament game, so that the debug output of each game will be
written on a separate file.
- -engineDebugOutput
number
- Specifies how XBoard should handle unsolicited output from the engine,
with respect to saving it in the debug file. The output is further
(hopefully) ignored. If number=0, XBoard refrains from writing such
spurious output to the debug file. If number=1, all engine output is
written faithfully to the debug file. If number=2, any protocol-violating
line is prefixed with a '#' character, as the engine itself should have
done if it wanted to submit info for inclusion in the debug file. This
option is provided for the benefit of applications that use the debug file
as a source of information, such as the broadcaster of live games TLCV /
TLCS. Such applications can be protected from spurious engine output that
might otherwise confuse them.
- -rsh or -remoteShell
shell-name
- Name of the command used to run programs remotely. The default is `rsh' or
`remsh', determined when XBoard is configured and compiled.
- -ruser or -remoteUser
user-name
- User name on the remote system when running programs with the
`remoteShell'. The default is your local user name.
- -userName
username
- Name under which the Human player will be listed in the PGN file. Default
is the login name on your local computer.
- -delayBeforeQuit
number
- -delayAfterQuit
number
- These options order pauses before and after sending the "quit"
command to an engine that must be terminated. The pause between quit and
the previous command is specified in milliseconds. The pause after quit is
used to schedule a kill signal to be sent to the engine process after the
number of specified seconds plus one. This signal is a different one as
the terminiation signal described in the protocol specs which engines can
suppress or ignore, and which is sent directly after the "quit"
command. Setting `delayAfterQuit' to -1 will suppress sending of the kill
signal. Default: 0
- -searchMode
n
- The integer n encodes the mode for the `find position' function. Default:
1 (= Exact position match)
- -eloThresholdBoth
elo
- -eloThresholdAny
elo
- Defines a lower limit for the Elo rating, which has to be surpassed before
a game will be considered when searching for a board position. Default:
0
- -dateThreshold
year
- Only games not played before the given year will be considered when
searching for a board position
An "Internet Chess Server", or "ICS", is a
place on the Internet where people can get together to play chess, watch
other people's games, or just chat. You can use either `telnet' or a client
program like XBoard to connect to the server. There are thousands of
registered users on the different ICS hosts, and it is not unusual to meet
200 on both chessclub.com and freechess.org.
Most people can just type `xboard -ics' to start XBoard as an ICS
client. Invoking XBoard in this way connects you to the Internet Chess Club
(ICC), a commercial ICS. You can log in there as a guest even if you do not
have a paid account. To connect to the largest Free ICS (FICS), use the
command `xboard -ics -icshost freechess.org' instead, or substitute a
different host name to connect to your favorite ICS. For a full description
of command-line options that control the connection to ICS and change the
default values of ICS options, see ICS options.
While you are running XBoard as an ICS client, you use the
terminal window that you started XBoard from as a place to type in commands
and read information that is not available on the chessboard.
The first time you need to use the terminal is to enter your login
name and password, if you are a registered player. (You don't need to do
this manually; the `icsLogon' option can do it for you. See ICS
options.) If you are not registered, enter `g' as your name, and the
server will pick a unique guest name for you.
Some useful ICS commands include
- help
<topic>
- to get help on the given <topic>. To get a list of possible topics
type "help" without topic. Try the help command before you ask
other people on the server for help.
For example `help register' tells you how to become a
registered ICS player.
- who
<flags>
- to see a list of people who are logged on. Administrators (people you
should talk to if you have a problem) are marked with the character `*',
an asterisk. The <flags> allow you to display only selected players:
For example, `who of' shows a list of players who are interested in
playing but do not have an opponent.
- games
- to see what games are being played
- match <player>
[<mins>] [<inc>]
- to challenge another player to a game. Both opponents get <mins>
minutes for the game, and <inc> seconds will be added after each
move. If another player challenges you, the server asks if you want to
accept the challenge; use the `accept' or `decline' commands to
answer.
- accept
- decline
- to accept or decline another player's offer. The offer may be to start a
new game, or to agree to a `draw', `adjourn' or `abort' the current game.
See Action Menu.
If you have more than one pending offer (for example, if more
than one player is challenging you, or if your opponent offers both a
draw and to adjourn the game), you have to supply additional
information, by typing something like `accept <player>', `accept
draw', or `draw'.
- draw
- adjourn
- abort
- asks your opponent to terminate a game by mutual agreement. Adjourned
games can be continued later. Your opponent can either `decline' your
offer or accept it (by typing the same command or typing `accept'). In
some cases these commands work immediately, without asking your opponent
to agree. For example, you can abort the game unilaterally if your
opponent is out of time, and you can claim a draw by repetition or the
50-move rule if available simply by typing `draw'.
- finger
<player>
- to get information about the given <player>. (Default:
yourself.)
- vars
- to get a list of personal settings
- set <var>
<value>
- to modify these settings
- observe
<player>
- to observe an ongoing game of the given <player>.
- examine
- oldmoves
- to review a recently completed game
Some special XBoard features are activated when you are in examine
mode on ICS. See the descriptions of the menu commands `Forward',
`Backward', `Pause', `ICS Client', and `Stop Examining' on the Edit
Menu, Mode Menu, and Action Menu.
By default, XBoard communicates with an Internet Chess Server by
opening a TCP socket directly from the machine it is running on to the ICS.
If there is a firewall between your machine and the ICS, this won't work.
Here are some recipes for getting around common kinds of firewalls using
special options to XBoard. Important: See the paragraph in the below about
extra echoes, in Limitations.
Suppose that you can't telnet directly to ICS, but you can telnet
to a firewall host, log in, and then telnet from there to ICS. Let's say the
firewall is called `firewall.example.com'. Set command-line options as
follows:
xboard -ics -icshost firewall.example.com -icsport 23
Then when you run XBoard in ICS mode, you will be prompted to log
in to the firewall host. This works because port 23 is the standard telnet
login service. Do so, then telnet to ICS, using a command like `telnet
chessclub.com 5000', or whatever command the firewall provides for
telnetting to port 5000.
If your firewall lets you telnet (or rlogin) to remote hosts but
doesn't let you telnet to port 5000, you may be able to connect to the chess
server on port 23 instead, which is the port the telnet program uses by
default. Some chess servers support this (including chessclub.com and
freechess.org), while some do not.
If your chess server does not allow connections on port 23 and
your firewall does not allow you to connect to other ports, you may be able
to connect by hopping through another host outside the firewall that you
have an account on. For instance, suppose you have a shell account at
`foo.edu'. Follow the recipe above, but instead of typing `telnet
chessclub.com 5000' to the firewall, type `telnet foo.edu' (or `rlogin
foo.edu'), log in there, and then type `telnet chessclub.com 5000'.
Suppose that you can't telnet directly to ICS, but you can use rsh
to run programs on a firewall host, and that host can telnet to ICS. Let's
say the firewall is called `rsh.example.com'. Set command-line options as
follows:
xboard -ics -gateway rsh.example.com -icshost chessclub.com
Then when you run XBoard in ICS mode, it will connect to the ICS
by using `rsh' to run the command `telnet chessclub.com 5000' on host
`rsh.example.com'.
Suppose that you can telnet anywhere you want, but you have to run
a special program called `ptelnet' to do so.
First, we'll consider the easy case, in which `ptelnet
chessclub.com 5000' gets you to the chess server. In this case set command
line options as follows:
xboard -ics -telnet -telnetProgram ptelnet
Then when you run XBoard in ICS mode, it will issue the command
`ptelnet chessclub.com 5000' to connect to the ICS.
Next, suppose that `ptelnet chessclub.com 5000' doesn't work; that
is, your `ptelnet' program doesn't let you connect to alternative ports. As
noted above, your chess server may allow you to connect on port 23 instead.
In that case, just add the option `-icsport ""' to the above
command. But if your chess server doesn't let you connect on port 23, you
will have to find some other host outside the firewall and hop through it.
For instance, suppose you have a shell account at `foo.edu'. Set command
line options as follows:
xboard -ics -telnet -telnetProgram ptelnet -icshost foo.edu -icsport ""
Then when you run XBoard in ICS mode, it will issue the command
`ptelnet foo.edu' to connect to your account at `foo.edu'. Log in there,
then type `telnet chessclub.com 5000'.
ICC timestamp and FICS timeseal do not work through some
firewalls. You can use them only if your firewall gives a clean TCP
connection with a full 8-bit wide path. If your firewall allows you to get
out only by running a special telnet program, you can't use timestamp or
timeseal across it. But if you have access to a computer just outside your
firewall, and you have much lower netlag when talking to that computer than
to the ICS, it might be worthwhile running timestamp there. Follow the
instructions above for hopping through a host outside the firewall (foo.edu
in the example), but run timestamp or timeseal on that host instead of
telnet.
Suppose that you have a SOCKS firewall that will give you a clean
8-bit wide TCP connection to the chess server, but only after you
authenticate yourself via the SOCKS protocol. In that case, you could make a
socksified version of XBoard and run that. If you are using timestamp or
timeseal, you will to socksify it, not XBoard; this may be difficult seeing
that ICC and FICS do not provide source code for these programs.
Socksification is beyond the scope of this document, but see the SOCKS Web
site at http://www.socks.permeo.com/. If you are missing SOCKS, try
http://www.funbureau.com/.
Game and position files are found in a directory named by the
`CHESSDIR' environment variable. If this variable is not set, the current
working directory is used. If `CHESSDIR' is set, XBoard actually changes its
working directory to `$CHESSDIR', so any files written by the chess engine
will be placed there too.
There is no way for two people running copies of XBoard to play
each other without going through an Internet Chess Server.
Under some circumstances, your ICS password may be echoed when you
log on.
If you are connecting to the ICS by running telnet on an Internet
provider or firewall host, you may find that each line you type is echoed
back an extra time after you hit <Enter>. If your Internet provider is
a Unix system, you can probably turn its echo off by typing `stty -echo'
after you log in, and/or typing <^E><Enter> (Ctrl+E followed by
the Enter key) to the telnet program after you have logged into ICS. It is a
good idea to do this if you can, because the extra echo can occasionally
confuse XBoard's parsing routines.
The game parser recognizes only algebraic notation.
Many of the following points used to be limitations in XBoard
4.2.7 and earlier, but are now fixed: The internal move legality tester in
XBoard 4.3.xx does look at the game history, and is fully aware of castling
or en-passant-capture rights. It permits castling with the king on the d
file because this is possible in some "wild 1" games on ICS. The
piece-drop menu does not check piece drops in bughouse to see if you
actually hold the piece you are trying to drop. But this way of dropping
pieces should be considered an obsolete feature, now that pieces can be
dropped by dragging them from the holdings to the board. Anyway, if you
would attempt an illegal move when using a chess engine or the ICS, XBoard
will accept the error message that comes back, undo the move, and let you
try another. FEN positions saved by XBoard do include correct information
about whether castling or en passant are legal, and also handle the 50-move
counter. The mate detector does not understand that non-contact mate is not
really mate in bughouse. The only problem this causes while playing is
minor: a "#" (mate indicator) character will show up after a
non-contact mating move in the move list. XBoard will not assume the game is
over at that point, not even when the option Detect Mates is on. Edit Game
mode always uses the rules of the selected variant, which can be a variant
that uses piece drops. You can load and edit games that contain piece drops.
The (obsolete) piece menus are not active, but you can perform piece drops
by dragging pieces from the holdings. Fischer Random castling is fully
understood. You can enter castlings by dragging the King on top of your
Rook. You can probably also play Fischer Random successfully on ICS by
typing castling moves into the ICS Interaction window.
The menus may not work if your keyboard is in Caps Lock or Num
Lock mode. This seems to be a problem with the Athena menu widget, not an
XBoard bug.
Also see the ToDo file included with the distribution for many
other possible bugs, limitations, and ideas for improvement that have been
suggested.
You can report bugs and problems with XBoard using the bug tracker
at `https://savannah.gnu.org/projects/xboard/' or by sending mail to
`<bug-xboard@gnu.org>'. It can also be useful to report or discuss
bugs in the WinBoard Forum at `http://www.open-aurec.com/wbforum/', WinBoard
development section.
Please use the `script' program to start a typescript, run XBoard
with the `-debug' option, and include the typescript output in your message.
Also tell us what kind of machine and what operating system version you are
using. The command `uname -a' will often tell you this.
If you improve XBoard, please send a message about your changes,
and we will get in touch with you about merging them in to the main line of
development.
Chris Sears and Dan Sears wrote the original XBoard. They were
responsible for versions 1.0 through 1.2. The color scheme was taken from
Wayne Christopher's `XChess' program.
Tim Mann was primarily responsible for XBoard versions 1.3 through
4.2.7, and for WinBoard (a port of XBoard to Microsoft Win32) from its
inception through version 4.2.7.
John Chanak contributed the initial implementation of ICS mode.
Evan Welsh wrote `CMail', and Patrick Surry helped in designing, testing,
and documenting it. Elmar Bartel contributed the new piece bitmaps
introduced in version 3.2. Jochen Wiedmann converted the documentation to
texinfo. Frank McIngvale added click/click moving, the Analysis modes, piece
flashing, ZIICS import, and ICS text colorization to XBoard. Hugh Fisher
added animated piece movement to XBoard, and Henrik Gram added it to
WinBoard. Mark Williams contributed the initial (WinBoard-only)
implementation of many new features added to both XBoard and WinBoard in
version 4.1.0, including copy/paste, premove, icsAlarm, autoFlipView,
training mode, auto raise, and blindfold. Ben Nye contributed X copy/paste
code for XBoard.
In a fork from version 4.2.7, Alessandro Scotti added many
elements to the user interface of WinBoard, including the board textures and
font-based rendering, the evaluation-graph, move-history and engine-output
window. He was also responsible for adding the UCI support.
H. G. Muller continued this fork of the project, producing version
4.3. He made WinBoard castling- and e.p.-aware, added variant support with
adjustable board sizes, the crazyhouse holdings, and the fairy pieces. In
addition he added most of the adjudication options, made WinBoard more
robust in dealing with buggy and crashing engines, and extended time control
with a time-odds and node-count-based modes. Most of the options that
initially were WinBoard only have now been back-ported to XBoard.
Michel van den Bergh provided the code for reading Polyglot
opening books.
Meanwhile, some work continued on the GNU XBoard project
maintained at savannah.gnu.org, but version 4.2.8 was never released. Daniel
Mehrmann was responsible for much of this work.
Most recently, Arun Persaud worked with H. G. Muller to merge all
the features of the never-released XBoard/WinBoard 4.2.8 of the GNU XBoard
project and the never-released 4.3.16 from H. G.'s fork into a unified
XBoard/WinBoard 4.4, which is now available both from the savannah.gnu.org
web site and the WinBoard forum.
The `cmail' program can help you play chess by email with
opponents of your choice using XBoard as an interface.
You will usually run `cmail' without giving any options.
- -h
- Displays `cmail' usage information.
- -c
- Shows the conditions of the GNU General Public License. See
Copying.
- -w
- Shows the warranty notice of the GNU General Public License. See
Copying.
- -v
- -xv
- Provides or inhibits verbose output from `cmail' and XBoard, useful for
debugging. The `-xv' form also inhibits the cmail introduction
message.
- -mail
- -xmail
- Invokes or inhibits the sending of a mail message containing the
move.
- -xboard
- -xxboard
- Invokes or inhibits the running of XBoard on the game file.
- -reuse
- -xreuse
- Invokes or inhibits the reuse of an existing XBoard to display the current
game.
- -remail
- Resends the last mail message for that game. This inhibits running
XBoard.
- -game
<name>
- The name of the game to be processed.
- -wgames
<number>
- -bgames
<number>
- -games <number>
- Number of games to start as White, as Black or in total. Default is 1 as
white and none as black. If only one color is specified then none of the
other color is assumed. If no color is specified then equal numbers of
White and Black games are started, with the extra game being as White if
an odd number of total games is specified.
- -me <short
name>
- -opp <short
name>
- A one-word alias for yourself or your opponent.
- -wname <full
name>
- -bname <full
name>
- -myname <full
name>
- -oppname <full
name>
- The full name of White, Black, yourself or your opponent.
- -wna <net
address>
- -bna <net
address>
- -na <net
address>
- -oppna <net
address>
- The email address of White, Black, yourself or your opponent.
- -dir
<directory>
- The directory in which `cmail' keeps its files. This defaults to the
environment variable `$CMAIL_DIR' or failing that, `$CHESSDIR',
`$HOME/Chess' or `~/Chess'. It will be created if it does not exist.
- -arcdir
<directory>
- The directory in which `cmail' archives completed games. Defaults to the
environment variable `$CMAIL_ARCDIR' or, in its absence, the same
directory as cmail keeps its working files (above).
- -mailprog <mail
program>
- The program used by cmail to send email messages. This defaults to the
environment variable `$CMAIL_MAILPROG' or failing that `/usr/ucb/Mail',
`/usr/ucb/mail' or `Mail'. You will need to set this variable if none of
the above paths fit your system.
- -logFile
<file>
- A file in which to dump verbose debugging messages that are invoked with
the `-v' option.
- -event
<event>
- The PGN Event tag (default `Email correspondence game').
- -site
<site>
- The PGN Site tag (default `NET').
- -round
<round>
- The PGN Round tag (default `-', not applicable).
- -mode
<mode>
- The PGN Mode tag (default `EM', Electronic Mail).
- Other
options
- Any option flags not listed above are passed through to XBoard. Invoking
XBoard through CMail changes the default values of two XBoard options: The
default value for `-noChessProgram' is changed to true; that is, by
default no chess engine is started. The default value for `-timeDelay' is
changed to 0; that is, by default XBoard immediately goes to the end of
the game as played so far, rather than stepping through the moves one by
one. You can still set these options to whatever values you prefer by
supplying them on CMail's command line. See Options.
Type `cmail' from a shell to start a game as white. After an
opening message, you will be prompted for a game name, which is optional --
if you simply press <Enter>, the game name will take the form
`you-VS-opponent'. You will next be prompted for the short name of your
opponent. If you haven't played this person before, you will also be
prompted for his/her email address. `cmail' will then invoke XBoard in the
background. Make your first move and select `Mail Move' from the `File'
menu. See File Menu. If all is well, `cmail' will mail a copy of the
move to your opponent. If you select `Exit' without having selected `Mail
Move' then no move will be made.
When you receive a message from an opponent containing a move in
one of your games, simply pipe the message through `cmail'. In some mailers
this is as simple as typing `| cmail' when viewing the message, while in
others you may have to save the message to a file and do `cmail < file'
at the command line. In either case `cmail' will display the game using
XBoard. If you didn't exit XBoard when you made your first move then `cmail'
will do its best to use the existing XBoard instead of starting a new one.
As before, simply make a move and select `Mail Move' from the `File' menu.
See File Menu. `cmail' will try to use the XBoard that was most
recently used to display the current game. This means that many games can be
in progress simultaneously, each with its own active XBoard.
If you want to look at the history or explore a variation, go
ahead, but you must return to the current position before XBoard will allow
you to mail a move. If you edit the game's history you must select `Reload
Same Game' from the `File' menu to get back to the original position, then
make the move you want and select `Mail Move'. As before, if you decide you
aren't ready to make a move just yet you can either select `Exit' without
sending a move or just leave XBoard running until you are ready.
It is possible to have a `cmail' message carry more than one game.
This feature was implemented to handle IECG (International Email Chess
Group) matches, where a match consists of one game as white and one as
black, with moves transmitted simultaneously. In case there are more general
uses, `cmail' itself places no limit on the number of black/white games
contained in a message; however, XBoard does.
Because XBoard can detect checkmate and stalemate, `cmail' handles
game termination sensibly. As well as resignation, the `Action' menu allows
draws to be offered and accepted for `cmail' games.
For multi-game messages, only unfinished and just-finished games
will be included in email messages. When all the games are finished, they
are archived in the user's archive directory, and similarly in the
opponent's when he or she pipes the final message through `cmail'. The
archive file name includes the date the game was started.
It's possible that a strange conjunction of conditions may
occasionally mean that `cmail' has trouble reactivating an existing XBoard.
If this should happen, simply trying it again should work. If not, remove
the file that stores the XBoard's PID (`game.pid') or use the `-xreuse'
option to force `cmail' to start a new XBoard.
Versions of `cmail' after 2.16 no longer understand the old file
format that XBoard used to use and so cannot be used to correspond with
anyone using an older version.
Versions of `cmail' older than 2.11 do not handle multi-game
messages, so multi-game correspondence is not possible with opponents using
an older version.
Here are some other programs you can use with XBoard
The GNU Chess engine is available from:
ftp://ftp.gnu.org/gnu/gnuchess/
You can use XBoard to play a game against GNU Chess, or to
interface GNU Chess to an ICS.
Fairy-Max is a derivative from the once World's smallest Chess
program micro-Max, which measures only about 100 lines of source code. The
main difference with micro-Max is that Fairy-Max loads its move-generator
tables from a file, so that the rules for piece movement can be easily
configured to implement unorthodox pieces. Fairy-Max can therefore play a
large number of variants, normal Chess being one of those. In addition it
plays Knightmate, Capablanca and Gothic Chess, Shatranj, Courier Chess,
Cylinder chess, Berolina Chess, while the user can easily define new
variants. It can be obtained from:
http://home.hccnet.nl/h.g.muller/dwnldpage.html
HoiChess is a not-so-very-strong Chess engine, which comes with a
derivative HoiXiangqi, able to play Chinese Chess. It can be obtained from
the standard Linux repositories through:
sudo apt-get install hoichess
Crafty is a chess engine written by Bob Hyatt. You can use XBoard
to play a game against Crafty, hook Crafty up to an ICS, or use Crafty to
interactively analyze games and positions for you.
Crafty is a strong, rapidly evolving chess program. This rapid
pace of development is good, because it means Crafty is always getting
better. This can sometimes cause problems with backwards compatibility, but
usually the latest version of Crafty will work well with the latest version
of XBoard. Crafty can be obtained from its author's FTP site:
ftp://ftp.cis.uab.edu/hyatt/.
To use Crafty with XBoard, give the -fcp and -fd options as
follows, where <crafty's directory> is the directory in which you
installed Crafty and placed its book and other support files.
Copyright (C) 1991 Digital Equipment Corporation, Maynard,
Massachusetts.
All Rights Reserved.
Permission to use, copy, modify, and distribute this software and
its documentation for any purpose and without fee is hereby granted,
provided that the above copyright notice appear in all copies and that both
that copyright notice and this permission notice appear in supporting
documentation, and that the name of Digital not be used in advertising or
publicity pertaining to distribution of the software without specific,
written prior permission.
Digital disclaims all warranties with regard to this software,
including all implied warranties of merchantability and fitness. In no event
shall Digital be liable for any special, indirect or consequential damages
or any damages whatsoever resulting from loss of use, data or profits,
whether in an action of contract, negligence or other tortious action,
arising out of or in connection with the use or performance of this
software.
Enhancements copyright (C) 1992-2003, 2004, 2005, 2006, 2007,
2008, 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Free Software
Foundation, Inc.
Published by the Free Software Foundation
59 Temple Place - Suite 330
Boston, MA 02111-1307 USA
Permission is granted to make and distribute verbatim copies of
this manual provided the copyright notice and this permission notice are
preserved on all copies.
Permission is granted to copy and distribute modified versions of
this manual under the conditions for verbatim copying, provided also that
the section entitled ``GNU General Public License,'' is included exactly as
in the original, and provided that the entire resulting derived work is
distributed under the terms of a permission notice identical to this
one.
Permission is granted to copy and distribute translations of this
manual into another language, under the above conditions for modified
versions, except that the section entitled ``GNU General Public License,''
and this permission notice, may be included in translations approved by the
Free Software Foundation instead of in the original English.
Copyright (C) 2007 Free Software Foundation, Inc. `http://fsf.org/'
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are
designed to take away your freedom to share and change the works. By
contrast, the GNU General Public License is intended to guarantee your
freedom to share and change all versions of a program -- to make sure it
remains free software for all its users. We, the Free Software Foundation,
use the GNU General Public License for most of our software; it applies also
to any other work released this way by its authors. You can apply it to your
programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you have
the freedom to distribute copies of free software (and charge for them if
you wish), that you receive source code or can get it if you want it, that
you can change the software or use pieces of it in new free programs, and
that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if you
modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same freedoms
that you received. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
Developers that use the GNU GPL protect your rights with two
steps: (1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly
explains that there is no warranty for this free software. For both users'
and authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer can
do so. This is fundamentally incompatible with the aim of protecting users'
freedom to change the software. The systematic pattern of such abuse occurs
in the area of products for individuals to use, which is precisely where it
is most unacceptable. Therefore, we have designed this version of the GPL to
prohibit the practice for those products. If such problems arise
substantially in other domains, we stand ready to extend this provision to
those domains in future versions of the GPL, as needed to protect the
freedom of users.
Finally, every program is threatened constantly by software
patents. States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could make
it effectively proprietary. To prevent this, the GPL assures that patents
cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
- Definitions.
- ``This License'' refers to version 3 of the GNU General Public License.
``Copyright'' also means copyright-like laws that apply to
other kinds of works, such as semiconductor masks.
``The Program'' refers to any copyrightable work licensed
under this License. Each licensee is addressed as ``you''. ``Licensees''
and ``recipients'' may be individuals or organizations.
To ``modify'' a work means to copy from or adapt all or part
of the work in a fashion requiring copyright permission, other than the
making of an exact copy. The resulting work is called a ``modified
version'' of the earlier work or a work ``based on'' the earlier
work.
A ``covered work'' means either the unmodified Program or a
work based on the Program.
To ``propagate'' a work means to do anything with it that,
without permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To ``convey'' a work means any kind of propagation that
enables other parties to make or receive copies. Mere interaction with a
user through a computer network, with no transfer of a copy, is not
conveying.
An interactive user interface displays ``Appropriate Legal
Notices'' to the extent that it includes a convenient and prominently
visible feature that (1) displays an appropriate copyright notice, and
(2) tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the work
under this License, and how to view a copy of this License. If the
interface presents a list of user commands or options, such as a menu, a
prominent item in the list meets this criterion.
- Source
Code.
- The ``source code'' for a work means the preferred form of the work for
making modifications to it. ``Object code'' means any non-source form of a
work.
A ``Standard Interface'' means an interface that either is an
official standard defined by a recognized standards body, or, in the
case of interfaces specified for a particular programming language, one
that is widely used among developers working in that language.
The ``System Libraries'' of an executable work include
anything, other than the work as a whole, that (a) is included in the
normal form of packaging a Major Component, but which is not part of
that Major Component, and (b) serves only to enable use of the work with
that Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A ``Major
Component'', in this context, means a major essential component (kernel,
window system, and so on) of the specific operating system (if any) on
which the executable work runs, or a compiler used to produce the work,
or an object code interpreter used to run it.
The ``Corresponding Source'' for a work in object code form
means all the source code needed to generate, install, and (for an
executable work) run the object code and to modify the work, including
scripts to control those activities. However, it does not include the
work's System Libraries, or general-purpose tools or generally available
free programs which are used unmodified in performing those activities
but which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for the
work, and the source code for shared libraries and dynamically linked
subprograms that the work is specifically designed to require, such as
by intimate data communication or control flow between those subprograms
and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is
that same work.
- Basic
Permissions.
- All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your rights
of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains in
force. You may convey covered works to others for the sole purpose of
having them make modifications exclusively for you, or provide you with
facilities for running those works, provided that you comply with the
terms of this License in conveying all material for which you do not
control copyright. Those thus making or running the covered works for
you must do so exclusively on your behalf, under your direction and
control, on terms that prohibit them from making any copies of your
copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely
under the conditions stated below. Sublicensing is not allowed; section
10 makes it unnecessary.
- Protecting
Users' Legal Rights From Anti-Circumvention Law.
- No covered work shall be deemed part of an effective technological measure
under any applicable law fulfilling obligations under article 11 of the
WIPO copyright treaty adopted on 20 December 1996, or similar laws
prohibiting or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to
forbid circumvention of technological measures to the extent such
circumvention is effected by exercising rights under this License with
respect to the covered work, and you disclaim any intention to limit
operation or modification of the work as a means of enforcing, against
the work's users, your or third parties' legal rights to forbid
circumvention of technological measures.
- Conveying
Verbatim Copies.
- You may convey verbatim copies of the Program's source code as you receive
it, in any medium, provided that you conspicuously and appropriately
publish on each copy an appropriate copyright notice; keep intact all
notices stating that this License and any non-permissive terms added in
accord with section 7 apply to the code; keep intact all notices of the
absence of any warranty; and give all recipients a copy of this License
along with the Program.
You may charge any price or no price for each copy that you
convey, and you may offer support or warranty protection for a fee.
- Conveying
Modified Source Versions.
- You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the terms of
section 4, provided that you also meet all of these conditions:
The work must carry prominent notices stating that you
modified it, and giving a relevant date.
The work must carry prominent notices stating that it is
released under this License and any conditions added under section 7.
This requirement modifies the requirement in section 4 to ``keep intact
all notices''.
You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This License will
therefore apply, along with any applicable section 7 additional terms,
to the whole of the work, and all its parts, regardless of how they are
packaged. This License gives no permission to license the work in any
other way, but it does not invalidate such permission if you have
separately received it.
If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your work need
not make them do so.
A compilation of a covered work with other separate and
independent works, which are not by their nature extensions of the
covered work, and which are not combined with it such as to form a
larger program, in or on a volume of a storage or distribution medium,
is called an ``aggregate'' if the compilation and its resulting
copyright are not used to limit the access or legal rights of the
compilation's users beyond what the individual works permit. Inclusion
of a covered work in an aggregate does not cause this License to apply
to the other parts of the aggregate.
- Conveying
Non-Source Forms.
- You may convey a covered work in object code form under the terms of
sections 4 and 5, provided that you also convey the machine-readable
Corresponding Source under the terms of this License, in one of these
ways:
Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium customarily used
for software interchange.
Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a written
offer, valid for at least three years and valid for as long as you offer
spare parts or customer support for that product model, to give anyone
who possesses the object code either (1) a copy of the Corresponding
Source for all the software in the product that is covered by this
License, on a durable physical medium customarily used for software
interchange, for a price no more than your reasonable cost of physically
performing this conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This alternative is
allowed only occasionally and noncommercially, and only if you received
the object code with such an offer, in accord with subsection 6b.
Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to copy
the object code is a network server, the Corresponding Source may be on
a different server (operated by you or a third party) that supports
equivalent copying facilities, provided you maintain clear directions
next to the object code saying where to find the Corresponding Source.
Regardless of what server hosts the Corresponding Source, you remain
obligated to ensure that it is available for as long as needed to
satisfy these requirements.
Convey the object code using peer-to-peer transmission,
provided you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no charge
under subsection 6d.
A separable portion of the object code, whose source code is
excluded from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A ``User Product'' is either (1) a ``consumer product'', which
means any tangible personal property which is normally used for
personal, family, or household purposes, or (2) anything designed or
sold for incorporation into a dwelling. In determining whether a product
is a consumer product, doubtful cases shall be resolved in favor of
coverage. For a particular product received by a particular user,
``normally used'' refers to a typical or common use of that class of
product, regardless of the status of the particular user or of the way
in which the particular user actually uses, or expects or is expected to
use, the product. A product is a consumer product regardless of whether
the product has substantial commercial, industrial or non-consumer uses,
unless such uses represent the only significant mode of use of the
product.
``Installation Information'' for a User Product means any
methods, procedures, authorization keys, or other information required
to install and execute modified versions of a covered work in that User
Product from a modified version of its Corresponding Source. The
information must suffice to ensure that the continued functioning of the
modified object code is in no case prevented or interfered with solely
because modification has been made.
If you convey an object code work under this section in, or
with, or specifically for use in, a User Product, and the conveying
occurs as part of a transaction in which the right of possession and use
of the User Product is transferred to the recipient in perpetuity or for
a fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied by
the Installation Information. But this requirement does not apply if
neither you nor any third party retains the ability to install modified
object code on the User Product (for example, the work has been
installed in ROM).
The requirement to provide Installation Information does not
include a requirement to continue to provide support service, warranty,
or updates for a work that has been modified or installed by the
recipient, or for the User Product in which it has been modified or
installed. Access to a network may be denied when the modification
itself materially and adversely affects the operation of the network or
violates the rules and protocols for communication across the
network.
Corresponding Source conveyed, and Installation Information
provided, in accord with this section must be in a format that is
publicly documented (and with an implementation available to the public
in source code form), and must require no special password or key for
unpacking, reading or copying.
- Additional
Terms.
- ``Additional permissions'' are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall be
treated as though they were included in this License, to the extent that
they are valid under applicable law. If additional permissions apply only
to part of the Program, that part may be used separately under those
permissions, but the entire Program remains governed by this License
without regard to the additional permissions.
When you convey a copy of a covered work, you may at your
option remove any additional permissions from that copy, or from any
part of it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work, for
which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for
material you add to a covered work, you may (if authorized by the
copyright holders of that material) supplement the terms of this License
with terms:
Disclaiming warranty or limiting liability differently from
the terms of sections 15 and 16 of this License; or
Requiring preservation of specified reasonable legal notices
or author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
Prohibiting misrepresentation of the origin of that material,
or requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
Limiting the use for publicity purposes of names of licensors
or authors of the material; or
Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of it)
with contractual assumptions of liability to the recipient, for any
liability that these contractual assumptions directly impose on those
licensors and authors.
All other non-permissive additional terms are considered
``further restrictions'' within the meaning of section 10. If the
Program as you received it, or any part of it, contains a notice stating
that it is governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains a
further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms of
that license document, provided that the further restriction does not
survive such relicensing or conveying.
If you add terms to a covered work in accord with this
section, you must place, in the relevant source files, a statement of
the additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated
in the form of a separately written license, or stated as exceptions;
the above requirements apply either way.
- Termination.
- You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or modify
it is void, and will automatically terminate your rights under this
License (including any patent licenses granted under the third paragraph
of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after your
receipt of the notice.
Termination of your rights under this section does not
terminate the licenses of parties who have received copies or rights
from you under this License. If your rights have been terminated and not
permanently reinstated, you do not qualify to receive new licenses for
the same material under section 10.
- Acceptance Not
Required for Having Copies.
- You are not required to accept this License in order to receive or run a
copy of the Program. Ancillary propagation of a covered work occurring
solely as a consequence of using peer-to-peer transmission to receive a
copy likewise does not require acceptance. However, nothing other than
this License grants you permission to propagate or modify any covered
work. These actions infringe copyright if you do not accept this License.
Therefore, by modifying or propagating a covered work, you indicate your
acceptance of this License to do so.
- Automatic
Licensing of Downstream Recipients.
- Each time you convey a covered work, the recipient automatically receives
a license from the original licensors, to run, modify and propagate that
work, subject to this License. You are not responsible for enforcing
compliance by third parties with this License.
An ``entity transaction'' is a transaction transferring
control of an organization, or substantially all assets of one, or
subdividing an organization, or merging organizations. If propagation of
a covered work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of
the rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that any
patent claim is infringed by making, using, selling, offering for sale,
or importing the Program or any portion of it.
- Patents.
- A ``contributor'' is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The work
thus licensed is called the contributor's ``contributor version''.
A contributor's ``essential patent claims'' are all patent
claims owned or controlled by the contributor, whether already acquired
or hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a consequence
of further modification of the contributor version. For purposes of this
definition, ``control'' includes the right to grant patent sublicenses
in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide,
royalty-free patent license under the contributor's essential patent
claims, to make, use, sell, offer for sale, import and otherwise run,
modify and propagate the contents of its contributor version.
In the following three paragraphs, a ``patent license'' is any
express agreement or commitment, however denominated, not to enforce a
patent (such as an express permission to practice a patent or covenant
not to sue for patent infringement). To ``grant'' such a patent license
to a party means to make such an agreement or commitment not to enforce
a patent against the party.
If you convey a covered work, knowingly relying on a patent
license, and the Corresponding Source of the work is not available for
anyone to copy, free of charge and under the terms of this License,
through a publicly available network server or other readily accessible
means, then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. ``Knowingly relying'' means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify or
convey a specific copy of the covered work, then the patent license you
grant is automatically extended to all recipients of the covered work
and works based on it.
A patent license is ``discriminatory'' if it does not include
within the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is in
the business of distributing software, under which you make payment to
the third party based on the extent of your activity of conveying the
work, and under which the third party grants, to any of the parties who
would receive the covered work from you, a discriminatory patent license
(a) in connection with copies of the covered work conveyed by you (or
copies made from those copies), or (b) primarily for and in connection
with specific products or compilations that contain the covered work,
unless you entered into that arrangement, or that patent license was
granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or
limiting any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
- No Surrender of Others'
Freedom.
- If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
- Use with the GNU Affero
General Public License.
- Notwithstanding any other provision of this License, you have permission
to link or combine any covered work with a work licensed under version 3
of the GNU Affero General Public License into a single combined work, and
to convey the resulting work. The terms of this License will continue to
apply to the part which is the covered work, but the special requirements
of the GNU Affero General Public License, section 13, concerning
interaction through a network will apply to the combination as such.
- Revised Versions of
this License.
- The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License ``or any later version'' applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the GNU
General Public License, you may choose any version ever published by the
Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
- Disclaimer of
Warranty.
- THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM ``AS IS'' WITHOUT
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF
THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
- Limitation of
Liability.
- IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL
ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE
PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
- Interpretation
of Sections 15 and 16.
- If the disclaimer of warranty and limitation of liability provided above
cannot be given local legal effect according to their terms, reviewing
courts shall apply local law that most closely approximates an absolute
waiver of all civil liability in connection with the Program, unless a
warranty or assumption of liability accompanies a copy of the Program in
return for a fee.
If you develop a new program, and you want it to be of the
greatest possible use to the public, the best way to achieve this is to
make it free software which everyone can redistribute and change under
these terms.
To do so, attach the following notices to the program. It is
safest to attach them to the start of each source file to most
effectively state the exclusion of warranty; and each file should have
at least the ``copyright'' line and a pointer to where the full notice
is found.
ONE LINE TO GIVE THE PROGRAM'S NAME AND A BRIEF IDEA OF WHAT IT DOES.
Copyright (C) YEAR NAME OF AUTHOR
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or (at
your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see `http://www.gnu.org/licenses/'.
Also add information on how to contact you by electronic and
paper mail.
If the program does terminal interaction, make it output a
short notice like this when it starts in an interactive mode:
PROGRAM Copyright (C) YEAR NAME OF AUTHOR
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show
the appropriate parts of the General Public License. Of course, your
program's commands might be different; for a GUI interface, you would
use an ``about box''.
You should also get your employer (if you work as a
programmer) or school, if any, to sign a ``copyright disclaimer'' for
the program, if necessary. For more information on this, and how to
apply and follow the GNU GPL, see `http://www.gnu.org/licenses/'.
The GNU General Public License does not permit incorporating
your program into proprietary programs. If your program is a subroutine
library, you may consider it more useful to permit linking proprietary
applications with the library. If this is what you want to do, use the
GNU Lesser General Public License instead of this License. But first,
please read `http://www.gnu.org/philosophy/why-not-lgpl.html'.