From: Steven <ste...@ya...> - 2011-07-28 14:25:29
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Gregor Cramer <gc...@gm...> wrote: > it wasn't hard to implement null moves. So far as I know > Scid is handling null moves properly, but I did not use the > keyboard binding, and I did not test the interaction with > engines. Hmmm... The engines seem to go ok too, except when adding variations, when null move is *at var end or game end*. I had a quick look at fixing it, but the code in addAnalysisVariation is a little complicated anyway, so i've just overhauled the variation/null-move doco instead (and added a note for the new "Paste Variation" feature too.) I *did* notice that [sc_game info previousMoveUCI] returns (for eg) "e8e8" - ie King move-to-same-square, which must be how it's represented somewhere. Steve |