PilotGOne - view/record/edit GO games (SGF) in PalmOS


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Using PilotGOne - The Menus, Handling Variations

The Menus

Game

In game view, if you open the Menu and select "Game", then you get:

       [New Game with Menu]

The choices are (with shortcuts):

Edit This Var (/V)
Drops you into Memo Pad with the entire current variation selected for you to edit. Normally, this is not necessary, and it may be dangerous if you are not familiar with the SGF standard. You have to tap Applications, and choose PilotGOne to return to viewing the game again.

At present, probably the simplest way to delete the whole game record for the current game is to do: Menu/ Game/ "Edit This Var"/ [Details]/ [Delete...]/ [OK].

Delete This Var (/D)
Does the obvious thing! A window will pop up for you to confirm your deletion.

When you are in view mode, the program will not let you use Delete This Var. Similarly you cannot use it to delete the main variation (the whole game)! These refusals are done silently.

Game Info (/I)
Opens the game info window. This can be viewed, or edited, in the normal way. It is very similar to the "Create New Game?" window.

Zoom On ... (/Z)
Lets you choose the point to zoom in on – see the note on the "Zoom" gadget, above

Goto ... (/G)

[Goto ... choices] We see the window at left. This gives the choices: (Beginning/ End) of (Game/ Previous Var/ This Var/ Next Var). The default is "Beginning of Next Var".

Beginning/End of Game have obvious meanings. Traversal of variations is discussed in detail elsewhere.

Do not forget that you also have Goto Memorized Node.

N.B. Skip Forward (>>) is different from Goto Beginning Next Var.

Save Dead Groups Info
Can be used after you have marked dead groups in score mode.

Pass
An alternative to the Space character – " " – to play a "pass" move.

Undo
An alternative to Backspace Delete – to undo the previous change (black/white play, or add black/white/empty/mark).

Options

Some preferences are customisable, via Menu/ Options/ Board Preferences ... (shortcut "/P"). With a pop-up trigger selected, you can see something like:

       [Board Preferences]

The choices are:

Last Stone (Flashing?)
Last stone blinks when the "continuous flash" option is selected (initial default). You can change this value to avoid any flashing by selecting "no flash", or you can choose "short flash", if you want the program to flash only a few times, immediately after the stone has been played.

Goto Move
When "Goto Move" is on, tapping on an already played stone in view mode (including guess next move mode) takes you to the move when that stone was played. The initial default value is checked -- "On".

If this option is switched on, and your stylus is not well calibrated, then you may accidentally rewind the game. If you have problems, leave "Goto Move" unchecked.

Goto Memo
When "Goto Memo" is on, tapping on the move number/description takes you to MemoPad, with that move selected. The initial default value is "On".

If this option is switched on, and your stylus is not well calibrated, this may result in your switching to MemoPad by accident. If so, leave "Goto Memo" unchecked.

(Show) Next Vars as Letters
When there is a variation at the next move, and if you have selected "Show next", then on a full board you will normally see two, or more "+" characters. If you have also selected this "Show Next Vars as Letters" option, and you have a large-scale board (either zoomed-in or less than 19x19), then these moves will be displayed as the letters "a", "b", etc. Initial default is "Off".

One Color Go
Both Black moves, and White moves are displayed as White. One Colour Go occurs in Vol. 14 (Chapter 120) of Hikaru no Go, as a test of memory. Initial default value is "Off".

(Remap) DateBook button (a hard button)
This lets you change the way that the hard "DateBook" button on your PalmOS® device behaves when you are in the PilotGOne program. (We assume that you do not remap the DateBook button to something else, using the PalmOS® Preferences – if you do, then obviously things will not behave exactly as we describe here!) When you are not in PilotGOne the hard button will behave as normal, and will open the standard PalmOS® DateBook program. You can map the button to a PilotGOne function, as follows:

If you have remapped the button, then when you press the button it will do what you have chosen, if the context allows it – otherwise it will do nothing. For example, if you remap the button to "Pop Comment", then if you are in board view, and no comment window is visible, it will pop it open – however, if you are in board view, with a comment window already open, it will close it. If you are in any mode other than board view, it will do nothing (not even launch the original PalmOS® DateBook application).

The main use of this feature, and the remapping of the other (both hard and soft) buttons, is to make the program much more finger friendly – you can replay a game, including comments and variations, without ever needing your stylus. With the use of Zoom, it is easier to play stones with a finger -- you can probably record a whole game with fingers only.

If you have remapped the DateBook button, and you need the Date Book while using PilotGOne you must do: Home/ Date Book/ <whatever you have to do>/ Home/ PilotGOne – you will be back to where you left off.

(Remap) Address button (a hard button)
Remappable – see (Remap) DateBook button, above.

(Remap) ToDoList button (a hard button)
Remappable – see (Remap) DateBook button, above.

(Remap) Memo button (a hard button)
Remappable – see (Remap) DateBook button, above.

(Remap) Calculator button (a soft button)
Remappable – see (Remap) DateBook button, above.

(Remap) Find button (a soft button)
Remappable – see (Remap) DateBook button, above.

By default, all buttons are "unmapped". A recommended set of mappings is: Date Book - Skip Back, Address - Start Prev Var, TodoList - Start Next Var, Memo - Skip Forward, Calculator - Pop Comment, and Find - Zoom/Unzoom. "Move Comment" will not be remapped – easily done anyway.

Some other variation traversal tools -- Goto (Begin/ End) of (Game/ This Var), as well as Goto End of (Prev/ Next) Var -- are not included. You may want to choose your own mappings!

Handling Variations

Changing Contents of Variations

Travelling through Variations

SGF naming of points is not the same as is normally used (also by PilotGOne) – beware. SGF starts lettering/numbering of co-ordinates from the top left -- PilotGOne also uses this for the MemoPad SGF game record. In western publications, a different convention is usually used -- labelling/naming starts at bottom left, with the letter "I" omitted -- PilotGOne also uses this convention for its display:

    SGF Memo          PilotGOne labels

aa ... ja ... sa    A19 ... K19 ... T19
 :      :      :     :       :       :
aj ... jj ... sj    A10 ... K10 ... T10
 :      :      :     :       :       :
as ... js ... ss    A1  ... K1  ... T1

It will be helpful in understanding these notes if you can picture a game record including variations as a tree. Imagine a (crazy) variation happening at the top left of the board -- we use the SGF notation (these correspond to the positions of the stones on the board!):


   a  b  c  d  e  f  g

a  B--W--B--W--B--W
      |\
b     | \B--W
       \   
c       \B--W--B--W--B
                \
d                \W

This was obtained from the official SGF documentation, which has this diagram:

[Variation tree]

Here is the SGF record, of the tree above, with new lines and spaces added for clarity:

(;B[aa];W[ba] (;B[ca];W[da];B[ea]; W[fa])
              (;B[cb];W[db])
              (;B[cc];W[dc];B[ec](;W[fc];B[gc])
                                 (;W[fd])     
              )
)

Existing Commands for Handling Variations

Other traversal commands

A detailed description of the variation traversal commands

Suppose an SGF memo has the following abstract form:

/(A B (C D (E F G) (H J))
       (K (L M) (N O (P Q) (R)))
       (S T))
Here, "/" denotes the "root" of the whole game tree, and each complete subtree (e.g., "(C D (E F G) (H J)") denotes a (sub)variation in the game. The root of a subvariation is the point before the leftmost parenthesis of the variation. We often write as if the tree were drawn with the root at the top and variations arranged from left to right. The first or leftmost variation from each branch point is called the "main line". (Normally the main line represents the moves actually played in a game or the best moves by each player in a joseki or problem.)

Goto beginning/end of game

From any node, the command "Goto beginning of game" moves to the root of the tree and "Goto end of game" moves to the last node in the main line of the game, in this case node G (G is the end of the main line (starting at E) of the main line (starting at C) of the game).

Goto beginning/end of previous/this/next variation

The commands "Goto beginning/end of previous/this/next variation" allow movement between and within variations from any point in the current variation, even if the variations have different parents. If there is no previous/next variation, the corresponding command has no effect. (The root of the previous/next variation is always the same as or an ancestor of the root of the current variation.)

Thus, from nodes C or D, "Goto beginning of next variation" moves to node K; from nodes E/F/G to node H; from nodes H/J to node K; from node R to node S; and from nodes A/B/S/T, it has no effect.

From nodes C/D, "Goto beginning of this variation" moves to node C; and from nodes E/F/G; it moves to node E. Note that from nodes C and E (the beginning of a variation), it has no effect.

From nodes L/M, "Goto beginning of previous variation" moves to node C; from nodes H/J to node E; from nodes N/O/P/Q to node L; and from nodes A/B/C/D/E/F/G, it has no effect.

The commands to goto the end of a variation implicitly give preference to the main line of the variation. Thus, from nodes K/L/M, "Goto end of previous variation" moves to node G, and from nodes N/O/P/Q/S/T to node M.

From nodes A/B/C/D/E/F/G, "Goto end of this variation" moves to node G, and from nodes H/J to J. Note that from nodes G/J (the ends of variations), it has no effect.

From nodes C/D, "Goto end of next variation" moves to node M; from nodes L/M to node Q; and from nodes S/T. it has no effect.

From nodes K/L/M, "Go to end of previous variation" goes to node G.

These variation handling commands are defined so that "Goto beginning of previous variation", followed by "Goto end of this variation", is always equivalent to "Goto end of previous variation", as we would expect. Similarly, "Goto beginning of next variation", followed by "Goto end of this variation", is always equivalent to "Goto end of next variation".

Skip backwards/ forwards

The command "Skip backwards" ("<<") moves backwards to the previous branch node. More precisely, it moves to the first node before the present node that is the beginning of one of two or more alternative variations, or to the root node if there is no such node. That is, if the present node is not already the start of a variation, "Skip backwards" is equivalent to "Goto beginning of this variation"; otherwise it moves back a move and then does "Goto beginning of this variation". Thus, from nodes A/B/C, it moves to the root; from nodes D/E/H to node C; and from nodes O/P/R to node N.

The dual command "Skip forwards" (">>") moves forwards to the beginning of the first variation of the next branch node. More precisely, it moves to the beginning of the first variation that starts after the current node, or to the end of the current variation if there is no such node. Thus, from nodes A/B, it moves to node C; from nodes C/D to node E; from nodes E/F/G to node G (the end of the main line); from node K to node L; from nodes N/O to node P; and from nodes P/Q to node Q.


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