+----------> Preparing a 'CHESS MOVES' file for program 'CHESSRP3' <----------+
|          ---------------------------------------------------------          |
| Each record in this file represents 'CHESS MOVES' in the format:            |
|     1   d4  b6  Comments     <- One CHESS MOVES record                      |
|     2   Nc3 Ba6 Comments     <- One CHESS MOVES record                      |
|   * a   bb  cc  dddddddd     <- Keys to following interpretation:           |
| There are 3 'fields' to each record - separated by one or more blanks.      |
| Field 'a':  A Counter field - which is not used by program 'CHESSRP3'.      |
| Field 'b':  WHITEs move   ---   field 'c': BLACKs move  ---  'd': Comments  |
| The actual MOVES are coded in the ALGEBRAIC coding notation.                |
| The sample above present the first 2 MOVES in the game:                     |
| WHITE opens by moving a PAWN from d2 to d4, BLACK moves PAWN from b7 to b6. |
| In MOVE 2, WHITE moves KNIGHT from b1 to c3, BLACK BISHOP from b8 to a6.    |
| One character identifies the various chess pieces as follows:               |
|   Q = Queen, K = King, R = Rook, B = Bishop, N = kNight.                    |
|   the absence of one of the CAPITAL letters shown above signifies a PAWN.   |
| CASTLING is coded as: 0-0 for Short Castling, 0-0-0 for Long Castling.      |
| If 2 like pieces can reach the same square, indicate which piece to move by |
| showing either ROW or COLUMN as the second character in the MOVE statement. |
| For example, WHITES MOVE 'Nc3' could also be 'N1c3' or 'Nbc3'.              |
| TITLE RECORD:  Code one record with a '>' ( Greater than sign ) in byte 1,  |
|  followed by an up to 39 character TITLE - which program will display.      |
| * ( an asterisk ) in column 1, signifies a COMMENTS record.                 |
+----> PLEASE PRESS ANY KEY TO CONTINUE .................... <----------------+
