FREQUENTLY ASKED QUESTIONS & TIPS

	While (of course) everything is buried in the documentation of DBSCHESS 
somewhere, this is a selection of the areas that I believe cause the most problems 
(with different wording compared to the normal F1 help).  Within reason, I'll 
happily answer any requests for help - and the requests will influence future 
versions of this file.  I suggest a quick skim through this file - and come back to it 
later after attacking the program.

INSTALLATION.

	The program and associated files are available in a compressed ZIP file.  
Depending on where you obtained it from, it will either be a self expanding EXE 
called DBSZIP.EXE, or a straight ZIP file with a name of the form DBSnna, where 
nna gives the version number, e.g. DBS18A.ZIP is version 1.8a.

	In either case it is essential that you use the parameters -D -N when 
expanding the issued file.  This is because the -D causes the subdirectories below 
the main directory to be set up properly (and -N is needed to overwrite older 
versions of things only).  It is also essential that you do the whole exercise in a new 
directory/folder, otherwise all the DBS files get mixed up with something else and if 
you don't like DBSCHESS it will be a pain to disentangle them.  In a separate 
directory everything can be simply deleted - the program creates no files outside its 
area, it modifies none of your windows files.

GAME & VARIATION MOVES.

	There is one thread of "Game" moves through the stored game, to the side 
of and beyond these moves there may optionally be "Variation" moves (the analysis 
you have played through using the program).  The question is "if I just make a 
move on the board will it get the status of a Game move"?  The rule is that if the 
current position is the end of the existing Game moves and the program knows of 
no other moves that you have played from this position, then Yes it will be.  In 
particular if you simply play through the moves from the start position they will all 
be Game moves (which is equivalent to what happens when you import a PGN file).  
If you go back a move and add a new one it will be a variation move.  You can alter 
the status forcibly later if you wish.

	The important thing for CC players is that when they open a game (it goes 
to the end of the Game moves) - you do not wish the first thing you try in your 
analysis to become a Game move - so hold the CTRL key down as you make the 
very first move.   Thereafter, no problem, as everything you do is just analysis.  
When you "plump" for the actual move to play, it will be converted to Game status 
when you F10 or F12.

MAKING A MOVE.

	You can select the move from the list of valid moves (awkward I'll agree if 
you are displaying the latest moves).  It is probably more practical if you have 
simply clicked on the piece to narrow the list to the legal moves for that piece only.  
An ethical problem is whether the list of moves is in itself "computer assistance", in 
which case you would want to use the View | * & ? only option.

	My preference is to drag using the mouse.  I know some people would like 
the image of the piece to move with the cursor, but there are as many arguments 
against as for.  My philosophy is that for boring serious use the visual effect isn't 
needed - and a minor point is that it can't be done without a complete rewrite of the 
visual interface.  The present system also means that you can design your own 
board and pieces as bitmaps (just follow the rules) or try out some of the ones Alan 
Cowderoy has written (see my homepage).

APPEARANCE OF THE BOARD IMAGE.

	There do seem to be some problems with older video drivers - and I can't do 
anything about that.  You may well find that one of the alternative bitmaps (use Edit 
| Load Bitmaps) may solve the problem, if so then stick to that one as the default.

PRINTING.

	One of the unsolved problems is that I've had one report of the board image 
failing to print.  In that situation all the user can do is construct a printout with a 
word-processor via the program's output to the clipboard - which might be the 
preferred method anyway.  And accept my apologies.

	Those of us with a Black & White printer should remember to load the 
BW.BMP bitmap before printing.

F10 & F12.

	They are there for historical reasons, they are both used in the context of 
making a move in CC games.  F10 is a simple crude method of making the current 
position the last of the Game moves - appropriate for friendly games.  If you are 
recording things in a serious game, then the full details in F12 are required.

	They also interrelate with the email window (F6) allowing you to build up a 
reply to your opponent as you play through 2 or more games.

	There should be a method that suits you, it looks complicated because I've 
been trying to please everyone, just ignore what you don't need.

DATES.

	I really can't help much with the notation here.  It is different in the US, and 
also the rules for reflection time differ in different tournaments.  I can at least give 
you the value for the previous move by the player, so that you can invent your own 
notation - it is a free text area.  E.g. May 12  =34 to show that the move was played 
on May 12 thereby giving a total of 34 days taken so far.

REGISTERING.

	The details are all in the README.TXT (no I never read those either<G>).  
If you are in any doubt please contact me first, the technology doesn't exist to 
return the money if you decide later that it was a mistake.  Try it out in the 
shareware version until you are certain.  I'm doing this exercise to retain my sanity 
having taking early retirement, any contributions salve your conscience and help my 
beer-fund!

	If you register you are registered for all future versions - and are welcome 
to suggest extra features.  I'll treat such requests on the criteria of a) can I do it? 
and b) does it fit in with everything else in the program structure?  

HELP

	The F1 key gets you to the help file during the run of the program.  German 
users should download the file DEUTSCH.HLP from my homepage and replace 
and rename the DBSCHESS.HLP with the translation from Martin Hamacher.  
Before downloading a new version of DBSCHESS, it is a wise precaution to save a 
copy of the German version as the HLP file will be overwritten by a new English 
one.

EDITING

	In all the text input areas, all the usual editing keys work.  E.g. Delete End 
and Home.  The usual shortcuts for editing and pasting likewise, Ctrl/C will copy a 
highlighted area, Ctrl/X will cut it and Ctrl/V pastes the clipboard contents.  Ctrl/Z 
undoes an edit.

	Be careful that the active area is indeed the edit area before using Home and 
End - these keys have a different effect elsewhere.
