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Best quality Kifu!!!

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Best quality Kifu!!! Empty Best quality Kifu!!!

Post by shogi4fun Wed Sep 30, 2009 3:40 am

Hi,

I like to have a place, where you can download many Kifu in best quality. Best quality Kifu!!! Icon_idea

What I mean with "best quality Kifu"?
1. Commented Kifu (with best looking - realised by HTML-Code where you are very flexible, can select different fonts, change font size, make bold, script, underlined text. Even also create tables and all things possible with HTML.) - maybe in different languages
2. Many variations (I call it "variation tree", that you have not only read moves, but can also play them)
3. Help understand the comments by "Objects", like marked fields, marked regions, arrows, ...

Maybe (?) most of you know with what program this all will be possible: BCMShogi Best quality Kifu!!! Icon_wink

I'm not so good (only shortly started with first tries) in commenting games, making good layout of (the HTML-)text.
But at least I have started to show you an EXAMPLE of what I'm wishing.

I took the comented "Sample game" from the GNUSHogi-documentation (for example here: http://www.cs.caltech.edu/~mvanier/hacking/gnushogi/gnushogi_15.html).

This could be the FIRST point where beginners can start.

I've started to create the target - but there is A LOT todo.
My HTML-text didn't show good looking, there have to add more variations (I've added only one for demonstration) and maybe (probably???) the movenumbers (western style: 1. ... ... 2. ... ... 3. ...) should be changed to japan style (1. ... 2. ... 3. ...)

So, it's time to show it.

Simply select the whole "code" below, copy it and paste it into BCMShogi.

Code:
USF:0.3
^*:2g2f3c3d2f2e2b3c7g7f4c4d3i4h8b3b3g3f3a4b5i6h5a6b6h7h6b7b5g5f5c5d4i5h4a5b7i6h4b5c1g1f1c1d4g4f7b8b2i3g7a7b4f4e3b4b4e4d5c4dP*4e4d5c8h3C2a3c2e2d2c2d2h2d3c4e3g4e4b4e2d2Ap*4g4h4gp*4fB*3g4f4G2a6a4g3g6a5bs*6bP*4f4e4fN*6e3g4g6e5C4g5h5c6b5h6h6i6hn*8f8g8fb*6i6h6i4f4HN*6h4h6h6i6hs*8g7h8gn*9e8g7hRSGN
B:Michael Trent
W:David Murphy
BG:1 dan
WG:2 dan
.0
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#<meta content="text/html; charset=ISO-8859-1"
#http-equiv="content-type">
#<title></title>
#</head>
#<body>
#This is (the English translation of) an annotated game which was
#published in the Dutch Shogi magazine "81" and in the Dutch beginners
#booklet. It has proven to be a very useful game to explain some basic
#principles of Shogi. Also, it is a rather straightforward game compared
#to professional games where in most cases very diffuse middle game
#fights take place.<br>
#<br>
#<span style="font-style: italic;">Pieter Stouten, 14th May
#1990.</span>
#</body>
#</html>
.4
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#This move is necessary, as otherwise white can exchange pawns: 3. P2d
#Px2d 4. Rx2d. He would thus get a pawn in hand and open up his rook
#file. 
#</body>
#</html>
.6
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#White closes the bishop diagonal again. He plans to play ranging rook
#(the rook goes to 5b, 4b, 3b or 2b; a defensive strategy) and in that
#case he'd better avoid an exchange of bishops. One of the reasons is
#that he will have problems developing his pieces without leaving holes
#for bishop drops. 
#</body>
#</html>
~-SQUARE,5b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,3b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,2b,100,0,0,(100,0,255,0),(0,0,128,0)
~ARROW,8b5b,50,25,0,(100,0,255,0),(255,0,255,0)
~-SQUARE,3c,100,0,0,(100,255,0,0),(0,128,0,0)
~-SQUARE,8h,100,0,0,(100,255,0,0),(0,128,0,0)
~CROSS,4d,95,0,0,(100,255,0,0),(255,128,0,0)
.12
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#<meta content="text/html; charset=ISO-8859-1"
#http-equiv="content-type">
#<title></title>
#</head>
#<body>
#In general the rook plays an important role in the attacks. It is wise
#to move the king away from the area where the initial fights will be
#and both players act according to the Shogi proverb <span
#style="font-style: italic;">"keep the rook and king apart"</span>. 
#</body>
#</html>
~-SQUARE,6h,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,2h,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,7h,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,3b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,6b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,7b,100,0,0,(100,0,255,0),(0,0,128,0)
.18
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#Both players use their second gold general to build their
#castle. 
#</body>
#</html>
~-SQUARE,5h,100,0,0,(100,255,0,0),(0,128,0,0)
~-SQUARE,5b,100,0,0,(100,255,0,0),(0,128,0,0)
~-SQUARE,6a,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,7a,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,7b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,6i,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,7i,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,7h,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,8h,100,0,0,(100,0,255,0),(0,0,128,0)
.
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#In itself this move is not bad. However, it will become clear that
#black plans a quick attack and in that case it is wiser to omit this
#move. 
#</body>
#</html>
.22
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#The advance of the edge pawns must be timed very well. The remark at
#black's tenth move applies here too: this move is good if black wants
#to play a slow game, because it eliminates a future B1e. 
#</body>
#</html>
~CROSS,1e,95,0,0,(100,255,0,0),(255,128,0,0)
.26
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#<meta content="text/html; charset=ISO-8859-1"
#http-equiv="content-type">
#<title></title>
#</head>
#<body>
#Black develops his knight in order to start an attack over the second,
#third and fourth files. White strengthens his king's position and
#awaits the attack. He aims at a counterattack as soon as black has
#broken through into the white camp.<br>
#Probably white's breakthrough will take place later, but he has good
#compensation in the form of a stronger castle. This theme occurs very
#often in static rook versus ranging rook games. 
#</body>
#</html>
~-REGION,4a2i,100,0,0,(128,128,255,128),(0,0,255,0)
~ARROW,3h3b,300,25,0,(100,0,255,0),(0,0,255,0)
.28
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#Black starts his attack and white puts up a very passive defence. His
#rook has a hard task now to penetrate the black position. Moreover, he
#blocks his own bishop. It seems much better to start a counterattack
#with 14... P3e, later to be followed by B2b, B5a or Bx4d in order to
#use his rook more actively. 
#</body>
#</html>
~-SQUARE,4b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4c,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4d,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4e,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,5c,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,5b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,3g,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4h,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,8h,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,3c,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,2e,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,2h,100,0,0,(100,0,255,0),(0,0,128,0)
~ARROW2,8h4d,51,25,0,(100,0,255,0),(255,0,255,0)
~ARROW2,2h2e,51,25,0,(100,0,255,0),(255,0,255,0)
~ARROW2,3g4e,51,25,0,(100,0,255,0),(255,0,255,0)
~ARROW2,3g2e,51,25,0,(100,0,255,0),(255,0,255,0)
~ARROW2,4h4g,51,25,0,(100,0,255,0),(255,0,255,0)
~ARROW2,4h5g,51,25,0,(100,0,255,0),(255,0,255,0)
.32
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#16... Sx4e is more active. A silver general is normally more valuable
#than a knight, but white gets two pawns in hand and black none, while
#the knight might come in handy for white too. 
#</body>
#</html>
~-SQUARE,5c,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4d,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,4e,100,0,0,(100,0,255,0),(0,0,128,0)
.36
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#Black threatens to break through and white has to consider taking the
#pawn on 2d or starting a counterattack with Nx4e (<span
#style="font-weight: bold; font-style: italic;">see variation</span>).<br>
#If he chooses the latter, black can play Px2c+ followed by +P3c. The
#disadvantage is the black "tokin" (=promoted pawn) that white will get
#in his camp; the advantage is that it will cost black two more moves to
#promote his rook.<br>
#Because white did not trust that the result after engaging in a
#"semeai" (=mutual attack) with 18...Nx4e would give a positive result,
#he captured the pawn on 2d.<br>
#<br>
#Making the right decision in moments like this often makes the
#difference between a win and a loss: miss one attacking chance and you
#will be forced to defend the whole game until the unavoidable defeat;
#on the other hand, an unsound attack can destroy all "aji" (=potential,
#meaning possibilities, threats) without getting anything in
#return. 
#</body>
#</html>
~-SQUARE,2d,100,0,0,(100,0,255,0),(0,0,128,0)
.42
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#Now it becomes clear why black's 10. S6h was not good. Had this move
#been omitted, then white would not have had the time to play 13... S7b
#and after R2a+ the gold on 6a would hang. Thus black would have kept
#"sente" (=initiative).<br>
#Instead of 21... P*4g, B*6d is a very good move, because after 22. P*2h
#black does not have a pawn in hand anymore and he is being threatened
#with the annoying 22... N*4f 23. G5g N3h+ 24. S4g +N4h also.<br>
#Black can also counter 21... B*6d with 22. N*3g. White would then reply
#with 22... R4b 23. B*3c P*4g 24. Bx4b+ Sx4b. The white rook has played
#its role and instead of spending moves on saving it white starts to
#scatter black's defences by successive pawn drops on the fourth file:
#25. Gx4g P*4f 26. G5g N*6e 27. G5h P4g+ 28. Gx4g P*4f. <br>
#This analysis was provided by Kato Hifumi, 9-dan professional (the
#highest regular grade). Destroying the coherence of the enemy pieces
#(their shape) by dropping pawns is one of the most important Shogi
#techniques. With the actual move 21... P*4g white missed a good
#chance. 
#</body>
#</html>
~-SQUARE,7b,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,6a,100,0,0,(100,0,255,0),(0,0,128,0)
~-SQUARE,2a,100,0,0,(100,0,255,0),(0,0,128,0)
.48
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#23. B*3g seems pointless, but a closer look reveals that it is actually
#quite mean. On move 24 white cannot capture black's "Ryu" (=dragon
#=promoted rook) with his silver: 24... Sx6a 25. N*7d K7b 26. G*8b mate.
#By attacking the front of the white castle and threatening to mate him
#there, black has the chance to break down the white defences from the
#side. 
#</body>
#</html>
.50
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#Here 25... B*4d would be much better, because it is defensive and
#attacking at the same time. After e.g. 26. G*4c Bx9i+ 27. Gx5c black
#threatens 28. +Rx7b Kx7b 29. S*6a K8b 30. S*7a Kx7a 31. G*7b mate.
#White is one move quicker, however. He has the following beautiful
#"tsume" (mating sequence where every move is check): 27... N*8f 28.
#Px8f S*8g 29. Kx8g B*9h 30. K7h Bx8i+ 31. K8g +B8i-8h 32. K9f L*9e
#mate. This illustrates the sharpness of Shogi: one move can make the
#difference between winning and losing. 
#</body>
#</html>
.52
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#This move eliminates white's last chances. 26... R4b 27. +Rx4b Sx4b 28.
#R*4a seems annoying, but after 28... B*3c 29. S7g B*3b white wins the
#rook and with his "tokin" on 3g there still is some hope. 
#</body>
#</html>
.54
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#White cannot defend anymore, so he starts a desperate attack. Black
#does not lose the right track, however. 
#</body>
#</html>
.72
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#White resigns here, because after 36... B*8g 27. K7g his attack has
#petered out.&nbsp;
#</body>
#</html>
.35
.3c4e
#<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
#<html>
#<head>
#</head>
#<body>
#In this variation<br>
#<ul>
#<li>the disadvantage for white is the black "tokin" (=promoted
#pawn) that will get in his camp</li>
#<li>the advantage is that it will cost black two more moves to
#promote his rook</li>
#</ul>
#</body>
#</html>
.2d2c+

What you think about it?

BCM[color:811e=#000000 ! important]
shogi4fun
shogi4fun
Novice
Novice

Posts : 14
Join date : 2009-09-12
Location : Germany

http://home.arcor.de/Bernhard.Maerz

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