2009-02-11 16:03:17 +00:00
|
|
|
\subsection{Goban}
|
|
|
|
\screenshot{plugins/images/ss-goban}{Goban}{The Rockbox Goban plugin}
|
|
|
|
Goban is a a plugin for playing, viewing and recording games of Go (also known
|
|
|
|
as Weiqi, Baduk, Igo and Goe). It uses standard Smart Game Format (SGF) files
|
|
|
|
for saving and loading games.
|
|
|
|
|
|
|
|
You can find a short introduction to Go at
|
|
|
|
\url{http://senseis.xmp.net/?WhatIsGo} and more information about SGF files
|
|
|
|
can be read at \url{http://senseis.xmp.net/?SmartGameFormat} or the SGF
|
|
|
|
specification at
|
|
|
|
\url{http://www.red-bean.com/sgf/}.
|
|
|
|
|
|
|
|
This plugin can load all modern SGF files (file format 3 or 4) with few problems.
|
|
|
|
It attempts to preserve SGF properties which it doesn't understand, and most common
|
|
|
|
SGF properties are handled fully. It is possible to view (and edit if you like)
|
|
|
|
Kogo's Joseki Dictionary (\url{http://waterfire.us/joseki.htm}) with this plugin,
|
|
|
|
although the load and save times can be on the order of a minute or two on
|
|
|
|
particularly slow devices. Large SGF files may stop audio playback for the duration
|
|
|
|
of the plugin's run in order to free up more memory and some very large SGF files will
|
|
|
|
not even load on devices with little available memory.
|
|
|
|
|
|
|
|
\emph{Note: } The plugin does \emph{NOT} support SGF files with multiple games in
|
|
|
|
one file. These are rare, but if you have one don't even try it (the file will most
|
|
|
|
likely be corrupted if you save over it). You have been warned.
|
|
|
|
|
|
|
|
The file \fname {"/sgf/gbn\_def.sgf"} is used by the plugin to store any unsaved
|
|
|
|
changes in the most recently loaded game. This means that if you forget to save your
|
|
|
|
changes, you should load \fname {"/sgf/gbn\_def.sgf"} immediately to offload the changes
|
|
|
|
to another file. If you load another file first then your changes will be lost
|
|
|
|
permanently. The \fname {"/sgf/gbn\_def.sgf"} file is also the file loaded if another
|
|
|
|
is not selected.
|
|
|
|
|
|
|
|
The information panel which displays the current move number may also contain
|
|
|
|
these markers: \\
|
|
|
|
\begin{tabularx}{\textwidth}{lX}\toprule
|
|
|
|
\textbf{Mark} & \textbf{Meaning} \\ \midrule
|
|
|
|
\emph{+ } & There are nodes after the current node in the SGF tree. \\
|
|
|
|
\emph{* } & There are sibling variations which can be navigated to using the %
|
|
|
|
\emph{Next Variation} menu option of the \emph{Context Menu}%
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,%
|
|
|
|
RECORDER_PAD,MROBE100_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,%
|
2009-02-11 16:03:17 +00:00
|
|
|
IRIVER_H300_PAD}{ or the %
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_C200_PAD}{\ButtonRec}%
|
|
|
|
\opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{RECORDER_PAD}{\ButtonOn}%
|
|
|
|
\opt{MROBE100_PAD}{\ButtonPower}%
|
|
|
|
\opt{GIGABEAT_PAD}{\ButtonA}%
|
|
|
|
\opt{GIGABEAT_S_PAD}{\ButtonPlay}%
|
|
|
|
\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonRec} button}. \\
|
|
|
|
\emph{C } & There is a comment at the current node. It can be viewed/edited using
|
|
|
|
the \emph{Add/Edit Comment} menu option of the \emph{Context Menu}. \\
|
|
|
|
\bottomrule
|
|
|
|
\end{tabularx}
|
|
|
|
|
2009-02-12 13:07:09 +00:00
|
|
|
\subsubsection{Controls}
|
2009-02-11 16:03:17 +00:00
|
|
|
\begin{table}
|
|
|
|
\begin{btnmap}{}{}
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
|
|
|
|
GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,%
|
2009-02-11 16:03:17 +00:00
|
|
|
IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonUp}%
|
|
|
|
\opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}%
|
|
|
|
\opt{IRIVER_H10_PAD}{\ButtonScrollUp} & Move cursor up \\
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
|
|
|
|
GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,%
|
|
|
|
IAUDIO_X5_PAD,RECORDER_PAD,ONDIO_PAD}{\ButtonDown}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}%
|
|
|
|
\opt{IRIVER_H10_PAD}{\ButtonScrollDown} & Move cursor down \\
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,%
|
|
|
|
IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,%
|
|
|
|
IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,%
|
2009-02-11 16:03:17 +00:00
|
|
|
ONDIO_PAD}{\ButtonLeft} & Move cursor left %
|
|
|
|
\opt{ONDIO_PAD}{if in \emph{board} navigation mode, or %
|
|
|
|
retreat one node in the game tree if in %
|
|
|
|
\emph{tree} navigation mode} \\
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,IPOD_1G2G_PAD,%
|
|
|
|
IPOD_3G_PAD,IPOD_4G_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H10_PAD,%
|
|
|
|
IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,RECORDER_PAD,%
|
2009-02-11 16:03:17 +00:00
|
|
|
ONDIO_PAD}{\ButtonRight} & Move cursor right
|
|
|
|
\opt{ONDIO_PAD}{if in \emph{board} navigation mode, or advance one node in
|
|
|
|
the game tree if in \emph{tree} navigation mode} \\
|
|
|
|
\opt{ONDIO_PAD}{{\ButtonOff} & Toggle between \emph{board} and \emph{tree}
|
|
|
|
navigation modes \\}
|
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,%
|
|
|
|
SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,%
|
2009-02-12 13:47:34 +00:00
|
|
|
MROBE100_PAD,IAUDIO_X5_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD}{\ButtonSelect}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{IRIVER_H10_PAD,RECORDER_PAD}{\ButtonPlay}%
|
|
|
|
\opt{ONDIO_PAD}{\ButtonMenu} & Play a move (or use a tool if play-mode has
|
|
|
|
been changed). \\
|
|
|
|
\nopt{ONDIO_PAD}{
|
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,%
|
|
|
|
IPOD_4G_PAD}{\ButtonScrollBack}%
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,%
|
|
|
|
GIGABEAT_S_PAD}{\ButtonVolDown}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{IRIVER_H10_PAD}{\ButtonFF}%
|
|
|
|
\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}%
|
|
|
|
\opt{MROBE100_PAD}{\ButtonMenu}%
|
|
|
|
\opt{IAUDIO_X5_PAD}{\ButtonPlay}%
|
|
|
|
\opt{RECORDER_PAD}{\ButtonFOne} & Retreat one node in the game tree \\
|
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD,%
|
|
|
|
IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonScrollFwd}%
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,GIGABEAT_PAD,%
|
|
|
|
GIGABEAT_S_PAD}{\ButtonVolUp}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{IRIVER_H10_PAD}{\ButtonRew}%
|
|
|
|
\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}%
|
|
|
|
\opt{MROBE100_PAD}{\ButtonPlay}%
|
|
|
|
\opt{IAUDIO_X5_PAD}{\ButtonRec}%
|
|
|
|
\opt{RECORDER_PAD}{\ButtonFThree} & Advance one node in the game tree \\ }
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
|
|
|
|
IRIVER_H10_PAD,IAUDIO_X5_PAD}{\ButtonPower}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{MROBE100_PAD}{\ButtonDisplay}%
|
|
|
|
\opt{IPOD_1G2G_PAD,IPOD_3G_PAD,IPOD_4G_PAD}{Long \ButtonSelect}%
|
|
|
|
\opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonMenu}%
|
|
|
|
\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonMode}%
|
|
|
|
\opt{RECORDER_PAD}{\ButtonFTwo}%
|
|
|
|
\opt{ONDIO_PAD}{Long \ButtonMenu} & Main Menu \\
|
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD,GIGABEAT_S_PAD,%
|
|
|
|
IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,IAUDIO_X5_PAD,%
|
|
|
|
IRIVER_H10_PAD}{%
|
2009-02-12 13:47:34 +00:00
|
|
|
\opt{SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_CLIP_PAD,SANSA_M200_PAD,SANSA_C200_PAD,%
|
|
|
|
GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,MROBE100_PAD,%
|
2009-02-11 16:03:17 +00:00
|
|
|
IAUDIO_X5_PAD}{Long \ButtonSelect}%
|
|
|
|
\opt{IRIVER_H10_PAD}{Long \ButtonPlay} & Context Menu \\ }
|
|
|
|
\opt{SANSA_E200_PAD,SANSA_C200_PAD,SANSA_FUZE_PAD,RECORDER_PAD,MROBE100_PAD,%
|
2009-02-12 13:47:34 +00:00
|
|
|
GIGABEAT_PAD,GIGABEAT_S_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,SANSA_CLIP_PAD}{%
|
|
|
|
\opt{SANSA_E200_PAD}{\ButtonRec}%
|
|
|
|
\opt{SANSA_FUZE_PAD,SANSA_CLIP_PAD}{\ButtonHome}%
|
2009-02-11 16:03:17 +00:00
|
|
|
\opt{SANSA_C200_PAD}{\ButtonRec}%
|
|
|
|
\opt{RECORDER_PAD}{\ButtonOn}%
|
|
|
|
\opt{MROBE100_PAD}{\ButtonPower}%
|
|
|
|
\opt{GIGABEAT_PAD}{\ButtonA}%
|
|
|
|
\opt{GIGABEAT_S_PAD}{\ButtonPlay}%
|
|
|
|
\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonRec} & Go to the next variation %
|
|
|
|
when at the first node in %
|
|
|
|
a branch \\ }
|
|
|
|
\end{btnmap}
|
|
|
|
\end{table}
|
|
|
|
|
2009-02-12 13:07:09 +00:00
|
|
|
\subsubsection{Menus}
|
2009-02-11 16:03:17 +00:00
|
|
|
\begin {description}
|
|
|
|
\item [Main Menu. ]
|
|
|
|
The main menu for game setup and access to other menus.
|
|
|
|
|
|
|
|
\emph {New. } Create a new game with your choice of board size and handicaps. \\
|
|
|
|
\emph {Save. } Save the current state of the game. It will be saved to
|
|
|
|
\fname {"/sgf/gbn\_def.sgf"} unless otherwise set. \\
|
|
|
|
\emph {Save As. } Save to a specified file. \\
|
|
|
|
\emph {Game Info. } View and modify the metadata of the current game. \\
|
|
|
|
\emph {Playback Control. } Control the playback of the current playlist and
|
|
|
|
modify the volume of your player. \\
|
|
|
|
\emph {Zoom Level. } Zoom in or out on the board. If you set the zoom level, it
|
|
|
|
will be saved and used again the next time you open this plugin. \\
|
|
|
|
\emph {Options. } Open the Options Menu. \\
|
|
|
|
\emph {Context Menu. } Open the Context Menu which allows you to set play modes
|
|
|
|
and other tools. \\
|
|
|
|
\emph {Quit. } Leave the plugin. Any unsaved changes are saved to
|
|
|
|
\fname {"/sgf/gbn\_def.sgf"}. \\
|
|
|
|
|
|
|
|
\item [Game Info. ]
|
|
|
|
The menu for modifying game info (metadata) of the current game. This
|
|
|
|
information will be saved to the SGF file and can be viewed in almost all
|
|
|
|
SGF readers.
|
|
|
|
|
|
|
|
\emph {Basic Info. } Shows a quick view of the basic game metadata, if any
|
|
|
|
has been set (otherwise does nothing). This option does not allow editing. \\
|
|
|
|
\emph {Time Limit. } The time limit of the current game. \\
|
|
|
|
\emph {Overtime. } The overtime settings of the current game. \\
|
|
|
|
\emph {Result. } The result of the current game. This text must follow the
|
|
|
|
format specified at \url{http://www.red-bean.com/sgf/properties.html#RE} to
|
|
|
|
be read by other SGF readers. Some examples are \emph {B+R} (Black wins by
|
|
|
|
resignation), \emph {B+5.5} (Black wins by 5.5 points), \emph {W+T} (White wins
|
|
|
|
on Time). \\
|
|
|
|
\emph {Handicap. } The handicap of the current game. \\
|
|
|
|
\emph {Komi. } The komi of the current game (compensation to the white
|
|
|
|
player for black having the first move). \\
|
|
|
|
\emph {Ruleset. } The name of the ruleset in use for this game. The \emph{NZ}
|
|
|
|
and \emph{GOE} rulesets include suicide as a legal move (for multi-stone
|
|
|
|
suicide only); the rest do not. \\
|
|
|
|
\emph {Black Player. } The name of the black player. \\
|
|
|
|
\emph {Black Rank. } Black's rank, in dan or kyu. \\
|
|
|
|
\emph {Black Team. } The name of black's team, if any. \\
|
|
|
|
\emph {White Player. } The name of the white player. \\
|
|
|
|
\emph {White Rank. } White's rank, in dan or kyu. \\
|
|
|
|
\emph {White Team. } The name of white's team, if any. \\
|
|
|
|
\emph {Date. } The date that this game took place. This text must follow the
|
|
|
|
format specified at \url{http://www.red-bean.com/sgf/properties.html#DT} to
|
|
|
|
be read by other SGF readers. \\
|
|
|
|
\emph {Event. } The name of the event which this game was a part of, if any.
|
|
|
|
\\
|
|
|
|
\emph {Place. } The place that this game took place. \\
|
|
|
|
\emph {Round. } If part of a tournament, the round number for this game. \\
|
|
|
|
\emph {Done. } Return to the previous menu. \\
|
|
|
|
|
|
|
|
\item [Options. ]
|
|
|
|
Customize the behavior of the plugin in certain ways.
|
|
|
|
|
|
|
|
\emph {Show Child Variations? } Enable this to mark child variations on the board
|
|
|
|
if there are more than one. Note: variations which don't start with a move are
|
|
|
|
not visible in this way. \\
|
|
|
|
\emph {Disable Idle Poweroff? } Enable this if you do not want the \dap{} to turn
|
|
|
|
off after a certain period of inactivity (depends on your global Rockbox
|
|
|
|
settings). \\
|
|
|
|
\emph {Idle Autosave Time. } Set the amount of idle time to wait before
|
|
|
|
automatically saving any unsaved changes. These autosaves go to the file
|
|
|
|
\fname {"/sgf/gbn\_def.sgf"} regardless of if you have loaded a game or used
|
|
|
|
\emph {Save As} to save the game before or not. Set to \emph {Off} to disable
|
|
|
|
this functionality completely. \\
|
|
|
|
\emph {Automatically Show Comments? } If this is enabled and you navigate to a
|
|
|
|
node containing game comments, they will automatically be displayed. \\
|
|
|
|
|
|
|
|
\item [Context Menu. ]
|
|
|
|
The menu for choosing different play modes and tools, adding or editing
|
|
|
|
comments, adding pass moves, or switching between sibling variations.
|
|
|
|
|
|
|
|
\emph {Play Mode. } Play moves normally on the board. If there are
|
|
|
|
child moves from the current node, this mode will let you follow variations
|
|
|
|
by simply playing the first move in the sequence. Unless it is following a
|
|
|
|
variation, this mode will not allow you to play illegal moves. This is the
|
|
|
|
default mode before another is set after loading a game or creating a new
|
|
|
|
one. \\
|
|
|
|
\emph {Add Black Mode. } Add black stones to the board as desired. These
|
|
|
|
stones are not moves and do not perform captures or count as ko threats. \\
|
|
|
|
\emph {Add White Mode. } Add white stones to the board as desired. These
|
|
|
|
stones are not moves and do not perform captures or count as ko threats. \\
|
|
|
|
\emph {Erase Stone Mode. } Remove stones from the board as desired. These
|
|
|
|
removed stones are not counted as captured, they are simply removed. \\
|
|
|
|
\emph {Pass. } Play a single pass move. This does not change the mode of
|
|
|
|
play. \\
|
|
|
|
\emph {Next Variation. } If the game is at the first move in a variation,
|
|
|
|
this will navigate to the next variation after the current one. This is
|
|
|
|
the only way to reach variations which start with adding or removing
|
|
|
|
stones, as you cannot follow them by "playing" the same move. \\
|
|
|
|
\emph {Force Play Mode. } The same as Play Mode except that this mode will
|
|
|
|
allow you to play illegal moves such as retaking a ko immediately without a
|
|
|
|
ko threat, suicide on rulesets which don't allow it (including single stone
|
|
|
|
suicide), and playing a move where there is already a stone. \\
|
|
|
|
\emph {Mark Mode. } Add generic marks to the board, or remove them. \\
|
|
|
|
\emph {Circle Mode. } Add circle marks to the board, or remove them. \\
|
|
|
|
\emph {Square Mode. } Add square marks to the board, or remove them. \\
|
|
|
|
\emph {Triangle Mode. } Add triangle marks to the board, or remove them. \\
|
|
|
|
\emph {Label Mode. } Add one character labels to the board. Each label
|
|
|
|
starts at the letter 'a' and each subsequent application of a label will
|
|
|
|
increment the letter. To remove a label, click on it until it cycles
|
|
|
|
through the allowed letters and disappears. \\
|
|
|
|
\emph {Add/Edit Comment. } Add or edit a comment at the current node. \\
|
|
|
|
\emph {Done. } Go back to the previous screen. \\
|
|
|
|
\end{description}
|
|
|
|
|