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CBH file format
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Yarin
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PostPost subject: Re: CBH file format    Posted: Sun Aug 23, 2009 9:46 am Reply to topic Reply with quote

Thanks, I didn't know about that one. It does actually contain some common information. Okay, so here we go.


File contents
=============
This text file contains the result of many hours work trying to figure out how the Chessbase CBH file format (and related files) work. Some file extensions, such as the search booster and the archive format CBV, are completely ignored for now. All data was derived from ChessBase 9.0.

CBH - Contains the list of games in the database and pointers to location in the other files.
CBG - The actual game data (ie sequence of moves)
CBA - Game annotations
CBP - Player data
CBT - Tournament data
CBC - Annotator data
CBS - Source data
CBE - Team data
CBM - ?
CBJ - ? Contains game->team mappings among other things
CBB - ?



CBH file
========
46 byte header, 46 byte records

Header
------
Ofs 0, Len 6 - ?? 00 00 2C 00 2E 01 if created with cb9, 00 00 24 00 2E 01 if created with cblight
Ofs 6, Len 4 - Number of games+1
Ofs 12, Len 4 - ?? Can be 2
Ofs 16, Len 4 - ?? Can be 3
Ofs 20, Len 4 - ?? Can be 3
Ofs 40, Len 4 - Either number of games+1 (?), or 0 (?)

Other bytes zero?

Game record
-----------
Ofs 0, Len 1 - bit 0: 1 = game (can sometimes be 0 if guiding text is 1?)
bit 1: 1 = guiding text
bit 7: 1 = marked as deleted
Ofs 1, Len 4 - Position in .cbg file where the game data starts (or guiding text)
Ofs 5, Len 4 - Position in .cba file where annotations start (0 = no annotations)
Ofs 9, Len 3 - White player number (0 = first player in .cbp file)
Ofs 12, Len 3 - Black player number (0 = first player in .cbp file)
Ofs 15, Len 3 - Tournament number (0 = first tournament in .cbt file)
Ofs 18, Len 3 - Annotator number (0 = first annotator in .cbc file)
Ofs 21, Len 3 - Source number (0 = first source in .cbs file)
Ofs 24, Len 3 - year & month & day
bit 0-4 = Day (0 = unset)
bit 5-8 = Month (0 = unset)
bit 9-20 = Year (0 = unset)

Ofs 27, Len 1 - 3 = line
2 = 1-0
1 = -
0 = 0-1
6 = +:-
5 = =:=
4 = -:+
7 = 0-0
Ofs 28, Len 1 - Line evaluation (only set if byte above is 3)
0 = unset
18 = +- (white is winning)
16 = +/- (white has a clear advantage)
14 = +/= (white has a slight advantage)
11 = = (the position is equal)
13 = The position is unclear
15 = -/= (black has a slight advantage)
17 = -/+ (black has a clear advantage)
19 = -+ (black is winning)
0x92 = theoretical novelty
0x2C = with compensation for the material
0x84 = with counterplay
0x24 = with initiative
0x28 = with attack

Ofs 29, Len 1 - round (0 = unset)
Ofs 30, Len 1 - subround (0 = unset)
Ofs 31, Len 2 - white rating (0 = unset)
Ofs 33, Len 2 - black rating (0 = unset)

Ofs 35, Len 2 - bit 0-6: Sub ECO (00-99)
bit 7-15: ECO (0 = unset, 1 = A00, 500 = E99)

Ofs 37, Len 2 - Medals:
bit 0: Best game
bit 1: Decided tournament
bit 2: Model game (opening plan)
bit 3: Novelty
bit 4: Pawn structure
bit 5: Strategy
bit 6: Tactics
bit 7: With attack
bit 8: Sacrifice
bit 9: Defense
bit 10: Material
bit 11: Piece play
bit 12: Endgame
bit 13: Tactical blunder
bit 14: Strategical blunder
bit 15: User

Ofs 39 bit 0: 1 = Contains critical position
bit 1: 1 = Contains correspondence header
Ofs 40 bit 0: 1 = Contains embedded audio
bit 1: 1 = Contains embedded picture
bit 2: 1 = Contains embedded video
bit 3: 1 = Contains game quotation
bit 4: 1 = Contains path structure
bit 5: 1 = Contains piece path
Ofs 41: bit 1: 1 = Contains training annotation

Ofs 42, Len 1 - bit 0: P (game starts from a position different from the initial one)
bit 1: v (contains variations)
bit 2: c (contains commentary)
bit 3: s (contains symbols)
bit 4: The game is annotated with colored squares
bit 5: The game is annotated with arrows
bit 7: The game contains time notifications (??)

Ofs 43 ?

Ofs 44, Len 1 - bit 0-1: 1=V, 2=r, 3=R (many variations; bit 1 in ofs 42 must be set)
v = [1,50] variation moves, V = [51,300] variation moves,
r = [301,1000] variation moves, R = [1001,]
bit 2: C (many commentaries; bit 2 in ofs 42 must be set)
bit 3: S (many symbols; bit 3 in ofs 42 must be set)
bit 4: The game is annotated with color squares in at least 10 positions
bit 5: The game is annotated with arrows in at least 10 positions

Ofs 45, Len 1 - number of moves in main variant. If 255, the actual number of
moves is checked in the game data

If guiding text:

Ofs 0-4 same as above
Ofs 5?
Ofs 7, Len 3 - Tournament Id
Ofs 10, Len 3 - Source Id
Ofs 13, Len 3 - Annotator Id
Ofs 16, Len 1 - Round
Ofs 17, Len 1 - ? 0
Ofs 18, Len 1 - bit 2: Contains stream (wmv)
Ofs 19, Len 1 - bit 0: Contains audio link
bit 1: Contains image link
bit 2: Contains video link




CBG Format
==========
26 byte header. Actual game data pointed out from CBH file.

Ofs Type Len Description
----------------------------
0 short 2 Pointer to first game (?)
2 int 4 Pointer to end of file (= file length)
6 int 4 ? Accumulated value of game bytes length changed
14 int 4 Pointer to end of file (= file length) (same?)
22 int 4 ? Accumulated value of game bytes length changed

[At game start]

+0 int 4 bit 0-29: Game size, in number of bytes (including this, excluding trash bytes)
bit 30: If set, the game doesn't start with the initial position.
bit 31: If set, the data is not encoded (iff guiding text?)
+4 byte (28) If game does not start with initial position, here that position follows.
? byte ? Game data (see below), ends with 0C (=pop position)

[For guiding texts]

+0 int 4 bit 0-29: Game size, in number of bytes (including this, excluding trash bytes)
bit 30: If set, the game doesn't start with the initial position.
bit 31: If set, the data is not encoded (iff guiding text?)
+4 word 2 ? (1?) (little-endian)
+6 word 2 Number of titles (can be 0) (little endian)

For each title

+0 word 2 Language (0=english, 1=german, 2=france, 3=spain, 4=italian, 5=dutch) (little endian)
+2 word 2 Length of title (little endian)
+4 string ? Title

Game setup format
-----------------
Ofs 0, Len 1 - Always 1?
Ofs 1, Len 1 - Bit 0-3: En passant file (0 = no en passant, 1 = a, 8 = h)
Bit 4: 0=white to move, 1=black to move
Ofs 2, Len 1 - Bit 0: White O-O-O possible
Bit 1: White O-O possible
Bit 2: Black O-O-O possible
Bit 3: Black O-O possible
Ofs 3, Len 1 - Next move number
Ofs 4, Len 24 - Piece setup as a bit stream (starting with MSB at ofs 4),
using these bit codes:

0 = Empty square
10001 = White king
10010 = White queen
10011 = White knight
10100 = White bishop
10101 = White rook
10110 = White pawn
11001 = Black king
11010 = Black queen
11011 = Black knight
11100 = Black bishop
11101 = Black rook
11110 = Black pawn
Ofs 28 - Start of moves

The board is then scanned from a1 to a8, b1 to b8 etc. The first piece
of each type find is the initial first piece, etc (including pawns, of both colors).

Game data
=========
The moves in a game are represented as a stream of bytes. Most moves are represented as a single byte, describing the relative movement of a piece. Pieces are described in terms such as "first rook" (meaning the rook that for white starts on a1 and for black on a8), "second rook" etc.

When decoding the byte stream, first decrease the byte value with the number of moves so far processed in the game data (minus 0 for the first move). The special codes for "multiple byte moves" and begin/end of variations don't count. The move count should not be restarted when a variation end. Then translate the byte according to the translation table below.

All pawn moments are seen from the point of view of the player to move. Pawn captures include en passant.

When a "first piece" is captured, the "second piece" becomes the new "first piece" for that player, and the "third piece" becomes the "second piece". When a "second piece" is cpatured, the old "third piece" becomes the "second piece". A "fourth piece" (or higher) never "promotes" and its movements are always represented with multiple bytes. Pawns are never adjusted in this way, so the e-pawn remains as the "fifth pawn" throughout the game.

Multiple byte moves describes a move by denoting the start square and the destination square. This is done with 6 bits each. Bit 0-5 in the second byte is the start square (a1=0, a2=1, h8=63), bit 6-7 in the second byte and 0-3 in the first is the destination square. For pawn promotions, bit 4-5 is also used (0=queen, 1=rook, 2=bishop, 3=knight). Any type of move can be described as a multipe byte move, but it's typically only done when moving a fourth piece or doing a pawn promotion.

Single byte move translation table
----------------------------------
Note: These bytes look random, but they have actually been "encrypted" using a static array of 256 bytes that can be found at position 0x7AE4A8 in CBase9.exe and position 0x9D6530 in CBase10.exe (it starts with 0xAA, 0x49, 0x39, 0xD8, 0x5D, 0xC2, 0xB1, 0xB2). By reverse looking up these values, the new value will correspond to the order the are listed here.

Special
-------
AA = null move

King
----
49 = y+1
39 = x+1, y+1
D8 = x+1
5D = x+1, y+7
C2 = y+7
B1 = x+7, y+7
B2 = x+7
47 = x+7, y+1
76 = 0-0
B5 = 0-0-0

First queen
-----------
A5 = y+1
B8 = y+2
CB = y+3
53 = y+4
7F = y+5
6B = y+6
8D = y+7
79 = x+1
BE = x+2
EB = x+3
21 = x+4
99 = x+5
D2 = x+6
57 = x+7
4D = x+1, y+1
B4 = x+2, y+2
BF = x+3, y+3
62 = x+4, y+4
BD = x+5, y+5
24 = x+6, y+6
96 = x+7, y+7
A7 = x+1, y+7
48 = x+2, y+6
28 = x+3, y+5
6E = x+4, y+4 (not primarly used)
2F = x+5, y+3
5A = x+6, y+2
18 = x+7, y+1

First rook (a1/a8 at start)
----------
4E = y+1
F8 = y+2
43 = y+3
D7 = y+4
63 = y+5
9C = y+6
E6 = y+7
2E = x+1
C6 = x+2
26 = x+3
88 = x+4
30 = x+5
61 = x+6
6F = x+7

Second rook (h1/h8 at start)
-----------
14 = y+1
A9 = y+2
68 = y+3
EE = y+4
FB = y+5
77 = y+6
E2 = y+7
A6 = x+1
05 = x+2
8B = x+3
A1 = x+4
98 = x+5
32 = x+6
52 = x+7

First bishop (c1/c8 at start)
------------
02 = x+1, y+1
97 = x+2, y+2
E1 = x+3, y+3
41 = x+4, y+4
C3 = x+5, y+5
7C = x+6, y+6
E4 = x+7, y+7
06 = x+1, y+7
B7 = x+2, y+6
55 = x+3, y+5
D9 = x+4, y+4 (not primarily used)
2C = x+5, y+3
AE = x+6, y+2
37 = x+7, y+1

Second bishop (f1/f8 at start)
-------------
F6 = x+1, y+1
3F = x+2, y+2
08 = x+3, y+3
93 = x+4, y+4
73 = x+5, y+5
5E = x+6, y+6
78 = x+7, y+7
35 = x+1, y+7
F2 = x+2, y+6
6D = x+3, y+5
71 = x+4, y+4 (not primarly used)
A2 = x+5, y+3
F3 = x+6, y+2
16 = x+7, y+1

First knight (b1/b8 at start)
------------
58 = x+2, y+1
3D = x+1, y+2
FA = x-1, y+2
E9 = x-2, y+1
BA = x-2, y-1
D4 = x-1, y-2
DD = x+1, y-2
4A = x+2, y-1

Second knight (g1/g8 at start)
-------------
C4 = x+2, y+1
0E = x+1, y+2
FE = x-1, y+2
5F = x-2, y+1
75 = x-2, y-1
07 = x-1, y-2
89 = x+1, y-2
34 = x+2, y-1

a2/a7-pawn
------------
2D = one step forward
C1 = two steps forward
8E = capture right
F5 = capture left

b2/b7-pawn
------------
64 = one step forward
17 = two steps forward
70 = capture right
A4 = capture left

c2/c7-pawn
------------
7B = one step forward
DA = two steps forward
E0 = capture right
85 = capture left

d2/d7-pawn
------------
C5 = one step forward
0B = two steps forward
90 = capture right
F9 = capture left

e2/e7-pawn
------------
84 = one step forward
FF = two steps forward
15 = capture right
36 = capture left

f2/f7-pawn
------------
09 = one step forward
9E = two steps forward
7D = capture right
DE = capture left

g2/g7-pawn
------------
BB = one step forward
DF = two steps forward
BC = capture right
3A = capture left

h2/h7-pawn
------------
12 = one step forward
33 = two steps forward
13 = capture right
19 = capture left

Second queen
------------
E5 = y+1
94 = y+2
50 = y+3
11 = y+4
EA = y+5
31 = y+6
01 = y+7
5C = x+1
95 = x+2
CA = x+3
D3 = x+4
1D = x+5
7E = x+6
EF = x+7
44 = x+1, y+1
80 = x+2, y+2
A0 = x+3, y+3
1F = x+4, y+4
83 = x+5, y+5
00 = x+6, y+6
4B = x+7, y+7
67 = x+1, y+7
20 = x+2, y+6
5B = x+3, y+5
2A = x+4, y+4 (not primarly used)
92 = x+5, y+3
B6 = x+6, y+2
60 = x+7, y+1

Third queen
-----------
1A = y+1
42 = y+2
0F = y+3
0D = y+4
B0 = y+5
D1 = y+6
23 = y+7
F0 = x+1
7A = x+2
54 = x+3
4F = x+4
F4 = x+5
A8 = x+6
72 = x+7
E7 = x+1, y+1
40 = x+2, y+2
38 = x+3, y+3
59 = x+4, y+4
87 = x+5, y+5
E8 = x+6, y+6
6C = x+7, y+7
86 = x+1, y+7
04 = x+2, y+6
F1 = x+3, y+5
8C = x+4, y+4 (not primarly used)
CE = x+5, y+3
6A = x+6, y+2
DB = x+7, y+1

Third rook
----------
81 = y+1
82 = y+2
9A = y+3
1B = y+4
9D = y+5
0A = y+6
2B = y+7
8F = x+1
CD = x+2
ED = x+3
10 = x+4
74 = x+5
69 = x+6
D6 = x+7

Third bishop
------------
51 = x+1, y+1
B9 = x+2, y+2
45 = x+3, y+3
3B = x+4, y+4
56 = x+5, y+5
91 = x+6, y+6
FD = x+7, y+7
AB = x+1, y+7
66 = x+2, y+6
3E = x+3, y+5
46 = x+4, y+4 (not primarily used)
B3 = x+5, y+3
FC = x+6, y+2
C8 = x+7, y+1

Third knight
------------
9B = x+2, y+1
C0 = x+1, y+2
E3 = x-1, y+2
A3 = x-2, y+1
AC = x-2, y-1
C9 = x-1, y-2
EC = x+1, y-2
27 = x+2, y-1

Special
-------
29 = multiple byte move to follow
9F = dummy - skip and don't count thi move. Used by earlier CB verions as padding!?
25 = unused
C7 = unused
CC = unused
65 = unused
4C = unused
D5 = unused
1E = unused
CF = unused
03 = unused
8A = unused
AF = unused
F7 = unused
AD = unused
3C = unused
D0 = unused
22 = unused
1C = unused
DC = push position (start of variant)
0C = pop position (end of variant)


CBA file (annotation data)
==========================
26 byte header. Actual annotation data pointer out from CBH file.

Game start
----------
Ofs 0, Len 3 - The game ID this is the annotation for (little-endian)
Ofs 4?
Ofs 10, Len 4 - The number of bytes used for annotations in this game, starting at ofs 0 (big-endian)
Ofs 14 - start of annotation data

Annotation data
---------------
Ofs 0, Len 3 - Position in gaming sequence (0 = start position, 1 = after first move, -1 = game general) for this annotation (little-endian)
Ofs 3, Len 1 - Type of annotation:
0x02 = text after move
0x03 = symbols
0x18 = critical position
0x82 = text before move
0x14 = pawn structure (ofs 6 = 3?! TODO)
0x15 = piece path (ofs 6-7 = 03 2b? 03 0d? TODO)
0x13 = game quotation
0x22 = medal
0x23 = variation color
0x10 = sound
0x20 = video
0x11 = picture
0x09 = training annotation (TODO)
0x61 = correspondence header (always move -1?)
0x19 = correspondence move (header must exist?)
Ofs 4, Len 2 - Number of bytes for this annotation (from ofs 0, little-endian).


Symbols:
Ofs 6, Len 1 - Move comment (! ? !? ?! !! ?? Zugzwang Only mode)
Ofs 7, Len 1 - Position evaluation (optional byte, 0 if missing)
Ofs 8, Len 1 - Prefix (optional byte, 0 if missing)

Text:
Ofs 6, Len 1 - 0?
Ofs 7, Len 1 - Language 0 = All, 0x2A = English, 0x35 = Deutsch, 0x31 = France, 0x2B = Spain, 0x46 = Italian, 0x67 = Dutch, 0x75 = Portugese, 0x00 = Pol (bug??)
Ofs 8, Len ? - Text (remaining bytes) 0x9E = diagram (denoted "{#}")

Critical Position:
Ofs 6, Len 1 - 1 = Critical opening position
2 = Critical middlegame position
3 = Critical endgame position

Game Quotation:
Not done yet

Medal:
Ofs 6, Len 4 - Bit 0-15 (bit 0 = 1 in ofs 9) sets medals according to medal table below

Variation Color
Ofs 6, Len 1 - 0?
Ofs 7, Len 1 - blue component
Ofs 8, Len 1 - green component
Ofs 9, Len 1 - red component

Move comments
-------------
1 = !
2 = ?
3 = !!
4 = ??
5 = !?
6 = ?!
0x16 = Zugzwang
8 = Only move

Position evaluations
--------------------
0x12 = +-
0x10 = +/-
0x0E = +/=
0x0B = =
0x0D = unclear
0x0F = =/+
0x11 = -/+
0x13 = -+
0x92 = theoretical novelty
0x2C = with compensation for the material
0x84 = with counterplay
0x24 = with initiative
0x28 = with attack
0x20 = development advantage
0x8A = zeitnot

Prefix
-----
0x91 = Editorial annotation
0x8E = better is
0x8F = worse is
0x90 = Equivalent is
0x8C = with the idea
0x8D = directed against






CBP file (player data)
======================
28 byte header, 67 byte records

Header
------
Ofs 0, Len 4 - Number of player records in file (little endian)
Ofs 4, Len 4 - The root record
Ofs 8, Len 4 - The number 1234567890 (??? reserved for future use perhaps?)
Ofs 12, Len 4 - The size of a record (excluding the 9 bytes making up the binary tree structure)
Ofs 16, Len 4 - The first deleted record (-1 if nothing deleted)
Ofs 20, Len 4 - Number of existing records (little endian)
Ofs 24, Len 4 - ? unused ? Always 0?

Binary tree sorts players in alphabetical order (last name, first name).
An AVL tree is used to make sure the tree is balanced.

Record
------
Ofs 0, Len 4 - -999 if record is deleted. Otherwise left child node (-1 if missing) (little endian)
Ofs 4, Len 4 - Right child node (-1 if missing). If record is deleted, contains next deleted record (or -1 if last) (little endian)
Ofs 8, Len 1 - Height of right subtree minus height of left subtree. Used to balance the AVL tree. Usually -1, 0 or 1, but may become -2 or 2 temporarily. 0 for deleted records (unused)
Ofs 9, Len 30 - Last name
Ofs 39, Len 20 - First name
Ofs 59, Len 4 - Number of games with this player? (little endian)
Ofs 63, Len 4 - First game id with this player? (little endian)

All other player information is fetched from the Player Encyclopedia.



CBT file (tournament data)
==========================
28 byte header, 99 byte records

Same header format at CBP
Binary tree sorts tournament in alphabetical order

Ofs 0, Len 2 - 19 FC == deleted?? FF FF == exist??

Ofs 9, Len 40 - Title (zero terminated string)
Ofs 49, Len 30 - Place (zero terminated string)
Ofs 79, Len 3 - Date (little endian)
bit 0-4 = Day (0 = unset)
bit 5-8 = Month (0 = unset)
bit 9-20 = Year (0 = unset)
Ofs 83, Len 1 - bit 0-4 game type
0 = unset
1 = game
2 = match
3 = tourn
4 = swiss
5 = team
6 = k.o.
7 = simul
8 = schev
bit 5: 1 = blitz
bit 6: 1 = rapid
bit 7: 1 = corresp
Ofs 85, Len 1 - Nation (0=unset, AFG=0x01, ..., GBR=0xF7) (complete list in Cbase9.exe between 0x6ba154 and 0x0x6ba510, in reverse order)
Ofs 87, Len 1 - Category (0-99, 0=unset)
Ofs 88, Len 1 - bit 0: ?? Almost always the same as bit 1, but there are exceptions.
bit 1: complete
bit 2: board points
Ofs 89, Len 1 - Number of rounds (0-255, 0=unset)

Ofs 91, Len 4 - Number of games with this tournament? (little endian)
Ofs 95, Len 4 - First game id with this tournament? (little endian)



CBC file (annotator data)
=========================
28 byte header, 62 byte records

Same header format at CBP
Binary tree used to sort annotators in alphabetical order

Ofs 9, Len 45 - Annotator name (not zero terminated!?)
Ofs 54, Len 4 - Number of games with this annotator? (little endian)
Ofs 58, Len 4 - First game id with this annotator? (little endian)



CBS file (source data)
======================
28 byte header, 68 byte records

Same header format at CBP
Binary tree used to sort sources in alphabetical order

Ofs 9, Len 25 - Title
Ofs 34, Len 16 - Publisher
Ofs 50, Len 3 - Publication (little endian)
Ofs 54, Len 3 - Date (little endian)
Ofs 58, Len 1 - Version
Ofs 59, Len 1 - Quality (1 = high, 2 = normal, 3 = low, 0 = unset but treated as low)
Ofs 60, Len 4 - Number of games with this source? (little endian)
Ofs 64, Len 4 - First game id with this source? (little endian)



CBE file (team data)
====================
28 byte header, 72 byte records

Same header format at CBP
Binary tree used to sort teams in alphabetical order
A somewhat recent invention, not available in cblight which probably
explains why the CBP file lacks pointers to teams.

Ofs 9, Len 45 - Title
Ofs 54, Len 2 - Team Number - Chessbase crashes if this value is large. 5000 works, but not 9999.
Ofs 58, Len 1 - Bit 0: Season (if set, year is year/year+1, otherwise just year)
Ofs 59, Len 2 - Year
Ofs 63, Len 1 - Nation (same numbering as in CBT)
Ofs 64, Len 4 - Number of games with this team? (little endian)
Ofs 68, Len 4 - First game id with this team? (little endian)
Back to top
Display posts from previous:   
Subject Author Date/Time
CBH file format Yarin Wed Aug 19, 2009 9:18 pm
      Re: CBH file format Dan Andersson Wed Aug 19, 2009 11:10 pm
      Re: CBH file format Gerd Isenberg Thu Aug 20, 2009 3:51 pm
      Re: CBH file format Ernest Bonnem Fri Aug 21, 2009 1:41 pm
            Re: CBH file format Yarin Sun Aug 23, 2009 9:46 am
                  Re: CBH file format Shivkumar Shivaji Sun Aug 23, 2009 7:56 pm
                  Re: CBH file format gcramer Thu Dec 02, 2010 4:38 pm
                        Re: CBH file format Oliver Uwira Thu Dec 02, 2010 6:56 pm
      Re: CBH file format Shivkumar Shivaji Sun Aug 23, 2009 4:26 am
            Re: CBH file format Shivkumar Shivaji Sun Aug 23, 2009 6:53 am
      Re: CBH file format David Overton Thu Dec 02, 2010 8:40 pm
            Re: CBH file format M ANSARI Thu Dec 09, 2010 6:16 am
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