A few years ago I did some "research" of Chessbase CBH file format by making various moves and watch how the data in the database files changed etc. The intention was to make a library that would be able to read and write database files in that format. The file format analysis is fairly complete and documented although the library still has some way to go (I've been busy with other things).
Since it still appears that no public documentation of the format is available (correct me if I'm wrong), I thought I should share what I've managed to find out so that others might incorporate support for it if they wish. I really want to be able to read / listen to, say, Chessbase Magazine on my Mac (or iPhone) without having to run CB through a virtual machine.
However, I'm not sure if this is appropriate considering that Chessbase keeps it secret or even if this is the right forum for this.
CBH file format
Moderators: hgm, Rebel, chrisw
-
- Posts: 442
- Joined: Wed Mar 08, 2006 8:54 pm
Re: CBH file format
Hej!
MvH Dan Andersson
MvH Dan Andersson
-
- Posts: 2250
- Joined: Wed Mar 08, 2006 8:47 pm
- Location: Hattingen, Germany
Re: CBH file format
I am not an expert, but I think the CBH format is protected and copyrighted by ChessBase, and you might become legal problems if you publish any interna.
-
- Posts: 2041
- Joined: Wed Mar 08, 2006 8:30 pm
Re: CBH file format
On the ChessBase book format CTG (I know, nothing to do with CBH...
), Steinar did a good job at specification:
http://rybkaforum.net/cgi-bin/rybkaforu ... 2#pid26942
![Cool 8-)](./images/smilies/icon_cool.gif)
http://rybkaforum.net/cgi-bin/rybkaforu ... 2#pid26942
-
- Posts: 351
- Joined: Sat Apr 01, 2006 2:03 am
Re: CBH file format
I see nothing wrong in publishing CBH internals or in fact releasing a library that loads and saves CBH files as long as this knowledge was not obtained by reading any confidential documentation or inappropriate materials. I even think this is the way forward, given that CBH format restricts your reader software, and often your OS.
Openoffice can read MS word files almost perfectly by reverse engineering the format. Linux can read and write NTFS almost perfectly due to reverse engineering. If Microsoft cannot sue the Linux community, there is no way chessbase can do it. In fact, Microsoft itself is more open and helpful with its formats these days.
In fact, having a proprietary format that only chessbase can read and write to sounds monopolistic, and judging by recent trends might even be heavily fined by entities such as the EU. If Chessbase wants to prevent people from accessing CBH, I recommend we all forgo CBH and support an open format.
Openoffice can read MS word files almost perfectly by reverse engineering the format. Linux can read and write NTFS almost perfectly due to reverse engineering. If Microsoft cannot sue the Linux community, there is no way chessbase can do it. In fact, Microsoft itself is more open and helpful with its formats these days.
In fact, having a proprietary format that only chessbase can read and write to sounds monopolistic, and judging by recent trends might even be heavily fined by entities such as the EU. If Chessbase wants to prevent people from accessing CBH, I recommend we all forgo CBH and support an open format.
-
- Posts: 351
- Joined: Sat Apr 01, 2006 2:03 am
Re: CBH file format
When looking into the software laws, it indeed does appear ok to reverse engineer binary formats for interoperability purposes under both the DMCA and EU software laws.
Re: CBH file format
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 = ½-½
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)
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 = ½-½
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)
-
- Posts: 351
- Joined: Sat Apr 01, 2006 2:03 am
Re: CBH file format
Thanks!
This is useful for at least 2 reasons.
One would be a cbh to scid or pgn converter. I know a few people who keep an old version of chessbase or fritz just for this reason.
The second reason is less obvious, but many chess players have complained to me that their cbh file is damaged and they have lost their data. In fact, a grandmaster friend of mine said that he had lost his analysis because of cbh corruption. He become upset and in future, backed up his analysis frequently.
This is useful for at least 2 reasons.
One would be a cbh to scid or pgn converter. I know a few people who keep an old version of chessbase or fritz just for this reason.
The second reason is less obvious, but many chess players have complained to me that their cbh file is damaged and they have lost their data. In fact, a grandmaster friend of mine said that he had lost his analysis because of cbh corruption. He become upset and in future, backed up his analysis frequently.
Re: CBH file format
A CBH decoder is implemented in Scidb (http://scidb.sourceforge.net/) and is working, but only for standard chess games. CBH version 10 supports chess 960 games. The decoding doesn't work for chess 960 games. ChessBase has changed either the game data decoding (move decoding) or the encryption. The game setup format has changed a bit, too. Does anybody have information about chess 960 decoding?
-
- Posts: 170
- Joined: Mon Sep 13, 2010 9:57 am
- Location: Frankfurt am Main
Re: CBH file format
At least in ChessBase 10 there is no Chess960 support. The last time I checked, playchess.org also didn't offer genuine Chess960. Only Shuffle Chess was available, which is Chess960 without castling.gcramer wrote:A CBH decoder is implemented in Scidb (http://scidb.sourceforge.net/) and is working, but only for standard chess games. CBH version 10 supports chess 960 games. The decoding doesn't work for chess 960 games. ChessBase has changed either the game data decoding (move decoding) or the encryption. The game setup format has changed a bit, too. Does anybody have information about chess 960 decoding?
However, I've been hearing that ChessBase made a special build for the Chess Classic organizers so this might be why there's some support for Chess960 in the CBH format.