I will try to put it in the betza.txt include file tomorrow. Perhaps we should reverse the order in which the ranks are tabulated, starting at the promotion zone. Then you don't have to start with so many zeros. Pieces tend to morph on the far end of the board, and everything beyond the end of the array could be considered a zero, so that you wouldn't have to write so many zeros.
For the Troll I suppose the preset will still need some dedicated GAME code in the Post-Move sections, to suppress the promotion if rank #ori (the rank the piece moved from) equals 12 (or 3). In the ID you can exclude some moves in the Betza descriptor from application of the morph, by suffixing them with a quote. (So the Troll move is G'H'fmWfcF, which would suppress morphing on the G and H move.)
I will try to put it in the betza.txt include file tomorrow. Perhaps we should reverse the order in which the ranks are tabulated, starting at the promotion zone. Then you don't have to start with so many zeros. Pieces tend to morph on the far end of the board, and everything beyond the end of the array could be considered a zero, so that you wouldn't have to write so many zeros.
For the Troll I suppose the preset will still need some dedicated GAME code in the Post-Move sections, to suppress the promotion if rank #ori (the rank the piece moved from) equals 12 (or 3). In the ID you can exclude some moves in the Betza descriptor from application of the morph, by suffixing them with a quote. (So the Troll move is G'H'fmWfcF, which would suppress morphing on the G and H move.)