The state‐transition tables seem to me a slightly overcomplicated way of saying that pieces move one way on White squares and another on Black squares (bzw. Odd and Even ranks for the Bishop/Dragon Horse): the format allows for, and thus suggests, greater complexity than is actually involved (and yes, this is how the implementation in an ID works; that doesn't make it the simplest way for players to think about it)
The state‐transition tables seem to me a slightly overcomplicated way of saying that pieces move one way on White squares and another on Black squares (bzw. Odd and Even ranks for the Bishop/Dragon Horse): the format allows for, and thus suggests, greater complexity than is actually involved (and yes, this is how the implementation in an ID works; that doesn't make it the simplest way for players to think about it)