I think you misinterpreted what is happening. The Heavy Cannon cannot jump an enemy Light Cannon. But it can jump friendly Cannons of both kinds. Which is how you configured it: the captureMatrix allows setting of enemy and friendly interactions separately, and you wrote the $ only in the position for the enemy interactions. The friendly interactions would come behind those on the same row. (But can usually be ignored, as friendly capture is rarely allowed. But friendly hopping is common, and if you want to ban that you will need to specify it.)
By writing an = at the end of a row spec in the captureMatrix it will use the same values for the friendly interactions as you have given for the enemy interactions in that row.
An unrelated thought:
I suppose the captureMatrix is a cleaner method for specifying friendly (or enemy) hopping than the dau (or cau) kludge in the XBetza notation. Just define the move with pa instead, and then forbid the enemy hopping in the captureMatrix. An Advancer could then be written as mQyafmcopabQ. (It doesn't work in generated GAME code, though, as this does not support the captureMatrix yet.)
I think you misinterpreted what is happening. The Heavy Cannon cannot jump an enemy Light Cannon. But it can jump friendly Cannons of both kinds. Which is how you configured it: the captureMatrix allows setting of enemy and friendly interactions separately, and you wrote the $ only in the position for the enemy interactions. The friendly interactions would come behind those on the same row. (But can usually be ignored, as friendly capture is rarely allowed. But friendly hopping is common, and if you want to ban that you will need to specify it.)
By writing an = at the end of a row spec in the captureMatrix it will use the same values for the friendly interactions as you have given for the enemy interactions in that row.
An unrelated thought:
I suppose the captureMatrix is a cleaner method for specifying friendly (or enemy) hopping than the dau (or cau) kludge in the XBetza notation. Just define the move with pa instead, and then forbid the enemy hopping in the captureMatrix. An Advancer could then be written as mQyafmcopabQ. (It doesn't work in generated GAME code, though, as this does not support the captureMatrix yet.)