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* New puzzle: `Inertia', originally written for Windows by BenSimon Tatham2005-08-27
| | | | | | | Olmstead and reimplemented with the help of his source code which he was kind enough to release into the public domain. [originally from svn r6222]
* New puzzle: `Loopy', an implementation of Nikoli's `Slither Link' orSimon Tatham2005-08-24
| | | | | | `Loop the Loop' puzzle. Contributed by Mike Pinna. [originally from svn r6211]
* New puzzle: `Map'. Vaguely original, for a change.Simon Tatham2005-08-13
| | | | | | | | | | (This puzzle is theoretically printable, but I haven't added it in print.py since there's rather a lot of painful processing required to get from the game ID to the puzzle's visual appearance. It probably won't become printable unless I get round to implementing a more integrated printing architecture.) [originally from svn r6186]
* New puzzle: `Light Up', by James H.Simon Tatham2005-08-04
| | | | | | | | | | Also in this checkin (committed by mistake - I meant to do it separately), a behind-the-scenes change to Slant to colour the two non-touching classes of diagonals in different colours. Both colours are set to black by default, but configuration by way of SLANT_COLOUR_* can distinguish them if you want. [originally from svn r6164]
* New puzzle: `Slant', picked from the Japanese-language section ofSimon Tatham2005-08-02
| | | | | | | | | | | nikoli.co.jp (which has quite a few puzzles that they don't seem to have bothered to translate into English). Minor structural change: the disjoint set forest code used in the Net solver has come in handy again, so I've moved it out into its own module dsf.c. [originally from svn r6155]
* Another game from James H: `Black Box'.Simon Tatham2005-07-17
| | | | [originally from svn r6100]
* New puzzle: `Untangle', cloned (with the addition of random gridSimon Tatham2005-07-16
| | | | | | | | | | | | | | | generation) from a simple but rather fun Flash game I saw this morning. Small infrastructure change for this puzzle: while most game backends find the midend's assumption that Solve moves are never animated to be a convenience absolving them of having to handle the special case themselves, this one actually needs Solve to be animated. Rather than break that convenience for the other puzzles, I've introduced a flag bit (which I've shoved in mouse_priorities for the moment, shamefully without changing its name). [originally from svn r6097]
* New puzzle: Dominosa.Simon Tatham2005-07-14
| | | | [originally from svn r6091]
* Peg Solitaire implementation, complete with a random boardSimon Tatham2005-07-04
| | | | | | | generator. The generator is lacking in almost any kind of finesse, but it produces puzzles which at least _I_ find plausibly puzzling. [originally from svn r6052]
* `Guess', a Mastermind clone from James Harvey. This checkin alsoSimon Tatham2005-06-23
| | | | | | | | introduces a few new utility functions in misc.c, one of which is the bitmap obfuscator from Mines (which has therefore been moved out of mines.c). [originally from svn r5992]
* Another new puzzle! This one isn't particularly deep or complexSimon Tatham2005-06-17
| | | | | | | | | (solving it only requires matrix inversion over GF(2), whereas several of the other puzzles in this collection are NP-complete in principle), but it's a fun enough thing to play with and is non-trivial to do in your head - especially on the hardest preset. [originally from svn r5967]
* Forgot to add Same Game to the big list for OS X.Simon Tatham2005-06-07
| | | | [originally from svn r5918]
* Initial checkin of my Minesweeper clone, which uses a solver duringSimon Tatham2005-05-30
| | | | | | grid generation to arrange a mine layout that never requires guessing. [originally from svn r5859]
* New puzzle: `twiddle', generalised from a random door-unlockingSimon Tatham2005-04-30
| | | | | | gadget in Metroid Prime 2. [originally from svn r5708]
* Initial checkin of `Solo', the number-placing puzzle popularised bySimon Tatham2005-04-23
| | | | | | the Times under the name `Sudoku'. [originally from svn r5660]
* Arrange that we really _can_ compile all the puzzles into a singleSimon Tatham2005-01-22
binary if we choose: fix bugs in cube.c and sixteen.c that manifest when compiled that way, and introduce list.c which provides a global list of all the available puzzles. [originally from svn r5169]