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* Update doc for recent changes in Restart behaviour.Jacob Nevins2005-05-17
| | | | [originally from svn r5799]
* The game IDs for Net (and Netslide) have always been random seedsSimon Tatham2005-05-16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | rather than literal grid descriptions, which has always faintly annoyed me because it makes it impossible to type in a grid from another source. However, Gareth pointed out that short random-seed game descriptions are useful, because you can read one out to someone else without having to master the technology of cross- machine cut and paste, or you can have two people enter the same random seed simultaneously in order to race against each other to complete the same puzzle. So both types of game ID seem to have their uses. Therefore, here's a reorganisation of the whole game ID concept. There are now two types of game ID: one has a parameter string then a hash then a piece of arbitrary random seed text, and the other has a parameter string then a colon then a literal game description. For most games, the latter is identical to the game IDs that were previously valid; for Net and Netslide, old game IDs must be translated into new ones by turning the colon into a hash, and there's a new descriptive game ID format. Random seed IDs are not guaranteed to be portable between software versions (this is a major reason why I added version reporting yesterday). Descriptive game IDs have a longer lifespan. As an added bonus, I've removed the sections of documentation dealing with game parameter encodings not shown in the game ID (Rectangles expansion factor, Solo symmetry and difficulty settings etc), because _all_ parameters must be specified in a random seed ID and therefore users can easily find out the appropriate parameter string for any settings they have configured. [originally from svn r5788]
* The two Rubik-like puzzles, Sixteen and Twiddle, now support anSimon Tatham2005-05-11
| | | | | | | | | | | | | additional configuration parameter, which is the number of shuffle moves. By default the grid will be fully shuffled so that you need a general solution algorithm to untangle it, but if you prefer you can request a grid which has had (say) precisely four moves made on it, and then attempt to exactly reverse those four moves. Currently this feature is only available from the Custom box, and not in any presets. [originally from svn r5769]
* Aha, here's a nice easy way to generate really hard puzzles. AddedSimon Tatham2005-05-07
| | | | | | | | | | the missing fifth difficulty level to Solo: `Unreasonable', in which even set-based reasoning is insufficient and there's no alternative but to guess a number and backtrack if it didn't work. (Solutions are still guaranteed unique, however.) In fact it now seems to take less time to generate a puzzle of this grade than `Advanced'! [originally from svn r5756]
* markup typoJacob Nevins2005-05-04
| | | | [originally from svn r5739]
* Forgot to mention that you can undo a Solve operation.Simon Tatham2005-05-02
| | | | [originally from svn r5734]
* Added an automatic `Solve' feature to most games. This is useful forSimon Tatham2005-05-02
| | | | | | | | | | | | | | | | various things: - if you haven't fully understood what a game is about, it gives you an immediate example of a puzzle plus its solution so you can understand it - in some games it's useful to compare your solution with the real one and see where you made a mistake - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy to be able to get your hands on a pristine grid quickly so you can practise or experiment with manoeuvres on it - it provides a good way of debugging the games if you think you've encountered an unsolvable grid! [originally from svn r5731]
* The addition of a `Copy' menu item on OS X was really beginning toSimon Tatham2005-05-01
| | | | | | | strain my unconventional menu organisation, so I've reverted to having `File' and `Edit' menus like everyone else. [originally from svn r5727]
* After brainstorming with Gareth, we've decided that this is a muchSimon Tatham2005-04-30
| | | | | | | simpler and better way to indicate tile orientation than those colour bars. [originally from svn r5717]
* Twiddle now has an additional mode in which tile orientationSimon Tatham2005-04-30
| | | | | | | matters. This mode is hard enough to scare the wossnames out of me, but that's no reason not to put it in anyway! [originally from svn r5713]
* New puzzle: `twiddle', generalised from a random door-unlockingSimon Tatham2005-04-30
| | | | | | gadget in Metroid Prime 2. [originally from svn r5708]
* Implement the remaining modes of reasoning in nsolve, and thusSimon Tatham2005-04-26
| | | | | | | | | | | | enable configurable puzzle difficulty. I'm only generating grids up to Times level (complicated non-recursive analysis but guessing never required); I wouldn't object to providing a Telegraph difficulty level (guessing required) but it turns out to be very hard indeed to generate at random. I might still add it later (probably under the name `Unreasonable' :-) if I can think of an efficient way to find them. [originally from svn r5682]
* Introduce configurable symmetry type in generated puzzles, and dropSimon Tatham2005-04-24
| | | | | | | | the default symmetry from order-4 down to order-2, which seems to mitigate the excessively-full-grid problem by permitting more freedom to remove stuff. [originally from svn r5666]
* Doc tweaks for Solo.Jacob Nevins2005-04-23
| | | | [originally from svn r5665]
* Initial checkin of `Solo', the number-placing puzzle popularised bySimon Tatham2005-04-23
| | | | | | the Times under the name `Sudoku'. [originally from svn r5660]
* Updates for OS X port (including updating copyright statements).Simon Tatham2005-01-24
| | | | [originally from svn r5201]
* Improve OS X help: split back up into multiple files (thanks toSimon Tatham2005-01-24
| | | | | | | Halibut's new \cfg{html-local-head} directive), and add some CSS to mimic the font choices of system help files. [originally from svn r5194]
* First cut at online help under OS X. I just built the HTML versionSimon Tatham2005-01-24
| | | | | | | | | of the manual using Halibut (with one additional magic tag in the <HEAD> section), stuck it in the right part of the application bundle, referenced it in Info.plist, and added a Help menu. Everything else was automatic. Not bad! [originally from svn r5190]
* Add a `jumble' key (`J') to Net, which scrambles the positions of all unlockedJacob Nevins2004-12-22
| | | | | | | | | | tiles randomly. (Rachel asked for this; it's been being tested for a good few months now, and Simon didn't care either way, so in it goes :) As part of this, the front end can now be asked to provide a random random seed (IYSWIM). [originally from svn r5019]
* Tweak Pattern doc for consistency with other puzzles.Jacob Nevins2004-12-08
| | | | [originally from svn r4957]
* New puzzle: `pattern'.Simon Tatham2004-12-07
| | | | [originally from svn r4953]
* Clarify that difficulty does not increase forever as you increaseSimon Tatham2004-08-16
| | | | | | the expansion factor... [originally from svn r4465]
* Fold in the expanded-grid mechanism for generating different kindsSimon Tatham2004-08-16
| | | | | | | | of puzzle. Configurable option, turned off by default, and not propagated in game IDs (though you can explicitly specify it in command-line parameters, and the docs explain how). [originally from svn r4461]
* Added a help file, mostly thanks to Jacob.Simon Tatham2004-08-16
[originally from svn r4460]