Rename *.text *.md

As luck would have it the only entries where this applied were my own.
The links/references to these files have been changed in the files.

An unfortunate problem is that in 2020/ferguson1 there are several
*.markdown files. I will have to go through these and figure out which
ones should be changed to .md and which ones can be removed. This can
happen later but in the meantime the references are to .md. I believe
the only difference is that the .md has the footer added by the judges.
This was a workaround with the fact that I wasn't sure (and still am not
entirely sure) the generation of the html files will work. It might be
that the .markdown files have the footer and the .md files do not but
this can be dealt with later anyway.
This commit is contained in:
Cody Boone Ferguson committed 2023-02-08 06:21:11 -08:00
1 parent d844165510
commit 19d5c3a848
27 files changed
+120 -102

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+1 -1
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@@ -1123,7 +1123,7 @@ like to thank my mother for being the best mum anyone could ask for, who's
always been here for me and whom I also inherit the keen analytical mind from. I
love you all!
I want to also thank Dave Burton for acknowledging me in his hint.markdown file
I want to also thank Dave Burton for acknowledging me in his README.md file
for as he put it 'being relentless with pursuit of bugs'. To think that it was
circumstantial to my entry too makes it all the more unlikely but that doesn't
take away the significance of it; for I am a very symbolic person and being
+6
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@@ -0,0 +1,6 @@
play
prog.alt
snake
snake-colours
snake.alt
termcaps
+3 -3
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@@ -4,9 +4,9 @@ will need two different packages: the library itself but also the dev package
that has the header files etc. If you use the Makefile obviously you need `make'
too.
In gameplay.markdown I show how to easily customise the colours, set up
different gameplay modes and various other things. The troubleshooting.markdown
and terminals.markdown as well as bugs.markdown include a variety of information
In gameplay.md I show how to easily customise the colours, set up
different gameplay modes and various other things. The troubleshooting.md
and terminals.md as well as bugs.md include a variety of information
should you run into trouble.
--
+4 -4
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@@ -421,10 +421,10 @@ MAY_NEED_GCC= gcc
##############################
#
OBJ= prog.o termcaps.o
DATA= COMPILING HACKING bugs.text cannibalism.log \
chocolate-cake.text crazy.log gameplay.text \
snake-colours.sh snake.1 spoilers.text \
termcaps.c terminals.text troubleshooting.text
DATA= COMPILING HACKING bugs.md cannibalism.log \
chocolate-cake.md crazy.log gameplay.md \
snake-colours.sh snake.1 spoilers.md \
termcaps.c terminals.md troubleshooting.md
TARGET= prog snake snake-colours play snake-colours termcaps ${ALT_TARGET}
#
ALT_OBJ=
+16 -16
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@@ -37,19 +37,19 @@ This game has a number of configurable pitfalls including walls and snakes.
There is a good deal of useful documentation that is provided with this entry:
* gameplay.markdown ([gameplay.html][])
* gameplay.md ([gameplay.html][])
Documented game *features*!
* terminals.markdown ([terminals.html][])
* terminals.md ([terminals.html][])
Information about terminal capabilities, dimensions (setting and how to restore sanity if it causes any problems) as well as colours (limitations etc.).
* troubleshooting.markdown ([troubleshooting.html][])
* troubleshooting.md ([troubleshooting.html][])
Workaround for various game *features*
* bugs.markdown ([bugs.html][])
* bugs.md ([bugs.html][])
Bugs and things that might seem like bugs but are not.
@@ -75,7 +75,7 @@ Snake has two cheat modes (passable walls and self [cannibalism]), a drawing (or
practising) mode, *can play by itself (**and win!**)*, is coloured (included
[snake-colours.sh][] and [play.sh][] scripts compile in player-selected
colours) and there are many other play modes (many more can be devised with the
imagination and the environmental variables; see [gameplay.markdown][] /
imagination and the environmental variables; see [gameplay.md][] /
[gameplay.html][] for many examples) and options. You can pause and there's
even a built-in test unit for some features! The following variables change the
game in the following ways (all can be combined):
@@ -112,16 +112,16 @@ game in the following ways (all can be combined):
included in the relevant section (this goes for a low **EVADE** value too).
* Grow-Shrink mode (Positive and Negative Winning) mode (see
[gameplay.markdown][] for more details).
[gameplay.md][] for more details).
* The dimensions of the game (this is actually a terminal thing but I document
how to do this and its potential pitfalls) (**LINES** , **COLUMNS**).
There are no complicated command line invocations; it's just a matter of passing
into the game descriptively named variables and I include a script that sets up
many different gameplay modes ([gameplay.markdown][] and [play.sh][]).
many different gameplay modes ([gameplay.md][] and [play.sh][]).
The [gameplay.markdown][] ([gameplay.html][]) file has all the information on
The [gameplay.md][] ([gameplay.html][]) file has all the information on
what the game looks like, how to play, the different types of modes (that I have
thought of so far) including all those in the above list. Along with the
[play.sh][] and [snake-colours.sh][] scripts it's probably the most important
@@ -139,18 +139,18 @@ Probably just as important is [chocolate-cake.html][] with an old but wonderful
recipe (because the judges love chocolate and who can blame them? - also it goes
with one of the IAQs I include later).
The [troubleshooting.markdown][] ([troubleshooting.html][]) file has some advice
The [troubleshooting.md][] ([troubleshooting.html][]) file has some advice
on potential problems (and things that might appear to be problems at first
glance but are not) that I have thought of or encountered.
The [terminals.markdown][] ([terminals.html][]) has a variety of information
The [terminals.md][] ([terminals.html][]) has a variety of information
specific to terminals from input/directions, dimensions, sanity and colours: a
sort of troubleshooting guide for terminals with some additional information.
The [spoilers.markdown][] has a variety of information including some of the
obfuscation techniques and a bit of how it works.
The [bugs.markdown][] ([bugs.html][]) has a list of known bugs and things that
The [bugs.md][] ([bugs.html][]) has a list of known bugs and things that
look like bugs but aren't as well as documenting a built-in test unit for some
features.
@@ -222,7 +222,7 @@ and [troubleshooting.html][] - along with the most important one
took fewer bytes and the negative shedding is a positive consequence of
unsigned arithmetic.
On a more serious note look at [bugs.markdown][] ([bugs.html][]).
On a more serious note look at [bugs.md][] ([bugs.html][]).
### <a name="naqs" href="#toc">NAQs/IAQs (Never/Infrequently Asked Questions)</a>
@@ -453,18 +453,18 @@ both do.
[COMPILING]: COMPILING
[HACKING]: HACKING
[bugs.markdown]: bugs.markdown
[bugs.md]: bugs.md
[bugs.html]: bugs.html
[troubleshooting.markdown]: troubleshooting.markdown
[troubleshooting.md]: troubleshooting.md
[troubleshooting.html]: troubleshooting.html
[human snakes]: http://www.macroevolution.net/snake-human-hybrids.html
[chocolate-cake.html]: chocolate-cake.html
[spoilers.markdown]: spoilers.markdown
[terminals.markdown]: terminals.markdown
[terminals.md]: terminals.md
[Surround]: https://en.wikipedia.org/wiki/Surround_(video_game)
[Snake walk: The physics of slithering]: https://www.bbc.co.uk/news/science-environment-35563941
[snake-colours.sh]: snake-colours.sh
[gameplay.markdown]: gameplay.markdown
[gameplay.md]: gameplay.md
[gameplay.html]: gameplay.html
[flying snakes]: https://www.bbc.co.uk/news/science-environment-25943693
[play.sh]: play.sh
+2 -2
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@@ -153,7 +153,7 @@ way negative size will force a win.</p>
head several places until you end up getting to the max size (by way of it
being unsigned). This isn&rsquo;t a bug even if it might seem like one. In fact
this is the basis of the grow/shrink mode of play that I talk about in the
<a href="gameplay.markdown">gameplay.markdown</a> (<a href="gameplay.html">gameplay.html</a>) file.</p>
<a href="gameplay.md">gameplay.md</a> (<a href="gameplay.html">gameplay.html</a>) file.</p>
<p>Here&rsquo;s another thing to be aware of. Let&rsquo;s say you do:</p>
@@ -270,7 +270,7 @@ that 49 is the max snake size. How is this derived and why?</p>
(<code>playable_rows * playable_columns</code>). I have played with this many
times and I do not believe there should be a problem. If there is it&rsquo;s from a
very poor implementation of rand() and I discuss this in
<a href="troubleshooting.markdown">troubleshooting.markdown</a> (<a href="troubleshooting.html">troubleshooting.html</a>).</p>
<a href="troubleshooting.md">troubleshooting.md</a> (<a href="troubleshooting.html">troubleshooting.html</a>).</p>
<p>There I also give some test outputs without the cap in place to give an idea of
when it became a problem (or would have). In short this is known but I do not
+4 -4
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@@ -120,7 +120,7 @@ And you'll see that you start to be the normal size but then you leave your
head several places until you end up getting to the max size (by way of it
being unsigned). This isn't a bug even if it might seem like one. In fact
this is the basis of the grow/shrink mode of play that I talk about in the
[gameplay.markdown][] ([gameplay.html][]) file.
[gameplay.md][] ([gameplay.html][]) file.
Here's another thing to be aware of. Let's say you do:
@@ -232,7 +232,7 @@ With 10 rows and columns it's calculated as 7 * 7 (i.e. it's
(`playable_rows * playable_columns`). I have played with this many
times and I do not believe there should be a problem. If there is it's from a
very poor implementation of rand() and I discuss this in
[troubleshooting.markdown][] ([troubleshooting.html][]).
[troubleshooting.md][] ([troubleshooting.html][]).
There I also give some test outputs without the cap in place to give an idea of
when it became a problem (or would have). In short this is known but I do not
@@ -285,8 +285,8 @@ but it is very much appreciated and it means a great deal to me. Cheers.)
[crazy.log]: crazy.log
[gameplay.markdown]: gameplay.markdown
[troubleshooting.markdown]: troubleshooting.markdown
[gameplay.md]: gameplay.md
[troubleshooting.md]: troubleshooting.md
[troubleshooting.html]: troubleshooting.html
[gameplay.html]: gameplay.html
[cannibalism.log]: cannibalism.log
@@ -130,7 +130,7 @@ And you'll see that you start to be the normal size but then you leave your
head several places until you end up getting to the max size (by way of it
being unsigned). This isn't a bug even if it might seem like one. In fact
this is the basis of the grow/shrink mode of play that I talk about in the
[gameplay.markdown][] ([gameplay.html][]) file.
[gameplay.md][] ([gameplay.html][]) file.
Here's another thing to be aware of. Let's say you do:
@@ -242,7 +242,7 @@ With 10 rows and columns it's calculated as 7 * 7 (i.e. it's
(`playable_rows * playable_columns`). I have played with this many
times and I do not believe there should be a problem. If there is it's from a
very poor implementation of rand() and I discuss this in
[troubleshooting.markdown][] ([troubleshooting.html][]).
[troubleshooting.md][] ([troubleshooting.html][]).
There I also give some test outputs without the cap in place to give an idea of
when it became a problem (or would have). In short this is known but I do not
@@ -295,8 +295,8 @@ but it is very much appreciated and it means a great deal to me. Cheers.)
[crazy.log]: crazy.log
[gameplay.markdown]: gameplay.markdown
[troubleshooting.markdown]: troubleshooting.markdown
[gameplay.md]: gameplay.md
[troubleshooting.md]: troubleshooting.md
[troubleshooting.html]: troubleshooting.html
[gameplay.html]: gameplay.html
[cannibalism.log]: cannibalism.log
File renamed without changes.
+5 -5
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@@ -87,11 +87,11 @@ for the input keys.</p>
<h1>1. <a name="support" href="#toc">Testing terminal environment/capabilities</a></h1>
<p>Most people probably won&rsquo;t have any issue at all but for those who have any
problems with the terminal see the <a href="terminals.markdown">terminals.markdown</a> file for more
problems with the terminal see the <a href="terminals.md">terminals.md</a> file for more
information on the terminal capabilities testing utility I include.</p>
<p>For troubleshooting other problems see <a href="troubleshooting.markdown">troubleshooting.markdown</a>
(<a href="troubleshooting.html">troubleshooting.html</a>) and <a href="bugs.markdown">bugs.markdown</a> (<a href="bugs.html">bugs.html</a>).</p>
<p>For troubleshooting other problems see <a href="troubleshooting.md">troubleshooting.md</a>
(<a href="troubleshooting.html">troubleshooting.html</a>) and <a href="bugs.md">bugs.md</a> (<a href="bugs.html">bugs.html</a>).</p>
<h1>2. <a name="input" href="#toc">Input keys</a></h1>
@@ -441,7 +441,7 @@ less than again - I&rsquo;m not going to try and figure that out however). Anywa
</code></pre>
<p>Observe that the size isn&rsquo;t the default 997: because the screen size is too
small for that value (see <a href="terminals.markdown">terminals.markdown</a>).</p>
small for that value (see <a href="terminals.md">terminals.md</a>).</p>
<p>The reason I chose 997 is that it leaves a bit of a challenge for some (maybe
most) people but it&rsquo;s still winnable. Previously even I couldn&rsquo;t have won unless
@@ -471,7 +471,7 @@ the game is won is 199 - also a prime!</p>
<h1>4. <a name="modes" href="#toc">Gameplay modes</a></h1>
<p>Here I list a number of different modes of play. In the <a href="bugs.markdown">bugs.markdown</a>
<p>Here I list a number of different modes of play. In the <a href="bugs.md">bugs.md</a>
(<a href="bugs.html">bugs.html</a>) file I even show how there&rsquo;s a built-in test unit for some
modes! There are certainly other modes that could be imagined: the modes below
happened over time and some were simply an accidental discovery or something I
+8 -8
View File
@@ -36,11 +36,11 @@ for the input keys.
# 1. <a name="support" href="#toc">Testing terminal environment/capabilities</a>
Most people probably won't have any issue at all but for those who have any
problems with the terminal see the [terminals.markdown][] file for more
problems with the terminal see the [terminals.md][] file for more
information on the terminal capabilities testing utility I include.
For troubleshooting other problems see [troubleshooting.markdown][]
([troubleshooting.html][]) and [bugs.markdown][] ([bugs.html][]).
For troubleshooting other problems see [troubleshooting.md][]
([troubleshooting.html][]) and [bugs.md][] ([bugs.html][]).
# 2. <a name="input" href="#toc">Input keys</a>
@@ -390,7 +390,7 @@ less than again - I'm not going to try and figure that out however). Anyway:
X:24/49 Y:8/16 S:658/658 B:0
Observe that the size isn't the default 997: because the screen size is too
small for that value (see [terminals.markdown][]).
small for that value (see [terminals.md][]).
The reason I chose 997 is that it leaves a bit of a challenge for some (maybe
most) people but it's still winnable. Previously even I couldn't have won unless
@@ -422,7 +422,7 @@ If you wish to quit you can hit 'q' (case-insensitive). For example:
# 4. <a name="modes" href="#toc">Gameplay modes</a>
Here I list a number of different modes of play. In the [bugs.markdown][]
Here I list a number of different modes of play. In the [bugs.md][]
([bugs.html][]) file I even show how there's a built-in test unit for some
modes! There are certainly other modes that could be imagined: the modes below
happened over time and some were simply an accidental discovery or something I
@@ -771,11 +771,11 @@ the imagination and creativity almost anything is possible.** This is something
they believe in themselves!** I would have never thought this the case for me
years ago but I know it's true now. **Believe in yourself. Always.**
[terminals.markdown]: terminals.markdown
[terminals.md]: terminals.md
[terminals.html]: terminals.html
[troubleshooting.markdown]: troubleshooting.markdown
[troubleshooting.md]: troubleshooting.md
[troubleshooting.html]: troubleshooting.html
[bugs.markdown]: bugs.markdown
[bugs.md]: bugs.md
[bugs.html]: bugs.html
[spoilers.markdown]: spoilers.markdown
[snake-colours]: snake-colours
@@ -69,11 +69,11 @@ for the input keys.
# 1. <a name="support" href="#toc">Testing terminal environment/capabilities</a>
Most people probably won't have any issue at all but for those who have any
problems with the terminal see the [terminals.markdown][] file for more
problems with the terminal see the [terminals.md][] file for more
information on the terminal capabilities testing utility I include.
For troubleshooting other problems see [troubleshooting.markdown][]
([troubleshooting.html][]) and [bugs.markdown][] ([bugs.html][]).
For troubleshooting other problems see [troubleshooting.md][]
([troubleshooting.html][]) and [bugs.md][] ([bugs.html][]).
# 2. <a name="input" href="#toc">Input keys</a>
@@ -423,7 +423,7 @@ less than again - I'm not going to try and figure that out however). Anyway:
X:24/49 Y:8/16 S:658/658 B:0
Observe that the size isn't the default 997: because the screen size is too
small for that value (see [terminals.markdown][]).
small for that value (see [terminals.md][]).
The reason I chose 997 is that it leaves a bit of a challenge for some (maybe
most) people but it's still winnable. Previously even I couldn't have won unless
@@ -455,7 +455,7 @@ If you wish to quit you can hit 'q' (case-insensitive). For example:
# 4. <a name="modes" href="#toc">Gameplay modes</a>
Here I list a number of different modes of play. In the [bugs.markdown][]
Here I list a number of different modes of play. In the [bugs.md][]
([bugs.html][]) file I even show how there's a built-in test unit for some
modes! There are certainly other modes that could be imagined: the modes below
happened over time and some were simply an accidental discovery or something I
@@ -804,11 +804,11 @@ the imagination and creativity almost anything is possible.** This is something
they believe in themselves!** I would have never thought this the case for me
years ago but I know it's true now. **Believe in yourself. Always.**
[terminals.markdown]: terminals.markdown
[terminals.md]: terminals.md
[terminals.html]: terminals.html
[troubleshooting.markdown]: troubleshooting.markdown
[troubleshooting.md]: troubleshooting.md
[troubleshooting.html]: troubleshooting.html
[bugs.markdown]: bugs.markdown
[bugs.md]: bugs.md
[bugs.html]: bugs.html
[spoilers.markdown]: spoilers.markdown
[snake-colours]: snake-colours
+9 -9
View File
@@ -4,7 +4,7 @@ snake \- Feature\-rich curses implementation of the classic 'Snake' game with ma
.SH SYNOPSIS
\fBsnake\fP
.SH DESCRIPTION
\fBsnake\fP has two cheat modes (passable walls/self[cannibalism]), a drawing/practising mode, \fIcan play by itself\fP (\fBand win!\fP), is coloured (included \fIsnake-colours.sh\fP and \fIplay.sh\fP scripts compile in player\-selected colours) and there are many other play modes (many more can be devised with the imagination and the environmental variables; see \fbENVIRONMENT\fP and the file \fIgameplay.markdown\fP for many examples) and options.
\fBsnake\fP has two cheat modes (passable walls/self[cannibalism]), a drawing/practising mode, \fIcan play by itself\fP (\fBand win!\fP), is coloured (included \fIsnake-colours.sh\fP and \fIplay.sh\fP scripts compile in player\-selected colours) and there are many other play modes (many more can be devised with the imagination and the environmental variables; see \fbENVIRONMENT\fP and the file \fIgameplay.md\fP for many examples) and options.
You can pause and there's even a built\-in test unit for some features!
Some of the configurable features are:
.PP
@@ -50,11 +50,11 @@ This is how snakes grow in the wild so is a misnomer here because snakes don't g
.PP
.RS
\fB\-\fP Computer plays the game (\fBWAIT=0\fP)
\fB(EPILEPSY/STIMULATION OVERLOAD TRIGGER WARNING\fP included in the relevant section of the \fIgameplay.markdown\fP; this goes for low \fBEVADE\fP values too).
\fB(EPILEPSY/STIMULATION OVERLOAD TRIGGER WARNING\fP included in the relevant section of the \fIgameplay.md\fP; this goes for low \fBEVADE\fP values too).
.RE
.PP
.RS
\fB\-\fP Grow\-Shrink (Positive and Negative Winning) mode (see \fIgameplay.markdown\fP for more details).
\fB\-\fP Grow\-Shrink (Positive and Negative Winning) mode (see \fIgameplay.md\fP for more details).
.RE
.PP
.RS
@@ -160,15 +160,15 @@ Source file to the Snake game (IOCCC entry source file).
Describes what the entry (game) is, what it looks like, how to play etc.
Includes a variety of other information as well as NAQs (never asked questions that I believe could actually be asked so perhaps better would be infrequently asked questions, IAQs).
.RE
\fIgameplay.markdown\fP
\fIgameplay.md\fP
.RS
Includes information on how to play, demonstrates some of the features and describes many gameplay modes.
.RE
\fItroubleshooting.markdown\fP
\fItroubleshooting.md\fP
.RS
Information to help work out any possible problems as well as show how to configure and restore terminal dimensions for the game.
.RE
\fIterminals.markdown\fP
\fIterminals.md\fP
.RS
A troubleshooting guide focusing more on terminals.
.RE
@@ -193,7 +193,7 @@ To build the terminal capabilities test utility and the Snake game itself.
.RS
Helper script to compile the game with player selected colours.
.RE
\fIbugs.markdown\fP
\fIbugs.md\fP
.RS
List of bugs and things that might appear to be bugs that aren't, were once bugs etc.
.RE
@@ -247,7 +247,7 @@ Also snakes grow by moulting (technical term for shedding) so when the snake lea
It's a misnomer: it took fewer bytes and the negative shedding is a positive consequence of unsigned arithmetic.
.RE
.PP
On a more serious note see the \fBbugs.markdown\fP file.
On a more serious note see the \fBbugs.md\fP file.
.SH EXAMPLES
.PP
Test your terminal capabilities and get other various data (based on dimensions of terminal, growth size, size and max size as specified i.e. you can pass in the variables \fBLINES\fP, \fBCOLUMNS\fP, \fBMAXSIZE\fP, \fBGROW\fP and \fBSIZE\fp):
@@ -295,7 +295,7 @@ Run script that prompts for the colours to be used, compiles and then runs the g
.PP
That will compile the game to be the colours you select and then enable cannibalism, set the starting size to 15, max size to 45 and walls are made impassable.
.PP
For more gameplay information and modes check \fIgameplay.markdown\fP; and for an interactive script that prompts for some of those modes see the \fIplay.sh\fP script.
For more gameplay information and modes check \fIgameplay.md\fP; and for an interactive script that prompts for some of those modes see the \fIplay.sh\fP script.
.SH AUTHOR
Written by Cody Boone Ferguson for IOCCC 2020 (the 27th IOCCC).
.SH SEE ALSO
+1 -1
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@@ -27,7 +27,7 @@
<h1>Introduction (SPOILER ALERT)</h1>
<p>In the <a href="gameplay.markdown">gameplay.markdown</a> (<a href="gameplay.html">gameplay.html</a>) file I have given enough
<p>In the <a href="gameplay.md">gameplay.md</a> (<a href="gameplay.html">gameplay.html</a>) file I have given enough
information to know how the game looks, how to move the snake, how to pause etc.
In this file I am including (some) information on how the game actually works:
the technical details as it were, obfuscation techniques and also some of the
+2 -2
View File
@@ -1,6 +1,6 @@
# Introduction (SPOILER ALERT)
In the [gameplay.markdown][] ([gameplay.html][]) file I have given enough
In the [gameplay.md][] ([gameplay.html][]) file I have given enough
information to know how the game looks, how to move the snake, how to pause etc.
In this file I am including (some) information on how the game actually works:
the technical details as it were, obfuscation techniques and also some of the
@@ -927,7 +927,7 @@ display something, it squeezes a few more bytes and having a space is hardly an
imposition on usage (and for that matter having a 'o' at 0,0 isn't either).
[gameplay.markdown]: gameplay.markdown
[gameplay.md]: gameplay.md
[gameplay.html]: gameplay.html
[COMPILING]: COMPILING
[HACKING]: HACKING
@@ -1,6 +1,6 @@
# Introduction (SPOILER ALERT)
In the [gameplay.markdown][] ([gameplay.html][]) file I have given enough
In the [gameplay.md][] ([gameplay.html][]) file I have given enough
information to know how the game looks, how to move the snake, how to pause etc.
In this file I am including (some) information on how the game actually works:
the technical details as it were, obfuscation techniques and also some of the
@@ -937,7 +937,7 @@ display something, it squeezes a few more bytes and having a space is hardly an
imposition on usage (and for that matter having a 'o' at 0,0 isn't either).
[gameplay.markdown]: gameplay.markdown
[gameplay.md]: gameplay.md
[gameplay.html]: gameplay.html
[COMPILING]: COMPILING
[HACKING]: HACKING
File renamed without changes.
+3 -3
View File
@@ -107,7 +107,7 @@ e.g. when the snake is growing.</p>
<p> Sometimes also it might appear that the movement is delayed but there are
numerous causes for this some of which are a busy computer but ultimately
it&rsquo;ll catch up; just give it the time it needs.</p></li>
<li><p>BOTTOM LINE: If you want more information then see the <a href="bugs.markdown">bugs.markdown</a> file.</p></li>
<li><p>BOTTOM LINE: If you want more information then see the <a href="bugs.md">bugs.md</a> file.</p></li>
</ul>
@@ -323,7 +323,7 @@ so that&rsquo;s probably why; in CentOS I did have to install it specially.</p>
eat too many bytes in the entry (I cite the functions in the HACKING file).</p>
<p> I discuss colours and terminals in much more detail in
<a href="terminals.markdown">terminals.markdown</a> (<a href="terminals.html">terminals.html</a>).</p></li>
<a href="terminals.md">terminals.md</a> (<a href="terminals.html">terminals.html</a>).</p></li>
</ul>
@@ -423,7 +423,7 @@ example</p>
0.</p>
<p>I discuss the signed/unsigned issue to do with curses and sizes in C being
unsigned in <a href="bugs.markdown">bugs.markdown</a> but probably there isn&rsquo;t anything more to say here.</p>
unsigned in <a href="bugs.md">bugs.md</a> but probably there isn&rsquo;t anything more to say here.</p>
<h2><a name="errors" href="#toc">Errors and error reporting</a></h2>
+5 -5
View File
@@ -78,7 +78,7 @@ e.g. when the snake is growing.
numerous causes for this some of which are a busy computer but ultimately
it'll catch up; just give it the time it needs.
* BOTTOM LINE: If you want more information then see the [bugs.markdown][] file.
* BOTTOM LINE: If you want more information then see the [bugs.md][] file.
## <a name="invisiblehead" href="#toc">I can't see the snake head (or other part of the snake)!</a>
@@ -286,7 +286,7 @@ so that's probably why; in CentOS I did have to install it specially.
eat too many bytes in the entry (I cite the functions in the HACKING file).
I discuss colours and terminals in much more detail in
[terminals.markdown][] ([terminals.html][]).
[terminals.md][] ([terminals.html][]).
## <a name="toodark" href="#toc">The text is hard to see (not bright enough)!</a>
@@ -376,7 +376,7 @@ Is invalid input because octal only has digits 0 - 7: the resulting size will be
I discuss the signed/unsigned issue to do with curses and sizes in C being
unsigned in [bugs.markdown][] but probably there isn't anything more to say here.
unsigned in [bugs.md][] but probably there isn't anything more to say here.
## <a name="errors" href="#toc">Errors and error reporting</a>
@@ -416,8 +416,8 @@ is 0 and I limit the size to be no bigger than the max size.
[HACKING]: HACKING
[prog.c]: prog.c
[bugs.markdown]: bugs.markdown
[terminals.markdown]: terminals.markdown
[bugs.md]: bugs.md
[terminals.md]: terminals.md
[terminals.html]: terminals.html
[snake-colours]: snake-colours
[Snakey]: https://www.hp-lexicon.org/character/gaunt-family/morfin-gaunt/
@@ -9,18 +9,30 @@ it as structured as possible/easiest to find.
<a name="toc"></a>
- [The top wall isn't (all/some of the time) visible!](#topwall)
- [The snake isn't moving!](#notmoving)
- [I can't see the snake head (or other part of the snake)!](#invisiblehead)
- [I can't see the bug!](#invisiblebug)
- [The game froze!](#froze)
- [The game gets slower as the snake gets bigger!](#bigsnake)
- [I set SIZE=0 GROW=1, ate a bug but still only the head was visible! Why?](#headonly)
- [I like black text on a white background but even with a white background terminal it ends up black!](#monochrome)
- [The text is hard to see (not bright enough)!](#toodark)
- [Can I move the snake faster temporarily without having to modify the wait time?](#movefaster)
- [On environmental variables more generally and string to int conversions](#envvars)
- [Errors and error reporting](#errors)
## <a name="topwall" href="#toc">The top wall isn't (all/some of the time) visible!</a>
Because the score line is dynamic in length depending on the terminal size it
@@ -78,7 +90,7 @@ e.g. when the snake is growing.
numerous causes for this some of which are a busy computer but ultimately
it'll catch up; just give it the time it needs.
* BOTTOM LINE: If you want more information then see the [bugs.markdown][] file.
* BOTTOM LINE: If you want more information then see the [bugs.md][] file.
## <a name="invisiblehead" href="#toc">I can't see the snake head (or other part of the snake)!</a>
@@ -286,7 +298,7 @@ so that's probably why; in CentOS I did have to install it specially.
eat too many bytes in the entry (I cite the functions in the HACKING file).
I discuss colours and terminals in much more detail in
[terminals.markdown][] ([terminals.html][]).
[terminals.md][] ([terminals.html][]).
## <a name="toodark" href="#toc">The text is hard to see (not bright enough)!</a>
@@ -376,7 +388,7 @@ Is invalid input because octal only has digits 0 - 7: the resulting size will be
I discuss the signed/unsigned issue to do with curses and sizes in C being
unsigned in [bugs.markdown][] but probably there isn't anything more to say here.
unsigned in [bugs.md][] but probably there isn't anything more to say here.
## <a name="errors" href="#toc">Errors and error reporting</a>
@@ -416,8 +428,8 @@ is 0 and I limit the size to be no bigger than the max size.
[HACKING]: HACKING
[prog.c]: prog.c
[bugs.markdown]: bugs.markdown
[terminals.markdown]: terminals.markdown
[bugs.md]: bugs.md
[terminals.md]: terminals.md
[terminals.html]: terminals.html
[snake-colours]: snake-colours
[Snakey]: https://www.hp-lexicon.org/character/gaunt-family/morfin-gaunt/
+2 -2
View File
@@ -420,8 +420,8 @@ MAY_NEED_GCC= gcc
##############################
#
OBJ= prog.o recode.o
DATA= chocolate-cake.text enigma.1 input.txt obfuscation.key \
obfuscation.text obfuscation.txt recode.1 recode.text \
DATA= chocolate-cake.md enigma.1 input.txt obfuscation.key \
obfuscation.md obfuscation.txt recode.1 recode.md \
try.this.txt
TARGET= prog recode
#
+10 -10
View File
@@ -42,7 +42,7 @@ A useful man page for this entry. To render, try:
man ./enigma.1
* recode.markdown ([recode.html][])
* recode.md ([recode.html][])
Some useful information about recode.c
@@ -198,7 +198,7 @@ After that you can input the string and it'll go from there.
#### <a name="example" href="#toc">An example run</a>
BTW: There's a much more entertaining (and delicious) challenge or exercise in
[recode.markdown][] (involves [chocolate-cake.html][]). These however show
[recode.md][] (involves [chocolate-cake.html][]). These however show
the general program as well as how to use the two winning entries of the Morse
code that I referred to earlier.
@@ -326,7 +326,7 @@ I didn't think of everything. My entry was meant to be a simulator only as far
as the ciphering goes but I thought this would make it much more interesting:
make it more flexible by a wrapper program.
For examples using it (and a delicious challenge) see [recode.markdown][]. See
For examples using it (and a delicious challenge) see [recode.md][]. See
also [recode.1][] and [enigma.1][] man pages.
@@ -385,7 +385,7 @@ There are two reflectors and the same applies: in C 0-1 but in human it's
1-2 (technically these were reflectors B and C in the Enigma machine which I
display by name in recode.c just like with the rotors).
For more information see [recode.markdown][] or [recode.html][].
For more information see [recode.md][] or [recode.html][].
BTW: If you need a reminder to go to the gym just do your Enigma ABCs and it
should help you remember (though not at this time in our world it might help you
@@ -432,16 +432,16 @@ It's an Enigma simulator! Isn't that proof that it's obfuscated itself?! :)
Silliness aside [obfuscation.txt][] has some of the ways I think this entry is
obfuscated. To decipher try:
./recode -Robfuscation.key -fobfuscation.txt | ./prog - 2>/dev/null > obfuscation.markdown
./recode -Robfuscation.key -fobfuscation.txt | ./prog - 2>/dev/null > obfuscation.md
To encipher:
./recode -Robfuscation.key -fobfuscation.markdown | ./prog - 2>/dev/null > obfuscation.txt
./recode -Robfuscation.key -fobfuscation.md | ./prog - 2>/dev/null > obfuscation.txt
The file [obfuscation.key][] is the key to decipher/encipher
[obfuscation.txt][].
For the lazy [obfuscation.markdown][] has the deciphered version. I am afraid
For the lazy [obfuscation.md][] has the deciphered version. I am afraid
I'm not so inclined to do that for the cake recipe: the idea there is to make it
a fun exercise that when solved unlocks a wonderful double-layered chocolate
fudge cake recipe. But given that my 'Don't tread on me award' entry also
@@ -466,7 +466,7 @@ machines this would not work because they had to choose from a set of rotors and
there were no duplicates. This shouldn't be a problem here however except that
it won't be a possible configuration of the real Enigma machine. The `recode`
program *however does validate this* (except when reading in settings via the
`-R` option which I explain in the [recode.markdown][] / [recode.html][] file).
`-R` option which I explain in the [recode.md][] / [recode.html][] file).
* The way the plugboard - for the machines that had them - is if you connect A
to B then no other letters can connect to A or B. Earlier there wasn't proper
@@ -667,10 +667,10 @@ that.
[Interactive Enigma Machine]: http://enigmaco.de/enigma/enigma.html
[enigma.1]: enigma.1
[recode.1]: recode.1
[recode.markdown]: recode.markdown
[recode.md]: recode.md
[chocolate-cake.html]: chocolate-cake.html
[recode.c]: recode.c
[obfuscation.markdown]: obfuscation.markdown
[obfuscation.md]: obfuscation.md
[obfuscation.txt]: obfuscation.txt
[obfuscation.key]: obfuscation.key
[Tony Sale's pages on The Enigma cipher machine]: http://www.codesandciphers.co.uk/enigma/index.htm
File renamed without changes.
+5 -5
View File
@@ -20,7 +20,7 @@ Source file to the simulator.
.RS
Source code to the configuration tool (not required but recommended).
.RE
\fIrecode.markdown\fP
\fIrecode.md\fP
.RS
Markdown file with examples on how to use the recode program (along with the Enigma program).
.RE
@@ -31,7 +31,7 @@ More information on the Enigma simulator IOCCC entry.
\fIchocolate\-cake.markdown\fP
\fIchocolate\-cake.html\fP
.RS
A file with a recipe of a delicious Double-layered Chocolate Fudge Cake that has been enciphered with one of 16 Enigma settings given in \fIrecode.markdown\fP which should give enough information on how to make use of the two programs in order to unlock this recipe.
A file with a recipe of a delicious Double-layered Chocolate Fudge Cake that has been enciphered with one of 16 Enigma settings given in \fIrecode.md\fP which should give enough information on how to make use of the two programs in order to unlock this recipe.
I recommend the html version for formatting.
.RE
\fIenigma.1\fP
@@ -47,7 +47,7 @@ The recode.c man page.
\fB\-\fP Rudimentary parser allows for easily piping into the simulator settings (and file to encipher/decipher) but which also can be a bit confusing, unintuitive and does not handle too much input that well.
.RE
.RS
\fB\-\fP There is one thing in particular I was unsure of when writing the simulator as far as how it is supposed to work: I believe I have it but there might be one issue. See \fIhint.markdown\fP for more information.
\fB\-\fP There is one thing in particular I was unsure of when writing the simulator as far as how it is supposed to work: I believe I have it but there might be one issue. See \fIREADME.md\fP for more information.
.RE
.RS
\fB\-\fP It was written by a human being.
@@ -56,10 +56,10 @@ The recode.c man page.
\fB\-\fP Not a bug as some might want to believe, maybe: figuring out how the recode.c program works won't help you figure out how this works.
.RE
.RS
\fB\-\fP For more please see \fIhint.markdown\fP.
\fB\-\fP For more please see \fIREADME.md\fP.
.SH EXAMPLES
.PP
Please see the \fIrecode.markdown\fP and \fIhint.markdown\fP files for examples and other information.
Please see the \fIrecode.md\fP and \fIREADME.md\fP files for examples and other information.
.SH AUTHOR
Written by Cody Boone Ferguson for IOCCC 2020 (the 27th IOCCC).
.SH SEE ALSO
File renamed without changes.
+3 -3
View File
@@ -36,7 +36,7 @@ Save the settings (not the data read in) to the output file for reuse.
.RS
Source file to the recode program.
.RE
\fIrecode.markdown\fP
\fIrecode.md\fP
.RS
Markdown file with examples on how to use the recode program (along with the Enigma program).
.RE
@@ -46,7 +46,7 @@ More information on the Enigma simulator IOCCC entry.
.RE
\fIchocolate\-cake.markdown\fP
.RS
A file with a recipe of a double-layered chocolate fudge cake that has been enciphered with one of 16 Enigma settings given in \fIrecode.markdown\fP which should give enough information on how to make use of the two programs in order to unlock this recipe (well worth it!).
A file with a recipe of a double-layered chocolate fudge cake that has been enciphered with one of 16 Enigma settings given in \fIrecode.md\fP which should give enough information on how to make use of the two programs in order to unlock this recipe (well worth it!).
.RE
\fIrecode.1\fP
.RS
@@ -92,7 +92,7 @@ Does something special (what?):
.fi
.RE
.PP
Please see the \fIrecode.markdown\fP and \fIhint.markdown\fP files for more examples and other information.
Please see the \fIrecode.md\fP and \fIREADME.md\fP files for more examples and other information.
.SH AUTHOR
Written by Cody Boone Ferguson for IOCCC 2020 (the 27th IOCCC).
.SH SEE ALSO
File renamed without changes.