replace trailing whitespace with blackslash in README.md

As an alternative to the markdown trailing whitespace as a line
break, we use a trailing blackslash as a markdown line break.
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Landon Curt Noll committed 2023-10-18 15:49:51 -07:00
1 parent ddb78f6f33
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@@ -141,7 +141,7 @@ o | Move empty spot backwards
```
**NOTE:** as a measure of alleviating counter-productivity due to addiction to
this game, particularly for those hardcore gamers who insist on solving a
this game, particularly for those hardcore gamers who insist on solving a\
10x10x10 puzzle during work hours, and also to give an upper bound to user
frustration when the program generates an unsolvable puzzle (which it does
roughly half the time, just to hook you), the program will, after a very large
@@ -448,24 +448,24 @@ program, and what the various state numbers are meant to do:
```
0 | Function return value
1 | Function argument 1
2 | Function argument 2
3 | Function argument 3
4 | Scratch register 1
5 | Scratch register 2
6 | Scratch register 3
7 | Scratch register 4
8 | Value of original argv :-)
9 | Value of original argc :-)
11 | Zero register (always set to 0)
12 | Width of board
13 | Length of board
14 | Height of board
15 | Current position of hole
16 | Random seed for rand_r()
18 | Scratch register used by state 18 :-)
31 | field width for printing tiles
32 | Start of board data
1 | Function argument 1\
2 | Function argument 2\
3 | Function argument 3\
4 | Scratch register 1\
5 | Scratch register 2\
6 | Scratch register 3\
7 | Scratch register 4\
8 | Value of original argv :-)\
9 | Value of original argc :-)\
11 | Zero register (always set to 0)\
12 | Width of board\
13 | Length of board\
14 | Height of board\
15 | Current position of hole\
16 | Random seed for rand_r()\
18 | Scratch register used by state 18 :-)\
31 | field width for printing tiles\
32 | Start of board data\
```
(**CAVEAT:** not all of these mappings ended up in the final version of the
@@ -481,22 +481,22 @@ to be on all tested architectures.)
#### State number assignments
```
1 | showhelp
2 | showhelp
3 | is 2D: start init
4 | is 3D: start init
5 | find allocation type
6 | MASS init, bottom-up
7 | MASS init, top-down
8 | main program
9 | generate() outer loop
13 | render()
14 | render() loop
15 | exit(0)
16 | pick a tile that hasn't occurred yet
17 | inner loop of 16.
18 | main loop
19 | checkwin() loop
1 | showhelp\
2 | showhelp\
3 | is 2D: start init\
4 | is 3D: start init\
5 | find allocation type\
6 | MASS init, bottom-up\
7 | MASS init, top-down\
8 | main program\
9 | generate() outer loop\
13 | render()\
14 | render() loop\
15 | exit(0)\
16 | pick a tile that hasn't occurred yet\
17 | inner loop of 16.\
18 | main loop\
19 | checkwin() loop\
```
Note that some of the manually-implemented states (those not implemented by