The navigation bar for a winning entry now has a "_Original C_" link
(between the ✅ and the Inventory on the right hand side) so that one
may easily view the original C code that was submitted for IOCCC judging.
Ran `make www timestamp` to perform the above.
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<h1>The International Obfuscated C Code Contest</h1>
|
||
<h2>2013/birken - Best painting tool</h2>
|
||
<h3>use Tetris to paint a picture</h3>
|
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</div>
|
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<div class="navbar">
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<a class="Left" href="../../2012/zeitak/index.html">← 2012/zeitak</a>
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<a class="Left" href="../index.html">↑ 2013 ↑</a>
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<a class="Left" href="../cable1/index.html">2013/cable1 →</a>
|
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<a class="Right" href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.c">C code</a>
|
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<a class="Right" href="https://github.com/ioccc-src/winner/blob/master/2013/birken/Makefile">Makefile</a>
|
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|
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<a class="Right" href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.orig.c">Original C</a>
|
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<a class="Right" href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fwww.ioccc.org%2F2013%2Fbirken%2Findex.html">✓</a>
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|
||
<h2 id="author">Author:</h2>
|
||
<ul>
|
||
<li>Name: <a href="../../authors.html#Michael_Birken">Michael Birken</a><br>
|
||
Location: <a href="../../location.html#US">US</a> - <em>United States of America</em> (<em>United States</em>)</li>
|
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<!-- BEFORE: 1st line of markdown file: 2013/birken/README.md -->
|
||
<h2 id="to-build">To build:</h2>
|
||
<pre><code> make alt</code></pre>
|
||
<p>We recommend that you use the alt version first to see what this entry looked
|
||
like back in 2013 (with a configurable speed). If you wish to use the original
|
||
version see the <a href="#original-code">original code</a> section below.</p>
|
||
<h2 id="to-use">To use:</h2>
|
||
<pre><code> ./birken.alt < 17_columns_wide_paint_by_numbers_file</code></pre>
|
||
<p><strong>NOTE</strong>: if your terminal is messed up after running this (perhaps from exiting
|
||
before it finishes) try using <code>reset</code> to restore the terminal. This will clear
|
||
the screen.</p>
|
||
<h2 id="try">Try:</h2>
|
||
<p>This alternate version, which we recommend that you use in order to see what is
|
||
happening with modern systems, and to not flash colours too quickly, which can
|
||
be problematic for some people, can be configured to different speeds by way of
|
||
the value used in <code>usleep(3)</code>. The default is <code>13500</code> but you can reconfigure
|
||
it should you wish (see below).</p>
|
||
<p>To see the program run on each text file, try:</p>
|
||
<pre><code> ./try.alt.sh</code></pre>
|
||
<p>If you have perl installed it will also try a random run.</p>
|
||
<p>Finding the ‘right’ default value was a fine line; the default, 15000
|
||
microseconds (0.015 seconds), will take quite a while to finish but it allows
|
||
one to more easily see what is going on. Even easier to see would be 25000 but
|
||
these values make it quite slow and one could easily lose interest. Like some
|
||
other entries where this was made an alternate version it is configurable at
|
||
compile time. If you wish to speed it up by 100% you can instead do:</p>
|
||
<pre><code> make clobber SLEEP=7500 alt</code></pre>
|
||
<p>and then try <code>birken.alt</code> as above.</p>
|
||
<p>If you wish to speed that up 200% (300% total) you can use instead try
|
||
<code>SLEEP=3750</code>. Doing this you might find the right value to your liking; use
|
||
ctrl-c to terminate the program early but note that the terminal is likely to be
|
||
messed up. In that case try:</p>
|
||
<pre><code> reset</code></pre>
|
||
<p>to make it sane again (running to completion will do that for you).</p>
|
||
<h2 id="original-code">Original code:</h2>
|
||
<p>The original code will run faster with modern systems which is likely to make it
|
||
hard to see the art of the entry but you may do so if you wish.</p>
|
||
<h3 id="original-build">Original build:</h3>
|
||
<pre><code> make all</code></pre>
|
||
<h3 id="original-use">Original use:</h3>
|
||
<p>Use <code>birken</code> as you would <code>birken.alt</code> above.</p>
|
||
<h3 id="original-try">Original try:</h3>
|
||
<p>To use the demo script with the original code, try:</p>
|
||
<pre><code> ./try.sh</code></pre>
|
||
<p>PLEASE be careful if you are sensitive to flashing colours!</p>
|
||
<h2 id="judges-remarks">Judges’ remarks:</h2>
|
||
<p>This program also wins the “Most amusing abuse of the iocccsize tool” award;
|
||
although not the absolute best: it is possible to achieve 0 by writing:</p>
|
||
<pre><code> /* *\
|
||
/....</code></pre>
|
||
<p>The game of Tetris had been used in many endeavors, from studying <a href="http://arxiv.org/abs/cs/0210020">algorithmic
|
||
complexity</a> to <a href="http://www.livescience.com/19894-tetris-treat-ptsd-flashbacks.html">treating
|
||
PTSD</a> and
|
||
it’s even been <a href="http://hacks.mit.edu/Hacks/by_year/2012/tetris/">put on MIT’s Green
|
||
Building</a>.
|
||
Using it for painting by numbers looks like a novel idea.</p>
|
||
<h2 id="authors-remarks">Author’s remarks:</h2>
|
||
<h3 id="about-this-document">About This Document</h3>
|
||
<p>This document is best viewed as an HTML file in a browser that supports animated
|
||
<a href="https://en.wikipedia.org/wiki/GIF">GIF</a>s.</p>
|
||
<p>See the files: <code>*.txt</code>, <code>*.png</code> and <code>*.gif</code>.</p>
|
||
<h3 id="abstract">Abstract</h3>
|
||
<p>By rotating, positioning and dropping a predetermined sequence of pieces, this
|
||
program exploits the mechanics of Tetris to generate arbitrary images.</p>
|
||
<h3 id="algorithm-overview">Algorithm Overview</h3>
|
||
<p>The algorithm converts pixels from a source image into squares in the
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> play-field, one row at a time
|
||
from the bottom up. To generate an individual square, the algorithm assembles a
|
||
structure consisting of a rectangular region fully supported by a single square
|
||
protruding from the bottom. When the rectangular region is completed, its rows
|
||
are cleared, leaving behind the protruding square. Three examples of the process
|
||
appear below:</p>
|
||
<p><img src="pen0.gif"
|
||
alt="animated gif of bottom layers of a Tetris game being cleared #0"
|
||
width=528 height=132></p>
|
||
<p><img src="pen1.gif"
|
||
alt="animated gif of bottom layers of a Tetris game being cleared #1"
|
||
width=528 height=204></p>
|
||
<p><img src="pen2.gif"
|
||
alt="animated gif of bottom layers of a Tetris game being cleared #2"
|
||
width=528 height=228></p>
|
||
<p>During construction of a row, all of the squares produced by this method must be
|
||
supported. In the images above, the generated squares are supported by the floor
|
||
of the play-field. However, if an arbitrary row contains holes, it may not
|
||
provide the support necessary for the construction of the row above it. The
|
||
algorithm solves this problem by constructing a flat platform on top of the row
|
||
with holes. In the animation below, a platform is built above a row comprising
|
||
of a single red square. The platform is a temporary structure and inserting the
|
||
final piece removes it:</p>
|
||
<p><img src="platform0.gif"
|
||
alt="animated gif the bottom layers of a Tetris game showing a platform formed and going away #0"
|
||
width=528 height=156></p>
|
||
<p>Below, a row containing 5 red squares is deposited above a row containing 3 red
|
||
squares. This is accomplished by building a flat platform on top of the lower
|
||
row. The platform provides the support necessary to generate the 5 red squares.
|
||
Finally, the platform is removed by inserting its final piece and the new row
|
||
drops into place. Note, if the algorithm needed to generate the rows in the
|
||
opposite order (a row of 3 red squares above a row of 5 red squares), a platform
|
||
would not be necessary:</p>
|
||
<p><img src="platform1.gif"
|
||
alt="animated gif the bottom layers of a Tetris game showing a platform formed going away #1"
|
||
width=528 height=324></p>
|
||
<h3 id="single-square-emitters">Single Square Emitters</h3>
|
||
<p>For reference, the names of the 7
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a> (the game pieces or
|
||
actually a kind of geometric shape used in the
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> game) appear in the table below.</p>
|
||
<p><img src="names.png"
|
||
alt="image of names of the 7 Tetris game pieces"
|
||
width=696 height=144></p>
|
||
<p>This algorithm was tailored specifically to render sprites from early video
|
||
games. Those games packed graphics into 8x8 tiles where 2 bits were dedicated to
|
||
each pixel. Consequentially, sprites usually contained only 3 colors plus
|
||
transparent regions and they were typically sized either 16x16 or 16x32 pixels.</p>
|
||
<p>The animation below depicts all the patterns used to emit single squares. <code>J</code>,
|
||
<code>T</code> and <code>L</code> <a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a> are used
|
||
interchangeably within each pattern to produce the protruding square at the
|
||
bottom. The algorithm assigns those tetriminos to the 3 colors present in the
|
||
sprite. The remaining tetriminos are assigned arbitrary colors. And, all the
|
||
colors remain constant during gameplay”</p>
|
||
<p><img src="pen4.gif"
|
||
alt="image of assignment of colours of Tetris game pieces"
|
||
width=528 height=228></p>
|
||
<p>It is not possible to emit a square of all 3 colors in the first 2 and the last
|
||
2 columns due to the shapes of the 3
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a>. As a result, the minimal
|
||
width of a play-field to accommodate a 16 pixel wide sprite is <code>2 + 16 + 2 = 20</code>
|
||
squares. However, it turns out that 20 is too small.</p>
|
||
<p>As illustrated below, the region above the protruding square cannot exclusively
|
||
consist of a single row because the only pieces that could fit, the <code>I</code>
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a>, are unsupported:</p>
|
||
<p><img src="pen5.gif"
|
||
alt="image of showing a single row with the only pieces that could fit"
|
||
width=480 height=84></p>
|
||
<p>With 2 rows, the only means of spanning the full play-field width in a way that
|
||
remains supported is to use <code>S</code> and <code>Z</code>
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a>. But, that will always
|
||
leave holes in the upper row:</p>
|
||
<p><img src="pen6.gif"
|
||
alt="image of showing a row of S and Z Tetris pieces"
|
||
width=576 height=108></p>
|
||
<p>The minimal number of rows required above the protruding square is 3 and as
|
||
shown repeatedly above, such patterns do exist. 20 squares is the minimal width
|
||
required to fit a 16 pixel wide sprite. But, <code>20 * 3 + 1 = 61</code>, which is not
|
||
evenly divisible by 4 and hence not constructible out of
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a>. However, a width of 21
|
||
yields <code>21 * 3 + 1 = 64</code>, which can be built with 16 tetriminos. That width
|
||
actually enables the algorithm to render sprites up to 17 pixels wide.</p>
|
||
<p>The original <a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> play-field is 10 x
|
||
20 squares, a 1:2 ratio. The program maintains that ratio by using a play-field
|
||
of 21 x 42 squares.</p>
|
||
<p>Since <code>J</code>, <code>T</code> and <code>L</code> <a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a> are
|
||
used interchangeably to produce the emitted square and 3 squares of those
|
||
tetriminos contribute to the row above it, there are <code>21 - 3 + 1 = 19</code> single
|
||
square emitting patterns. However, due to mirror symmetry, there are really
|
||
only 10 patterns. Clearing 3 rows works for the majority of them. But, an
|
||
exhaustive computer search revealed that 2 of the patterns require more. The
|
||
next possible option is 7 rows since <code>21 * 7 + 1 = 148</code>, requiring 37
|
||
tetriminos. As the images below show, those patterns do exist:</p>
|
||
<p><img src="pen7.gif"
|
||
alt="image of showing patterns of Tetris pieces #7"
|
||
width=528 height=228></p>
|
||
<p><img src="pen8.gif"
|
||
alt="image of showing patterns of Tetris pieces #8"
|
||
width=528 height=228></p>
|
||
<h3 id="platforms">Platforms</h3>
|
||
<p>Before a row is constructed, the algorithm inspects the row below it. If the
|
||
row below fails to provide support for all of the squares to be deposited above
|
||
it, then a temporary platform is required. When that platform is removed, the
|
||
new row will drop, leaving some of the squares apparently floating above empty
|
||
space due to the way that gravity works in the original
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a>.</p>
|
||
<p>The illustration below depicts the 10 platform patterns (really only 5
|
||
considering mirror symmetry). The construction of a platform begins by dropping
|
||
a <code>T</code> <a href="https://en.wikipedia.org/wiki/Tetromino">tetrimino</a> on top one of the
|
||
squares of the last generated row. The remaining tetriminos support each other
|
||
down to that first <code>T</code>. Meaning, as long as the previously generated row
|
||
contains at least 1 square, like the red square below, then it is possible to
|
||
construct a flat platform above it for the generation of the next row:</p>
|
||
<p><img src="platform2.gif"
|
||
alt="animated gif showing a bottom Tetris row with a red square and constucted patterns above it"
|
||
width=528 height=156></p>
|
||
<p>In the middle of platform construction, the bottom row gets completed and
|
||
cleared, leaving 3 rows above it. The final <code>J</code> or <code>L</code>
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetrimino</a> that will remove those rows
|
||
is not inserted until the square emitters are done generating the next row of
|
||
the sprite on top of the platform. That final piece precludes square emission
|
||
in the first and last 2 columns. But, as discussed above, the square emitters
|
||
are limited to the 17 inner columns due to the geometry of the <code>J</code>, <code>T</code> and <code>L</code>
|
||
tetriminos used in the process.</p>
|
||
<p>Also, of the 19 possible ways to start constructing a platform on top of a <code>T</code>
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetrimino</a>, only the 10 patterns shown
|
||
above exist.</p>
|
||
<h3 id="program-input">Program Input</h3>
|
||
<p>The input sprite is represented textually. Digit characters <code>0</code> to <code>7</code>
|
||
correspond to pixels with colors from the palette below.</p>
|
||
<p><img src="palette.png"
|
||
alt="image of the Tetris palette"
|
||
width=432 height=84></p>
|
||
<p>As discussed above, sprites are limited to a maximum of 3 colors from this
|
||
palette.</p>
|
||
<p>All other characters are interpreted as transparent pixels.</p>
|
||
<p>The maximum permissible size of the input text is 32 rows by 17 columns. Row
|
||
length can vary as long as no single row exceeds 17 characters.</p>
|
||
<p>Every row must contain at least one palette digit character.</p>
|
||
<p>The <code>*.txt</code> files contain different sprites in this textual format that can be
|
||
fed into standard input. Several examples take advantage of the
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> play-field background color.
|
||
Instead of using character <code>0</code>, internal regions marked as transparent are
|
||
effectively rendered as black.</p>
|
||
<h3 id="program-output">Program Output</h3>
|
||
<p>The program conceptually uses <a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> as
|
||
an output device similar to a <a href="https://en.wikipedia.org/wiki/Line_printer">line
|
||
printer</a>. It restricts itself to
|
||
those operations that can be performed on the Tetris play-field: spawning,
|
||
rotating, positioning and dropping
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a>. This process is visually
|
||
represented using ANSI escape sequences.</p>
|
||
<h3 id="ansimation">ANSImation</h3>
|
||
<p>The rate at which the program plays
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> is completely determined by the
|
||
rate in which the terminal application receives and displays the <a href="https://en.wikipedia.org/wiki/ANSI_escape_code">ANSI
|
||
escape</a> sequences.</p>
|
||
<p>To slow down the output programmatically, introduce a delay immediately after the
|
||
call to <code>fflush(3)</code> (N.B: see <a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.alt.c">birken.alt.c</a> source).</p>
|
||
<h3 id="ioccc-size-tool-bug">IOCCC Size Tool Bug</h3>
|
||
<p>This program demonstrates how to exploit a bug in IOCCC size tool version
|
||
<code>2013-07-30-v17</code>. The first line of the program is reproduced below.</p>
|
||
<p>char<em>_ = “’”“/</em>”;</p>
|
||
<p>If that line is added to the top of any program, the tool will report a size of 8.</p>
|
||
<pre><code> $ ./iocccsize -i < prog.c
|
||
8</code></pre>
|
||
<p>When that line is deleted from this program, the tool properly reports the
|
||
secondary size limit of the program as 2048.</p>
|
||
<pre><code> $ ./iocccsize -i < birken.c
|
||
2048</code></pre>
|
||
<p>Although this bug provides an easy means of circumventing contest rule 2, as
|
||
demonstrated from the size value, this entry is not necessarily striving for a
|
||
‘worst abuse of the rules’ award.</p>
|
||
<h3 id="obfuscations">Obfuscations</h3>
|
||
<p>This program is almost, but not quite, entirely unlike a demonstration of good
|
||
programming practices. Contrary to other programs, an inspection of this one
|
||
will certainly reveal that it possesses tea, not to mention an affinity for the
|
||
constant 42.</p>
|
||
<p>Variables are named and ordered to spell out, <code>"Tetris"</code>, <code>"ELORG"</code>, <code>"DVK"</code> and
|
||
the aforementioned <code>"Tea"</code>.
|
||
<a href="https://en.wikipedia.org/wiki/Elektronorgtechnica">ELORG</a> is the abbreviation
|
||
for <code>Elektronorgtechnica</code>, the former Soviet state owned computer organization
|
||
that handled the worldwide Tetris intellectual property rights. DVK is the line
|
||
of Soviet PDP-11-compatible personal computers capable of running <a href="https://en.wikipedia.org/wiki/Alexey_Pajitnov">Alexey
|
||
Pajitnov</a>’s original 1984
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> prototype.</p>
|
||
<p>Carefully selected variable names also yielded wonderful expressions like <code>l=0</code>,
|
||
<code>O=0</code>, <code>O=1</code> and <code>while(O)</code>. <code>"Tetris"</code> also makes a second appearance of
|
||
sorts:</p>
|
||
<pre><code> [T][e][t]--; while(R+i) { s</code></pre>
|
||
<p>The source is formatted to resemble the
|
||
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> play-field mid-game. It is also
|
||
an homage to all the <a href="../../years.html">past IOCCC entries</a> formatted as a compact
|
||
block of text; the <code>T</code>, orientated appropriately to reflect its name and the
|
||
first letter in the title of the game, is just a moment away from producing such
|
||
a text block.</p>
|
||
<p>Three tables are encoded as separate strings within the program:</p>
|
||
<p>The first string stores the coordinates of the squares of the 19 distinct
|
||
rotations of <a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a> (see below).
|
||
Since a tetrimino is a chain of 4 squares, all tetriminos fit within a 4x4
|
||
matrix. To determine the coordinates of the squares, the tetrimino is pushed to
|
||
the upper-left of the matrix. Each coordinate value requires 2 bits of storage.
|
||
Consequentially, the four x-coordinates and the four y-coordinates were packed
|
||
into separate octets. To convert the octets into valid ASCII characters, the
|
||
squares were sorted such that the least significant bits stored the largest
|
||
coordinate values. The results were offset by 35, the <code>#</code> character, which is 1
|
||
beyond the ASCII value of <code>"</code>, making it easier to pack into a string. None of
|
||
the resultant values are beyond ASCII 127. The coordinates for all 19 rotations
|
||
fit in a string of length 38:</p>
|
||
<p><img src="rotations.png"
|
||
alt="image of a the 7 Tetris pieces under all 19 rotations"
|
||
width=672 height=336></p>
|
||
<p>The second string stores the single square emitter patterns and the platform
|
||
patterns. Each pattern is a sequence of pairs, <code>{ tetrimino index, drop x-coordinate }</code>. As mentioned, there are 19 distinct rotations, requiring 5
|
||
bits of storage for the <a href="https://en.wikipedia.org/wiki/Tetromino">tetrimino</a>
|
||
index. Another 5 bits is required for the drop x-coordinate since there are 21
|
||
columns in the play-field. Necessarily, the pair is stored as 2 separate
|
||
characters. By offsetting them by 40, the <code>(</code> character, the resultant string
|
||
almost resembles a long and complex mathematical expression. The program takes
|
||
advantage of mirror symmetry by only storing 10 single square emitter patterns
|
||
and 5 platform patterns. The pattern lengths are not encoded within the string.
|
||
Rather, they are embedded within the string decoding logic.</p>
|
||
<p>The third string conceptually stores the default colors of the 19 rotations. A
|
||
3-bit value is assigned to each, covering the 7 possible colors. In addition,
|
||
when a mirrored pattern is executed, <code>J</code> exchanges with <code>L</code> and <code>S</code> exchanges
|
||
with <code>Z</code>, necessitating a second list of 3-bit color values. Pairs of color
|
||
values (6 bits) fit comfortably into a character that is offset by <code>#</code>. The
|
||
result is a string of length 19.</p>
|
||
<h3 id="obfuscations-1">Obfuscations</h3>
|
||
<p>The program is full of subtle obfuscations:</p>
|
||
<ul>
|
||
<li><p>The unary decrement operator is used in conjunction with global variable
|
||
automatic zero initialization to set variables to <code>-1</code>.</p></li>
|
||
<li><p>The boolean expression of the form, <code>x + 1</code>, is used multiple times to
|
||
determine if a value is not <code>-1</code>. Similarly, expressions of the form <code>x - y</code>
|
||
are used to determine if <code>x != y</code>.</p></li>
|
||
<li><p>Several arrays store unrelated data in segments throughout the array to reduce
|
||
named variables..</p></li>
|
||
<li><p>The <code>x["..."]</code> trick appears once.</p></li>
|
||
<li><p>Variable <code>i</code> is less than necessary.</p></li>
|
||
<li><p>A cursorily glance at the expressions <code>4&&L</code> and <code>m&&e==m</code> suggests that they
|
||
always evaluate to true.</p></li>
|
||
<li><p>The varying single square emitter pattern lengths are resolved during string
|
||
decoding using the clever expression, <code>(i & 3) - 3</code>, which identifies pattern 3
|
||
and 7 as longer.</p></li>
|
||
<li><p>The file size of <a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.c">birken.c</a> is a prime number. Deleting the first
|
||
line also produces a prime-sized program. These properties do not qualify the
|
||
program as a prime number generator.</p></li>
|
||
</ul>
|
||
<h3 id="beyond-obfuscation">Beyond Obfuscation</h3>
|
||
<p>Due to the contest code size constraint, some optimizations reluctantly had to
|
||
be omitted. For example, multi-square emitters are possible:</p>
|
||
<p><img src="multi2.gif"
|
||
alt="image showing Tetris multi-square emitters #2"
|
||
width=528 height=204></p>
|
||
<p><img src="multi3.gif"
|
||
alt="image showing Tetris multi-square emitters #3"
|
||
width=528 height=180></p>
|
||
<p><img src="multi4.gif"
|
||
alt="image showing Tetris multi-square emitters #4"
|
||
width=528 height=156></p>
|
||
<p><img src="multi5.gif"
|
||
alt="image showing Tetris multi-square emitters #5"
|
||
width=528 height=132></p>
|
||
<p>In fact, using dynamic programming and creative heuristics, real-time search is
|
||
possible, enabling patterns like this:</p>
|
||
<p><img src="triple0.gif"
|
||
alt="image showing Tetris triple patterns #0"
|
||
width=528 height=180></p>
|
||
<p>And, even this:</p>
|
||
<p><img src="triple1.gif"
|
||
alt="image showing Tetris triple patterns #1"
|
||
width=528 height=156></p>
|
||
<p>In addition, it is possible to extend the algorithm to 6 colors instead of just 3.
|
||
This is achieved using <code>I</code>, <code>S</code> and <code>Z</code> to produce the protruding square. A
|
||
series of rectangular regions are constructed above those
|
||
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a> to erode them down to a
|
||
single emitted square.</p>
|
||
<p>The details of these enhancements are left as an exercise to the reader.</p>
|
||
<h3 id="example-files">Example Files</h3>
|
||
<p>The following example files were created by the program author. They can be
|
||
freely used and distributed.</p>
|
||
<ul>
|
||
<li><a href="format.txt">format.txt</a> - The layout of the program.</li>
|
||
<li><a href="helloworld.txt">helloworld.txt</a> - Hello World, Tetris-style.</li>
|
||
<li><a href="hilbert.txt">hilbert.txt</a> - A graphic based on the Hilbert curve.</li>
|
||
<li><a href="ioccc.txt">ioccc.txt</a> - IOCCC.</li>
|
||
<li><a href="landon.txt">landon.txt</a> - Portrait of a man with glasses.</li>
|
||
<li><a href="leo.txt">leo.txt</a> - Portrait of a man without glasses.</li>
|
||
<li><a href="rhino.txt">rhino.txt</a> - A purple rhinoceros.</li>
|
||
<li><a href="simon.txt">simon.txt</a> - Portrait of a man without hair.</li>
|
||
</ul>
|
||
<p>The following files are based on graphics from non-free, copyrighted video
|
||
games. The use of a limited number of textual representations of the graphics
|
||
for the demonstration of this program qualifies as fair use as such files do not
|
||
significantly impede the right of the copyright holder to sell the copyrighted
|
||
material and it is not being used to generate profit in this context. The
|
||
origin of each file is detailed below (character, game, company, year).</p>
|
||
<ul>
|
||
<li><p><a href="belmont.txt">belmont.txt</a> - <a href="https://en.wikipedia.org/wiki/Simon_Belmont">Simon
|
||
Belmont</a>,
|
||
<a href="https://en.wikipedia.org/wiki/Castlevania_(1986_video_game)">Castlevania</a>,
|
||
<a href="https://en.wikipedia.org/wiki/Konami">Konami</a>, 1986.</p></li>
|
||
<li><p><a href="bloober.txt">bloober.txt</a> - Bloober, <a href="https://www.mariowiki.com/Super_Mario_Bros.">Super Mario
|
||
Brothers</a>,
|
||
<a href="https://en.wikipedia.org/wiki/Nintendo">Nintendo</a>, 1985.</p></li>
|
||
<li><p><a href="bomberman.txt">bomberman.txt</a> -
|
||
<a href="https://en.wikipedia.org/wiki/Bomberman">Bomberman</a>, Bomberman,
|
||
<a href="https://en.wikipedia.org/wiki/Hudson_Soft">Hudson</a>, 1983.</p></li>
|
||
<li><p><a href="boo.txt">boo.txt</a> - <a href="https://www.mariowiki.com/Boo">Boo</a>, <a href="https://www.mariowiki.com/Super_Mario_Bros._3">Super Mario
|
||
Brothers 3</a>, Nintendo, 1988.</p></li>
|
||
<li><p><a href="bub.txt">bub.txt</a> - <a href="https://bubblebobble.fandom.com/wiki/Bub">Bub</a>, <a href="https://en.wikipedia.org/wiki/Bubble_Bobble">Bubble
|
||
Bobble</a>, Taito, 1986.</p></li>
|
||
<li><p><a href="cheepcheep.txt">cheepcheep.txt</a> - <a href="https://www.mariowiki.com/Cheep_Cheep">Cheep
|
||
Cheep</a>, Super Mario Brothers, Nintendo, 1985.</p></li>
|
||
<li><p><a href="gurin.txt">gurin.txt</a> - Gurin, <a href="https://en.wikipedia.org/wiki/Binary_Land">Binary
|
||
Land</a>, Hudson, 1983.</p></li>
|
||
<li><p><a href="koopaparatroopa.txt">koopaparatroopa.txt</a> - <a href="https://www.mariowiki.com/Koopa_Paratroopa">Koopa
|
||
Paratroopa</a>, Super Mario Brothers,
|
||
Nintendo, 1985.</p></li>
|
||
<li><p><a href="lakitu.txt">lakitu.txt</a> - <a href="https://www.mariowiki.com/Lakitu">Lakitu</a>, Super
|
||
Mario Brothers, Nintendo, 1985.</p></li>
|
||
<li><p><a href="mario.txt">mario.txt</a> - <a href="https://www.mariowiki.com/Fire_Mario">Fire Mario</a>,
|
||
Super Mario Brothers, Nintendo, 1985.</p></li>
|
||
<li><p><a href="mspacman.txt">mspacman.txt</a> - <a href="https://pacman.fandom.com/wiki/Ms._Pac-Man">Ms.
|
||
Pac-Man</a> and Ghost, Ms. Pac-Man,
|
||
<a href="https://en.wikipedia.org/wiki/Midway_Games">Midway</a>, 1982.</p></li>
|
||
<li><p><a href="paranaplant.txt">paranaplant.txt</a> - <a href="https://www.mariowiki.com/Piranha_Plant">Piranha
|
||
Plant</a>, Super Mario Brothers, Nintendo, 1985.</p></li>
|
||
<li><p><a href="samus.txt">samus.txt</a> - <a href="https://metroid.fandom.com/wiki/Samus_Aran">Samus
|
||
Aran</a>,
|
||
<a href="https://metroid.fandom.com/wiki/Metroid_(game)">Metroid</a>,
|
||
Nintendo/<a href="https://en.wikipedia.org/wiki/Intelligent_Systems">Intelligent
|
||
Systems</a>, 1986.</p></li>
|
||
<li><p><a href="toad.txt">toad.txt</a> - <a href="https://www.mariowiki.com/Toad">Toad</a>, Super Mario
|
||
Brothers 2, Nintendo, 1987.</p></li>
|
||
</ul>
|
||
<hr>
|
||
<p>The origin of the remaining files are described below:</p>
|
||
<ul>
|
||
<li><p><a href="happyface.txt">happyface.txt</a> - Based on a
|
||
<a href="https://en.wikipedia.org/wiki/Smiley">smiley</a>; original trademark of smiley
|
||
<a href="https://en.wikipedia.org/wiki/The_Smiley_Company">Smiley Company</a>.</p></li>
|
||
<li><p><a href="snoo.txt">snoo.txt</a> - 8-bit version of
|
||
<a href="https://www.reddit.com/r/Snoo/">Snoo</a>, <a href="https://www.reddit.com">Reddit</a>’s alien
|
||
mascot.</p></li>
|
||
</ul>
|
||
<!--
|
||
|
||
Copyright © 1984-2024 by Landon Curt Noll. All Rights Reserved.
|
||
|
||
You are free to share and adapt this file under the terms of this license:
|
||
|
||
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||
|
||
For more information, see:
|
||
|
||
https://creativecommons.org/licenses/by-sa/4.0/
|
||
|
||
-->
|
||
<!-- AFTER: last line of markdown file: 2013/birken/README.md -->
|
||
|
||
<!-- END: this line ends content for HTML phase 21 by: bin/pandoc-wrapper.sh via bin/md2html.sh -->
|
||
<!-- START: this line starts content for HTML phase 22 by: bin/output-index-inventory.sh via bin/md2html.sh -->
|
||
|
||
<!-- START: this line starts content generated by: bin/output-index-inventory.sh -->
|
||
|
||
<div id="inventory">
|
||
<h1 id="inventory-for-2013birken">Inventory for 2013/birken</h1>
|
||
</div>
|
||
<h2 id="primary-files">Primary files</h2>
|
||
<ul>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.c">birken.c</a> - entry source code</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/Makefile">Makefile</a> - entry Makefile</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.alt.c">birken.alt.c</a> - alternate source code</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/birken.orig.c">birken.orig.c</a> - original source code</li>
|
||
<li><a href="belmont.txt">belmont.txt</a> - example sprites input file</li>
|
||
<li><a href="bloober.txt">bloober.txt</a> - example sprites input file</li>
|
||
<li><a href="bomberman.txt">bomberman.txt</a> - example sprites input file</li>
|
||
<li><a href="boo.txt">boo.txt</a> - example sprites input file</li>
|
||
<li><a href="bub.txt">bub.txt</a> - example sprites input file</li>
|
||
<li><a href="cheepcheep.txt">cheepcheep.txt</a> - example sprites input file</li>
|
||
<li><a href="format.txt">format.txt</a> - example sprites input file</li>
|
||
<li><a href="gurin.txt">gurin.txt</a> - example sprites input file</li>
|
||
<li><a href="happyface.txt">happyface.txt</a> - example sprites input file</li>
|
||
<li><a href="helloworld.txt">helloworld.txt</a> - example sprites input file</li>
|
||
<li><a href="hilbert.txt">hilbert.txt</a> - example sprites input file</li>
|
||
<li><a href="ioccc.txt">ioccc.txt</a> - example sprites input file</li>
|
||
<li><a href="koopaparatroopa.txt">koopaparatroopa.txt</a> - example sprites input file</li>
|
||
<li><a href="lakitu.txt">lakitu.txt</a> - example sprites input file</li>
|
||
<li><a href="landon.txt">landon.txt</a> - example sprites input file</li>
|
||
<li><a href="leo.txt">leo.txt</a> - example sprites input file</li>
|
||
<li><a href="mario.txt">mario.txt</a> - example sprites input file</li>
|
||
<li><a href="mspacman.txt">mspacman.txt</a> - example sprites input file</li>
|
||
<li><a href="names.png">names.png</a> - example sprites input file</li>
|
||
<li><a href="palette.png">palette.png</a> - example sprites input file</li>
|
||
<li><a href="paranaplant.txt">paranaplant.txt</a> - example sprites input file</li>
|
||
<li><a href="rhino.txt">rhino.txt</a> - example sprites input file</li>
|
||
<li><a href="rotations.png">rotations.png</a> - example sprites input file</li>
|
||
<li><a href="samus.txt">samus.txt</a> - example sprites input file</li>
|
||
<li><a href="simon.txt">simon.txt</a> - example sprites input file</li>
|
||
<li><a href="snoo.txt">snoo.txt</a> - example sprites input file</li>
|
||
<li><a href="toad.txt">toad.txt</a> - example sprites input file</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/try.alt.sh">try.alt.sh</a> - script to try alternate code</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/try.sh">try.sh</a> - script to try entry</li>
|
||
</ul>
|
||
<h2 id="secondary-files">Secondary files</h2>
|
||
<ul>
|
||
<li><a href="2013_birken.tar.bz2">2013_birken.tar.bz2</a> - download entry tarball</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/README.md">README.md</a> - markdown source for this web page</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/.entry.json">.entry.json</a> - entry summary and manifest in JSON</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/.gitignore">.gitignore</a> - list of files that should not be committed under git</li>
|
||
<li><a href="multi2.gif">multi2.gif</a> - image showing Tetris multi-square emitters</li>
|
||
<li><a href="multi3.gif">multi3.gif</a> - image showing Tetris multi-square emitters</li>
|
||
<li><a href="multi4.gif">multi4.gif</a> - image showing Tetris multi-square emitters</li>
|
||
<li><a href="multi5.gif">multi5.gif</a> - image showing Tetris multi-square emitters</li>
|
||
<li><a href="https://github.com/ioccc-src/winner/blob/master/2013/birken/.path">.path</a> - directory path from top level directory</li>
|
||
<li><a href="pen0.gif">pen0.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen1.gif">pen1.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen2.gif">pen2.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen4.gif">pen4.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen5.gif">pen5.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen6.gif">pen6.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen7.gif">pen7.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="pen8.gif">pen8.gif</a> - animated gif - bottom layers of a Tetris game being cleared</li>
|
||
<li><a href="platform0.gif">platform0.gif</a> - image showing Tetris triple patterns</li>
|
||
<li><a href="platform1.gif">platform1.gif</a> - image showing Tetris triple patterns</li>
|
||
<li><a href="platform2.gif">platform2.gif</a> - image showing Tetris triple patterns</li>
|
||
<li><a href="triple0.gif">triple0.gif</a> - image showing Tetris triple patterns</li>
|
||
<li><a href="triple1.gif">triple1.gif</a> - image showing Tetris triple patterns</li>
|
||
<li><a href="index.html">index.html</a> - this web page</li>
|
||
</ul>
|
||
<hr style="width:10%;text-align:left;margin-left:0">
|
||
<h4>
|
||
Jump to: <a href="#">top</a>
|
||
</h4>
|
||
|
||
<!-- END: next line ends content generated by: bin/output-index-inventory.sh -->
|
||
|
||
<!-- END: this line ends content for HTML phase 22 by: bin/output-index-inventory.sh via bin/md2html.sh -->
|
||
<!-- START: this line starts content from: inc/after-content.default.html -->
|
||
|
||
</div>
|
||
|
||
<!-- END: this line ends content from: inc/after-content.default.html -->
|
||
<!-- START: this line starts content from: inc/footer.inventory.html -->
|
||
|
||
<!--
|
||
|
||
Copyright © 1984-2025 by Landon Curt Noll. All Rights Reserved.
|
||
|
||
You are free to share and adapt this file under the terms of this license:
|
||
|
||
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||
|
||
For more information, see:
|
||
|
||
https://creativecommons.org/licenses/by-sa/4.0/
|
||
|
||
-->
|
||
|
||
<div class="footer">
|
||
|
||
<div id="copyright"><h3>Copyright © 1984-2025 by Landon Curt Noll:
|
||
<a href="https://creativecommons.org/faq/#what-does-some-rights-reserved-mean"
|
||
target="_blank"
|
||
rel="license noopener noreferrer">Some Rights Reserved</a></h3>
|
||
<p>
|
||
This work is <b>licensed by Landon Curt Noll</b> under
|
||
<b><a href="https://creativecommons.org/licenses/by-sa/4.0/?ref=chooser-v1"
|
||
target="_blank"
|
||
rel="license noopener noreferrer"
|
||
style="display:inline-block;">CC BY-SA 4.0</a></b>.
|
||
<img style="height:22px!important;margin-left:3px;vertical-align:text-bottom;"
|
||
src="../../png/cc.png"
|
||
alt="cc inside circle symbol">
|
||
<img style="height:22px!important;margin-left:3px;vertical-align:text-bottom;"
|
||
src="../../png/by.png"
|
||
alt="person inside circle symbol">
|
||
<img style="height:22px!important;margin-left:3px;vertical-align:text-bottom;"
|
||
src="../../png/sa.png"
|
||
alt="arrow looping back on itself inside circle symbol"><br>
|
||
You should <b>carefully review</b> the
|
||
<b><a href="https://creativecommons.org/licenses/by-sa/4.0/legalcode.en"
|
||
target="_blank"
|
||
rel="license noopener noreferrer">CC BY-SA 4.0 LEGAL CODE</a></b>
|
||
before using the licensed material.<br>
|
||
You may wish to review the
|
||
<b><a href="../../license.html"
|
||
target="_blank"
|
||
rel="license noopener noreferrer">highlights of some of the key features and terms</a></b>
|
||
of <b>CC BY-SA 4.0</b>.<br>
|
||
</p>
|
||
</div>
|
||
|
||
<div id="coda"><h3>Coda</h3>
|
||
<p>
|
||
<a href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fwww.ioccc.org%2F2013%2Fbirken%2Findex.html" rel="nofollow">Nu HTML check this web page</a><br>
|
||
<a href="#top">Jump to top</a> <a href="#content">Jump to Content</a> <a href="#inventory">Jump to Inventory</a><br>
|
||
</p>
|
||
</div>
|
||
|
||
</div>
|
||
|
||
<!-- END: this line ends content from: inc/footer.inventory.html -->
|
||
<!-- START: this line starts content from: inc/bottom.default.html -->
|
||
|
||
</body>
|
||
</html>
|
||
|
||
<!-- END: this line ends content from: inc/bottom.default.html -->
|