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authorFranklin Wei <git@fwei.tk>2017-06-03 13:45:07 -0400
committerFranklin Wei <git@fwei.tk>2017-06-03 13:45:07 -0400
commit552a271c6fea8d36390858ca6d12c4c98f663002 (patch)
tree046ea6cdc0cbadae014715c02af6ada4e966a92c /apps/plugins/puzzles/help/net.c
parentcefbde0bbb5f90523233a56ca6c0b0699b4b359e (diff)
downloadrockbox-552a271c6fea8d36390858ca6d12c4c98f663002.tar.gz
rockbox-552a271c6fea8d36390858ca6d12c4c98f663002.zip
puzzles: remove redundant help content
It used to be that each puzzle had a complete copy of the entire puzzles manual and the "quick help" text for every single puzzle. This was obviously a waste, so now each puzzle only has the sections of the manual that apply to it, saving about 100KB or so per puzzle. This also has the added benefit of shrinking binary size enough to allow full help support on the c200v2, which has been enabled. Change-Id: I76c799635de058e4a48e0c18b79537857af7cf85
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-rw-r--r--apps/plugins/puzzles/help/net.c108
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diff --git a/apps/plugins/puzzles/help/net.c b/apps/plugins/puzzles/help/net.c
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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 3: Net "
5"\n"
6"(_Note:_ the Windows version of this game is called NETGAME.EXE to "
7"avoid clashing with Windows's own NET.EXE.) "
8"\n"
9"I originally saw this in the form of a Flash game called "
10"FreeNet [1], written by Pavils Jurjans; there are several other "
11"implementations under the name NetWalk. The computer prepares a "
12"network by connecting up the centres of squares in a grid, and then "
13"shuffles the network by rotating every tile randomly. Your job is "
14"to rotate it all back into place. The successful solution will be "
15"an entirely connected network, with no closed loops. As a visual "
16"aid, all tiles which are connected to the one in the middle are "
17"highlighted. "
18"\n"
19"[1] http://www.jurjans.lv/stuff/net/FreeNet.htm "
20"\n"
21"\n#3.1 Net controls "
22"\n"
23"This game can be played with either the keyboard or the mouse. The "
24"controls are: "
25"\n"
26"_Select tile_: mouse pointer, arrow keys "
27"\n"
28"_Rotate tile anticlockwise_: left mouse button, `A' key "
29"\n"
30"_Rotate tile clockwise_: right mouse button, `D' key "
31"\n"
32"_Rotate tile by 180 degrees_: `F' key "
33"\n"
34"_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key "
35"\n"
36"You can lock a tile once you're sure of its orientation. You "
37"can also unlock it again, but while it's locked you can't "
38"accidentally turn it. "
39"\n"
40"The following controls are not necessary to complete the game, but "
41"may be useful: "
42"\n"
43"_Shift grid_: Shift + arrow keys "
44"\n"
45"On grids that wrap, you can move the origin of the grid, so "
46"that tiles that were on opposite sides of the grid can be seen "
47"together. "
48"\n"
49"_Move centre_: Ctrl + arrow keys "
50"\n"
51"You can change which tile is used as the source of highlighting. "
52"(It doesn't ultimately matter which tile this is, as every tile "
53"will be connected to every other tile in a correct solution, "
54"but it may be helpful in the intermediate stages of solving the "
55"puzzle.) "
56"\n"
57"_Jumble tiles_: `J' key "
58"\n"
59"This key turns all tiles that are not locked to random "
60"orientations. "
61"\n"
62"(All the actions described in section 2.1 are also available.) "
63"\n"
64"\n#3.2 Net parameters "
65"\n"
66"These parameters are available from the `Custom...' option on the "
67"`Type' menu. "
68"\n"
69"_Width_, _Height_ "
70"\n"
71"Size of grid in tiles. "
72"\n"
73"_Walls wrap around_ "
74"\n"
75"If checked, flow can pass from the left edge to the right edge, "
76"and from top to bottom, and vice versa. "
77"\n"
78"_Barrier probability_ "
79"\n"
80"A number between 0.0 and 1.0 controlling whether an immovable "
81"barrier is placed between two tiles to prevent flow between "
82"them (a higher number gives more barriers). Since barriers "
83"are immovable, they act as constraints on the solution (i.e., "
84"hints). "
85"\n"
86"The grid generation in Net has been carefully arranged so that "
87"the barriers are independent of the rest of the grid. This "
88"means that if you note down the random seed used to generate "
89"the current puzzle (see section 2.2), change the _Barrier "
90"probability_ parameter, and then re-enter the same random seed, "
91"you should see exactly the same starting grid, with the only "
92"change being the number of barriers. So if you're stuck on a "
93"particular grid and need a hint, you could start up another "
94"instance of Net, set up the same parameters but a higher barrier "
95"probability, and enter the game seed from the original Net "
96"window. "
97"\n"
98"_Ensure unique solution_ "
99"\n"
100"Normally, Net will make sure that the puzzles it presents have "
101"only one solution. Puzzles with ambiguous sections can be more "
102"difficult and more subtle, so if you like you can turn off this "
103"feature and risk having ambiguous puzzles. (Also, finding _all_ "
104"the possible solutions can be an additional challenge for an "
105"advanced player.) "
106"\n"
107;
108const char quick_help_text[] = "Rotate each tile to reassemble the network.";