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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/solo.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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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 11: Solo "
5"\n"
6"You have a square grid, which is divided into as many equally sized "
7"sub-blocks as the grid has rows. Each square must be filled in with "
8"a digit from 1 to the size of the grid, in such a way that "
9"\n"
10"- every row contains only one occurrence of each digit "
11"\n"
12"- every column contains only one occurrence of each digit "
13"\n"
14"- every block contains only one occurrence of each digit. "
15"\n"
16"- (optionally, by default off) each of the square's two main "
17"diagonals contains only one occurrence of each digit. "
18"\n"
19"You are given some of the numbers as clues; your aim is to place the "
20"rest of the numbers correctly. "
21"\n"
22"Under the default settings, the sub-blocks are square or "
23"rectangular. The default puzzle size is 3x3 (a 9x9 actual grid, "
24"divided into nine 3x3 blocks). You can also select sizes with "
25"rectangular blocks instead of square ones, such as 2x3 (a 6x6 grid "
26"divided into six 3x2 blocks). Alternatively, you can select `jigsaw' "
27"mode, in which the sub-blocks are arbitrary shapes which differ "
28"between individual puzzles. "
29"\n"
30"Another available mode is `killer'. In this mode, clues are not "
31"given in the form of filled-in squares; instead, the grid is divided "
32"into `cages' by coloured lines, and for each cage the game tells "
33"you what the sum of all the digits in that cage should be. Also, "
34"no digit may appear more than once within a cage, even if the cage "
35"crosses the boundaries of existing regions. "
36"\n"
37"If you select a puzzle size which requires more than 9 digits, the "
38"additional digits will be letters of the alphabet. For example, if "
39"you select 3x4 then the digits which go in your grid will be 1 to 9, "
40"plus `a', `b' and `c'. This cannot be selected for killer puzzles. "
41"\n"
42"I first saw this puzzle in Nikoli [5], although it's also been "
43"popularised by various newspapers under the name `Sudoku' or `Su "
44"Doku'. Howard Garns is considered the inventor of the modern form of "
45"the puzzle, and it was first published in _Dell Pencil Puzzles and "
46"Word Games_. A more elaborate treatment of the history of the puzzle "
47"can be found on Wikipedia [6]. "
48"\n"
49"[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash) "
50"\n"
51"[6] http://en.wikipedia.org/wiki/Sudoku "
52"\n"
53"\n#11.1 Solo controls "
54"\n"
55"To play Solo, simply click the mouse in any empty square and then "
56"type a digit or letter on the keyboard to fill that square. If you "
57"make a mistake, click the mouse in the incorrect square and press "
58"Space to clear it again (or use the Undo feature). "
59"\n"
60"If you _right_-click in a square and then type a number, that "
61"number will be entered in the square as a `pencil mark'. You can "
62"have pencil marks for multiple numbers in the same square. Squares "
63"containing filled-in numbers cannot also contain pencil marks. "
64"\n"
65"The game pays no attention to pencil marks, so exactly what you "
66"use them for is up to you: you can use them as reminders that a "
67"particular square needs to be re-examined once you know more about "
68"a particular number, or you can use them as lists of the possible "
69"numbers in a given square, or anything else you feel like. "
70"\n"
71"To erase a single pencil mark, right-click in the square and type "
72"the same number again. "
73"\n"
74"All pencil marks in a square are erased when you left-click and type "
75"a number, or when you left-click and press space. Right-clicking and "
76"pressing space will also erase pencil marks. "
77"\n"
78"Alternatively, use the cursor keys to move the mark around the grid. "
79"Pressing the return key toggles the mark (from a normal mark to a "
80"pencil mark), and typing a number in is entered in the square in the "
81"appropriate way; typing in a 0 or using the space bar will clear a "
82"filled square. "
83"\n"
84"(All the actions described in section 2.1 are also available.) "
85"\n"
86"\n#11.2 Solo parameters "
87"\n"
88"Solo allows you to configure two separate dimensions of the puzzle "
89"grid on the `Type' menu: the number of columns, and the number of "
90"rows, into which the main grid is divided. (The size of a block is "
91"the inverse of this: for example, if you select 2 columns and 3 "
92"rows, each actual block will have 3 columns and 2 rows.) "
93"\n"
94"If you tick the `X' checkbox, Solo will apply the optional extra "
95"constraint that the two main diagonals of the grid also contain "
96"one of every digit. (This is sometimes known as `Sudoku-X' in "
97"newspapers.) In this mode, the squares on the two main diagonals "
98"will be shaded slightly so that you know it's enabled. "
99"\n"
100"If you tick the `Jigsaw' checkbox, Solo will generate randomly "
101"shaped sub-blocks. In this mode, the actual grid size will be taken "
102"to be the product of the numbers entered in the `Columns' and `Rows' "
103"boxes. There is no reason why you have to enter a number greater "
104"than 1 in both boxes; Jigsaw mode has no constraint on the grid "
105"size, and it can even be a prime number if you feel like it. "
106"\n"
107"If you tick the `Killer' checkbox, Solo will generate a set of "
108"of cages, which are randomly shaped and drawn in an outline of a "
109"different colour. Each of these regions contains a smaller clue "
110"which shows the digit sum of all the squares in this region. "
111"\n"
112"You can also configure the type of symmetry shown in the generated "
113"puzzles. More symmetry makes the puzzles look prettier but may also "
114"make them easier, since the symmetry constraints can force more "
115"clues than necessary to be present. Completely asymmetric puzzles "
116"have the freedom to contain as few clues as possible. "
117"\n"
118"Finally, you can configure the difficulty of the generated puzzles. "
119"Difficulty levels are judged by the complexity of the techniques "
120"of deduction required to solve the puzzle: each level requires a "
121"mode of reasoning which was not necessary in the previous one. In "
122"particular, on difficulty levels `Trivial' and `Basic' there will be "
123"a square you can fill in with a single number at all times, whereas "
124"at `Intermediate' level and beyond you will have to make partial "
125"deductions about the _set_ of squares a number could be in (or the "
126"set of numbers that could be in a square). At `Unreasonable' level, "
127"even this is not enough, and you will eventually have to make a "
128"guess, and then backtrack if it turns out to be wrong. "
129"\n"
130"Generating difficult puzzles is itself difficult: if you select one "
131"of the higher difficulty levels, Solo may have to make many attempts "
132"at generating a puzzle before it finds one hard enough for you. Be "
133"prepared to wait, especially if you have also configured a large "
134"puzzle size. "
135"\n"
136;
137const char quick_help_text[] = "Fill in the grid so that each row, column and square block contains one of every digit.";