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-rw-r--r-- | manual/plugins/sudoku.tex | 32 |
1 files changed, 17 insertions, 15 deletions
diff --git a/manual/plugins/sudoku.tex b/manual/plugins/sudoku.tex index e33f9a636a..fd311a4245 100644 --- a/manual/plugins/sudoku.tex +++ b/manual/plugins/sudoku.tex | |||
@@ -1,29 +1,31 @@ | |||
1 | \subsection{\label{ref:Sudoku}Sudoku} | 1 | \subsection{\label{ref:Sudoku}Sudoku} |
2 | \screenshot{plugins/images/ss-sudoku}{Sudoku}{fig:sudoku} | 2 | \screenshot{plugins/images/ss-sudoku}{Sudoku}{fig:sudoku} |
3 | Sudoku in Rockbox is implemented as both a plugin and a viewer. | 3 | Sudoku in Rockbox can act as both a plugin and a viewer. |
4 | When you start Sudoku in plugin mode from the \setting{Browse Plugins} menu, a | 4 | When starting Sudoku from the \setting{Browse Plugins} menu, a |
5 | random game will be generated automatically, and an estimate of its difficulty | 5 | random game will be generated automatically, and an estimate of its difficulty |
6 | (very easy, easy, medium, hard or fiendish) will be displayed on the screen. | 6 | (very easy, easy, medium, hard or fiendish) will be displayed on the screen. |
7 | New games can be generated from the \setting{Generate} menu option. | 7 | New games can be generated from the \setting{Generate} menu option. |
8 | 8 | When ``playing'' an existing Sudoku game file from Rockbox' file browser | |
9 | When you use Sudoku as a viewer for playing pre-generated Sudoku games. | 9 | the plugin is invoked as viewer. The selected Sudoku will get loaded and you |
10 | You need sudoku games stored (one game per file) in text files with the | 10 | can start solving it. The sudoku games need to be stored as text |
11 | \fname{.ss} extension (see links below). You then browse these games using the | 11 | files with the extension \fname{.ss} as single file per game. |
12 | normal \setting{File Browser}, and open the file to launch Sudoku. | ||
13 | 12 | ||
14 | You can create and save your own grids under the \setting{New} menu option. | 13 | You can create and save your own grids under the \setting{New} menu option. |
15 | Enter the menu (as described in the key table below) when you have finished and | 14 | Enter the menu (as described in the key table below) when you have finished and |
16 | enter the full path to save to including the \fname{.ss} extension | 15 | enter the full path to save to including the \fname{.ss} extension |
17 | (e.g. \fname{/sudoku/new.ss}). | 16 | (e.g. \fname{/sudoku/new.ss}). |
18 | 17 | ||
19 | \subsubsection{The thing on the left (AKA the scratchpad)} | 18 | \subsubsection{The scratchpad} |
20 | When you play Sudoku on paper most people like to mark numbers in cells that | 19 | When you play Sudoku on paper most people like to mark numbers in cells that |
21 | are possible candidates for the cells. | 20 | are possible candidates for the cells. |
22 | This can be done with the column on the left. Change the number | 21 | This can be done with the scratchpad, shown as separate column. |
23 | under the cursor to a number which might be valid and press the scratchpad | 22 | Change the number under the cursor to the number you want to put on the |
24 | button, the number will then be added on the left. | 23 | scratchpad and press the scratchpad button, the number will then be added. |
25 | The column is stored seperatly for every cell on the board. | 24 | If the number was already on the scratchpad it will get removed again. |
26 | These are \emph{NOT} saved when saving the game. | 25 | The column is stored seperatly for every cell on the board. The stored values |
26 | can be displayed inline as small dots by enabling the \setting{Show Markings} | ||
27 | settings. | ||
28 | \note{The scratchpad is \emph{not} saved when saving the game.} | ||
27 | 29 | ||
28 | \begin{table} | 30 | \begin{table} |
29 | \begin{btnmap}{}{} | 31 | \begin{btnmap}{}{} |