1
2
3
4XMRIS(6) Games and Demos XMRIS(6)
5
6
7
8NNNNAAAAMMMMEEEE
9 xmris - video game for X
10
11SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
12 xxxxmmmmrrrriiiissss [-option ...] [-toolkitoption ...]
13
14 xxxxmmmmssssiiiitttt [-option ...] [-toolkitoption ...]
15
16DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
17 Mr Is is a version of the Mr Do video arcade game for the X
18 Window System.
19
20 You control a gnome, who can walk around a garden, along
21 paths already marked, or create new paths wherever you wish.
22 You also have a ball, which can be thrown in the direction
23 you're facing, towards the gnome's feet. Points are scored
24 for collecting cherries (if you collect eight cherries
25 without stopping or pushing an apple, you get a bonus), kil-
26 ling monsters (by squashing them, or throwing the ball at
27 them), and collecting the prize left when all the monsters
28 have come out of their den.
29
30 Extra lives are obtained by killing all the 'EXTRA' monsters
31 at the top of the garden, so that the letters change from
32 stippled to solid (or grey to black or white, for colour).
33 One of these comes out on its own every 5000 points. When
34 you collect the prize, the normal monsters freeze, and an
35 extra monster emerges, along with three drones. Killing the
36 letter monster will kill the drones too. When the three
37 drones are dead, the normal monsters wake up and things go
38 faster. When all the normal monsters are killed, or all the
39 cherries collected, or you have got the final extra monster,
40 you advance to the next garden.
41
42 You can kill the monsters by throwing the ball at them, or
43 dropping the apples on them. You get more points for squash-
44 ing them, and the more you squash in one go, the more points
45 you get. The extra monster, and its drones, can eat the
46 apples, provided that they're walking towards the apple.
47 You die by colliding with a monster (unless its eating an
48 apple, in which case no harm is done), or by being squashed
49 by a falling apple. Sometimes a falling apple will break
50 open to reveal a diamond. The points scores are scaled by
51 the game speed, (see below).
52
53 Your score may be immortalized in the all time best scores
54 and/or the best of the day scores, and/or your own personal
55 best scores. If your score was added to the best of the day
56 after 21:00, it is kept until noon the next day, otherwise
57 it will be removed at midnight. There is only one entry per
58 user in the all time best and the best of the day tables.
59
60
61
62
63X Version 11 Last change: 12 December 1995 1
64
65
66
67
68
69
70XMRIS(6) Games and Demos XMRIS(6)
71
72
73
74 There are two load lines at the bottom edge of the window.
75 One shows the frame time ratio and grows from left to right.
76 The other shows the frame loading and grows from right to
77 left. Note that these two lines can overlap, and are drawn
78 with xor plotting. You can tell which is which, because the
79 frame loading line alters on a frame by frame basis, whereas
80 the frame time ratio only alters occasionally. The frame
81 load line grows by one pixel for every frame which took
82 longer to animate than there was allotted time, and is
83 shrunk by one pixel for each frame which is animated in
84 time. The frame time ratio shows the actual frame time,
85 relative to the the ideal frame time. For a frame time ratio
86 of r, the line is 1 - 1 / r the width of the window. Ie, for
87 frame time ratio of 3 (one third speed) it covers two thirds
88 of the window width. The frame time ratio is a long time
89 average of the real frame times. It is used to scale the
90 points scored in the game. The higher the ratio, the lower
91 the score, thus making heterogeneous comparisons possible.
92 The score scaling is biased towards lower frame ratios, so
93 you can't get a higher score just by making the game slower.
94 If your system becomes heavily loaded, you can pause the
95 game, to prevent the frame time ratio being updated. When
96 the frame load line diminishes, you can resume the game.
97
98 Because an interrupt is used to control the frame rate, the
99 animation is reasonably smooth. Though sometimes busywaiting
100 will be needed to get the best results. The game works best
101 with all other processes asleep. If another process gets too
102 much processor time, the animation will be jerky, and the
103 load line will start to grow.
104
105 You probably want to position the pointer at the bottom of
106 the window, so that it doesn't interfere with the play area.
107 You'll notice it flicker, if one of the sprites moves under
108 it.
109
110 The game is controlled from the keyboard. All the key bind-
111 ings can be changed by the toolkit application resource
112 mechanism, or during one of the demonstration screens. There
113 are four direction keys, known as up, down, left and right
114 and the ball can be thrown with the throw key. Because the
115 paths are aligned to a matrix, it is only possible to go in
116 any direction at intersections. Elsewhere you can either go
117 horizontally or go vertically. Pressing more than one
118 direction key will turn the gnome appropriately at the next
119 intersection, so you can go round corners by pressing the
120 new direction key before releasing the old one. If you press
121 a single direction key to go in an impossible direction (ie
122 not at an intersection), the gnome will either continue in
123 the direction it was already going, or, if stationary, move
124 towards the nearest intersection. As an example, suppose
125 you're going left and want to go up at the next
126
127
128
129X Version 11 Last change: 12 December 1995 2
130
131
132
133
134
135
136XMRIS(6) Games and Demos XMRIS(6)
137
138
139
140 intersection, the sequence would be,
141
142 left pressed, because that's the way you're going
143 up pressed, before the intersection
144 left released, when you've gone round the corner
145
146 The game can be paused by iconizing it with the iconize key
147 (when your boss walks in), or by losing the keyboard focus,
148 or by pressing the pause key. When de-iconized, the game
149 remains paused. To continue, press the throw key. When
150 paused, you can abort the current game by pressing the quit
151 key. If the game is displaying the demonstration screens,
152 the quit key will quit the game, and pause key will cycle
153 onto the next demonstration screen. During the score table
154 display, the direction keys can be used to change to a dif-
155 ferent score table. Up or right cycle forwards and down or
156 left cycle backwards. During the garden demonstration, the
157 direction keys can be used to select a different garden. If
158 you start the game from that new garden, you will start at
159 that level, but not score anything. During the game there
160 are several information screens and pauses, these can be
161 skipped by pressing the throw key.
162
163 The keys can be changed by using the keyboard key. Each log-
164 ical key name is prompted for, and you can select a new key
165 binding by pressing the one you want. Pressing the throw key
166 will keep the binding for that particular key (remember the
167 throw key may change half way through this process). You
168 cannot map one key onto two functions, Mr Is will wait until
169 you give an unambiguous set of keys. Key bindings set this
170 way will be forgotten when Mr Is terminates. To permanently
171 set the key bindings, you will have to the the X resources.
172
173 Mr Is will use colour sprites, if the visual permits it (has
174 a colour map size of more than 15, and you haven't forced
175 monochrome). All the colours bar black and white are user
176 definable. There are four sets, one for each of the four
177 combinations of gender and swap flag. The colours are allo-
178 cated in reverse order of their distance in colour space,
179 from currently allocated colours (the most distant colours
180 are allocated first). That way, if allocation fails because
181 the colour map is full, an allocated substitute colour,
182 which is nearest the desired colour, can be used and the
183 allocated colours are kept maximally distant. You can limit
184 the number of distinct colours with the -distinct option. A
185 warning message is sent to stderr, if a colour allocation
186 fails. The -colours argument shows how these are allocated,
187 and -help -colours can be used to get the colour resource
188 names.
189
190OOOOPPPPTTTTIIIIOOOONNNNSSSS
191 Mr Is accepts the standard X Toolkit options, as well as
192
193
194
195X Version 11 Last change: 12 December 1995 3
196
197
198
199
200
201
202XMRIS(6) Games and Demos XMRIS(6)
203
204
205
206 these.
207
208 ----hhhheeeellllpppp
209 Lists the command options, application resource fields
210 and some other information to stderr. Does not start
211 the game. If the -colours option is supplied too, then
212 the colour resource classes are listed instead, with
213 their default values. The format of this list is suit-
214 able for inclusion in a resource file. Note, this does
215 not list out the colour values that you would get if
216 you ran the game, as it does not read the color
217 resources.
218
219 ----sssswwwwaaaapppp
220 ----rrrrvvvv
221 ----rrrreeeevvvveeeerrrrsssseeee
222 Normally the foreground is black and the background
223 white, this swaps them round. On colour systems, this
224 may also alter other colours.
225
226 ++++sssswwwwaaaapppp
227 ----nnnnoooosssswwwwaaaapppp
228 Override a swap resource in your resources, to force
229 unswapped colours.
230
231 ----mmmmoooonnnnoooo
232 Use black and white, even on colour displays. (Unfor-
233 tunately, the obvious option, '-bw', is already nabbed
234 by the toolkit as borderwidth.)
235
236 ----rrrraaaannnnddddoooommmm
237 ++++rrrraaaannnnddddoooommmm
238 Mr Is has two methods for placing the apples. They will
239 either be placed according to one of four sets of
240 explicit apple positions, or placed randomly on any
241 permitted location (though trying not to place them
242 adjacently). These two options override the default set
243 by the resources, -random places them randomly, and
244 +random uses one of the four sets.
245
246 ----mmmmrrrriiiissss
247 ----mmmmssssiiiitttt
248 ----ggggeeeennnnddddeeeerrrr _g_e_n_d_e_r
249 Mr Is can also be run as xmsit. The two sexes have dif-
250 ferent sprites. Mris selects the classic sprites,
251 while msit selects a more modern set. The gender of
252 the game is taken from the program name (mris or msit)
253 but may be overridden by these two switches. Valid
254 genders are 'he', 'she', 'female', 'male', 'msit',
255 'mris', 'boy', 'girl'. The game is known as xmris (eks
256 mister iz), because the arcade game was masculine.
257
258
259
260
261X Version 11 Last change: 12 December 1995 4
262
263
264
265
266
267
268XMRIS(6) Games and Demos XMRIS(6)
269
270
271
272 ----bbbbuuuussssyyyywwwwaaaaiiiitttt
273 Forces the game timing to be done by busy waiting,
274 rather than with an alarm timeout. Some systems have
275 particularly inaccurate alarms, and this option may
276 improve things, by not using the system's timer signal
277 at all. Some alarms go off before the requested time.
278 Mr Is will detect this, and insert a busy wait in the
279 remaining time. A warning will be displayed as well.
280 Note that this is different to forcing busywaiting, as
281 the timer signal is still being used for the initial
282 part of the frame delay.
283
284 ----ddddiiiirrrr _s_c_o_r_e-_d_i_r_e_c_t_o_r_y
285 Specify a different score directory.
286
287 ----uuuusssseeeerrrrnnnnaaaammmmeeee
288 ----rrrreeeeaaaallllnnnnaaaammmmeeee
289 The name for the score file can be either the username
290 or the real name. These options select which to use.
291 The default is to use the real name. If the real name
292 is unobtainable, the username will be used anyway. If
293 the current score file has an entry by the other name,
294 then it will be changed to the new name.
295
296 ----ggggaaaarrrrddddeeeennnnssss _g_a_r_d_e_n-_f_i_l_e
297 Specify a garden definition file. This allows you to
298 alter the initial garden layouts. The file is searched
299 for in the current directory, and the Mr Is subdirec-
300 tory of app-defaults. These are explained below.
301
302 ----ssssccccoooorrrreeeessss
303 List the high scores to stdout. Does not start the
304 game. Note that this will still need to open an X
305 display, in order to read the X resources (which may
306 affect the score directory). If you don't want the
307 defaults read, use the +display option too.
308
309 ++++ddddiiiissssppppllllaaaayyyy
310 ----nnnnooooddddiiiissssppppllllaaaayyyy
311 Inhibits the opening of an X display. This option may
312 only be used with the -scores, -expire or -remove
313 options. Note that the X resources may override the
314 default score directory, and that this will not be done
315 -- you will have to use the -dir option too.
316
317 ----rrrreeeemmmmoooovvvveeee _n_a_m_e
318 Allows the game's owner to remove someone's scores. The
319 option will only work when the real and effective user
320 ids are the same. (ie a setuid Mr Is has been run by
321 its owner). After updating the files, the score tables
322 are listed, and the game does not start. An X display
323 will still need to be opened, to read the X resources,
324
325
326
327X Version 11 Last change: 12 December 1995 5
328
329
330
331
332
333
334XMRIS(6) Games and Demos XMRIS(6)
335
336
337
338 which may override the default score directory. The
339 +display option may be used to prevent this.
340
341 ----eeeexxxxppppiiiirrrreeee _d_a_t_e
342 Allows you to remove your own scores before or after a
343 certain date. If your high score is removed, then it
344 is replaced with a new personal high score. After
345 updating the files, the score tables are listed, and
346 the game does not start. An X display will still need
347 to be opened, to read the X resources, which may over-
348 ride the default score directory. The +display option
349 may be used to prevent this.
350
351 The date format is very flexible. Either an absolute or
352 a relative date may be given. Both may be prefixed with
353 a '+' or '-'. These have opposite interpretations for
354 relative and absolute dates. For an absolute date a '+'
355 will delete those after the date and a '-' will delete
356 those before. The default is to delete those before.
357 For a relative date a '+' will delete those older than
358 specified, whereas a '-' will delete those younger. The
359 default is to delete those older.
360
361 Relative dates are given as a number with an optional
362 trailing modifier. A modifier of 'years', 'months',
363 'weeks', 'days', 'hours', 'minutes' or 'seconds' can be
364 used to scale the number appropriately (there are
365 365.25 days a year and 30.5 days a month). The modifier
366 may be abbreviated, but there cannot be any spaces
367 between the number and modifier.
368
369 Absolute dates are given as three fields separated by
370 any non-alphanumeric character, or by a change from
371 numerals to letters. The month may be entered numeri-
372 cally or named (abbreviated or not). The day, month and
373 year fields may be in any order, their values are used
374 to infer which is which. The year may be the full year
375 name (eg 1993), or just the last two digits, those in
376 the range 00 to 89 are in the 21st century, and those
377 from 90 to 99 are the 20th century. If the date is
378 ambiguous (eg 1/1/1), a stored format is used and a
379 warning is given. The following are valid unambiguous
380 dates, '11jun93' (dmy), '14/3/93' (dmy), 'april6:93'
381 (mdy), and '0-16-8' (ydm).
382
383 ----ffffoooorrrrmmmmaaaatttt _f_o_r_m_a_t
384 Allows the game's owner to set the date format which is
385 stored with the score file, for future use disambiguat-
386 ing dates. The format is automatically stored if none
387 is set. The format must be a three character string
388 containing one each of 'D', 'M' and 'Y'.
389
390
391
392
393X Version 11 Last change: 12 December 1995 6
394
395
396
397
398
399
400XMRIS(6) Games and Demos XMRIS(6)
401
402
403
404 ----ddddeeeepppptttthhhh _d_e_p_t_h
405 Mr Is will use the default depth of the screen. You may
406 wish to override that by using this option. Selecting a
407 different depth may affect the visual selected.
408
409 ----vvvviiiissssuuuuaaaallll _v_i_s_u_a_l-_c_l_a_s_s
410 Mr Is will pick the default visual for the depth
411 chosen, but you can override that by specifying a par-
412 ticular visual class. Valid visuals are 'PseudoColor',
413 'DirectColor', 'TrueColor', 'StaticColor', 'GrayScale',
414 and 'StaticGray'. To see which one is picked, you can
415 use the -colours option. If you do select a non-default
416 visual, you may have to specify a private colour map
417 too, due to limitations of the server or display.
418
419 ----pppprrrriiiivvvvaaaatttteeee
420 This forces Mr Is to allocate a private colour map.
421 Normally Mr Is will share the default colour map of the
422 selected visual, but if that does not have enough free
423 colour cells then some colours will have to be shared.
424
425 ----ccccoooolllloooouuuurrrrssss
426 ----ccccoooolllloooorrrrssss
427 Show how the colours are allocated, and which visual
428 has been selected. The allocation is listed to stdout.
429 When allocating each colour, its resource name and rgb
430 values are listed together with the nearest already
431 allocated colour and the distance between them in
432 colour space. The allocated pixel number is printed
433 last. If given with the -help option, the colour
434 resource classes are listed, and the game does not
435 start.
436
437 ----ddddiiiissssttttiiiinnnncccctttt _n
438 Sets the number of distinct colours used. This can be
439 used to limit the number of colours used from the
440 colour map. Black and white are not included, and nei-
441 ther are the two writable colours used for the garden
442 backgrounds on dynamic visuals. Note that -distinct 0
443 is different from -mono, even though both will only use
444 black and white.
445
446 ----ssssttttaaaattttiiiicccc
447 Do not use dynamic background colours, even if the
448 visual supports them. The default uses two dynamic
449 colours, which alter during the game.
450
451 ----sssspppprrrriiiitttteeeessss
452 Show all the sprites during the demonstration cycle.
453 This can be used when you are defining your own sprite
454 colours. The direction keys will control the direction
455 in which the demonstration animated sprites face, and
456
457
458
459X Version 11 Last change: 12 December 1995 7
460
461
462
463
464
465
466XMRIS(6) Games and Demos XMRIS(6)
467
468
469
470 the throw key will cycle the background colours for
471 pseudo colour visuals.
472
473AAAAPPPPPPPPLLLLIIIICCCCAAAATTTTIIIIOOOONNNN RRRREEEESSSSOOOOUUUURRRRCCCCEEEESSSS
474 Mr Is uses the X toolkit application resource mechanism for
475 setting up the environment. Application resource items start
476 with 'Xmris'. The resource name can be derived from the
477 given resource class by decapitalizing it. For example
478 'cherryStalk' is the resource name for the class 'cherryS-
479 talk'. The following classes are used (choices in '{}' and
480 defaults in '[]'.)
481
482 XXXXmmmmrrrriiiissss....UUUUpppp:::: _k_e_y_s_y_m [[[[aaaappppoooossssttttrrrroooopppphhhheeee]]]]
483 XXXXmmmmrrrriiiissss....DDDDoooowwwwnnnn:::: _k_e_y_s_y_m [[[[ssssllllaaaasssshhhh]]]]
484 XXXXmmmmrrrriiiissss....LLLLeeeefffftttt:::: _k_e_y_s_y_m [[[[zzzz]]]]
485 XXXXmmmmrrrriiiissss....RRRRiiiigggghhhhtttt:::: _k_e_y_s_y_m [[[[xxxx]]]]
486 XXXXmmmmrrrriiiissss....TTTThhhhrrrroooowwww:::: _k_e_y_s_y_m [[[[ssssppppaaaacccceeee]]]]
487 XXXXmmmmrrrriiiissss....PPPPaaaauuuusssseeee:::: _k_e_y_s_y_m [[[[pppp]]]]
488 XXXXmmmmrrrriiiissss....QQQQuuuuiiiitttt:::: _k_e_y_s_y_m [[[[qqqq]]]]
489 XXXXmmmmrrrriiiissss....IIIIccccoooonnnniiiizzzzeeee:::: _k_e_y_s_y_m [[[[iiii]]]]
490 XXXXmmmmrrrriiiissss....KKKKeeeeyyyybbbbooooaaaarrrrdddd:::: _k_e_y_s_y_m [[[[kkkk]]]]
491 These give the logical key bindings. If the key symbol
492 is unknown, the default will be used, and a warning
493 printed. Note that these are case sensitive.
494
495 XXXXmmmmrrrriiiissss....DDDDiiiirrrr:::: _s_c_o_r_e-_d_i_r_e_c_t_o_r_y
496 The name of the high score directory.
497
498 XXXXmmmmrrrriiiissss....UUUUsssseeeerrrrNNNNaaaammmmeeee:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
499 Selects whether the username or real name should be
500 used for your entry in the high score table.
501
502 XXXXmmmmrrrriiiissss....GGGGaaaarrrrddddeeeennnnssss:::: _g_a_r_d_e_n_s-_f_i_l_e
503 The name of the garden definition file.
504
505 XXXXmmmmrrrriiiissss....RRRReeeevvvveeeerrrrsssseeeeVVVViiiiddddeeeeoooo:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
506 Specifies whether to use swapped colours or not.
507
508 XXXXmmmmrrrriiiissss....MMMMoooonnnnoooo:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
509 Whether the default is for monochrome on colour
510 displays.
511
512 XXXXmmmmrrrriiiissss....RRRRaaaannnnddddoooommmm:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
513 Sets whether the apples are placed randomly or not.
514
515 XXXXmmmmrrrriiiissss....GGGGeeeennnnddddeeeerrrr:::: _g_e_n_d_e_r [[[[hhhheeee]]]]
516 Sets the default game gender. Valid genders are 'mris',
517 'msit', 'she', 'he', 'female', 'male', 'boy', 'girl'.
518
519 XXXXmmmmrrrriiiissss....BBBBuuuussssyyyywwwwaaaaiiiitttt:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
520 Determines whether the game timing is always done by
521 busy waiting.
522
523
524
525X Version 11 Last change: 12 December 1995 8
526
527
528
529
530
531
532XMRIS(6) Games and Demos XMRIS(6)
533
534
535
536 XXXXmmmmrrrriiiissss....DDDDeeeepppptttthhhh:::: _d_e_p_t_h
537 Set the required screen depth to use.
538
539 XXXXmmmmrrrriiiissss....VVVViiiissssuuuuaaaallll:::: _v_i_s_u_a_l-_c_l_a_s_s
540 Set the required visual class to use. Valid visuals are
541 'PseudoColor', 'DirectColor', 'TrueColor', 'Sta-
542 ticColor', 'GrayScale', and 'StaticGray'.
543
544 XXXXmmmmrrrriiiissss....PPPPrrrriiiivvvvaaaatttteeee:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
545 Set whether or not to use a private colour map.
546
547 XXXXmmmmrrrriiiissss....DDDDiiiissssttttiiiinnnncccctttt:::: _n
548 Set the number of distinct colours allocated from the
549 colour map.
550
551 XXXXmmmmrrrriiiissss....SSSSttttaaaattttiiiicccc:::: {_y_e_s, _n_o} [[[[nnnnoooo]]]]
552 Do not use dynamic background colors.
553
554 For example, if you want to use the arrow keys, the follow-
555 ing will work
556
557 Xmris.Up: Up
558 Xmris.Down: Down
559 Xmris.Left: Left
560 Xmris.Right: Right
561
562 In addition, you have the normal resources such as '*Font'.
563
564 Normally the cursor is invisible in the Mr Is window. You
565 can force a cursor to be shown by setting the
566 "Xmris*cursorName" resource to a named cursor.
567
568CCCCOOOOLLLLOOOOUUUURRRR RRRREEEESSSSOOOOUUUURRRRCCCCEEEESSSS
569 There are many colour name defaults. You can specify dif-
570 ferent ones for the four combinations of gender and swap
571 resources, or use the same for some combinations. There is
572 no reason why all these cannot be different colours, but
573 note that the more unique colours you define, the more
574 colour map entries you will use up. The colours black and
575 white are already known about, but because of the way X
576 parses hex colour names, I have programmed white as
577 #FF00FF00FF00 (what #FFFFFF expands to), not #FFFFFFFFFFFF
578 (what I think #FFFFFF should expand to). This means that if
579 you specify a white colour to more than 8 bit accuracy, a
580 new colour will be allocated. (This is a bug.) Of course,
581 you can specify the colours by name ('NavajoWhite'), so long
582 as X can grok it by searching your colour database.
583
584 Most of the sprites have a black edge to them on the
585 unswapped colour scheme, this gives comic like sprites. This
586 edge is not included for the swap colour scheme, and the
587 sprite's colours go right up to the sprite's edge. Most of
588
589
590
591X Version 11 Last change: 12 December 1995 9
592
593
594
595
596
597
598XMRIS(6) Games and Demos XMRIS(6)
599
600
601
602 the sprites will be surrounded by a halo of the background
603 colour, so that they don't blend in with each other, when
604 crossing. Another thing to watch out is contrast compensa-
605 tion. Because of eye physiology, colours can look dif-
606 ferent, depending on the surrounding colours, and light
607 colours look brighter on dark backgrounds than they do on
608 light ones. A particular case of the former is if pink is
609 used for the player's face. On white backgrounds pink looks
610 alright, but on dark backgrounds the pink can look quite
611 brown, and must be brightened up, if you still want it to
612 look pink. The latter effect means that the blue used for
613 the drones is bright for a dark background and darker for a
614 light background. There is no requirement that those colours
615 with a specific colour in their name, need actually be a
616 shade of that colour. For example GreenBack could be #A020F0
617 (purple). You can use the -sprites and -colours options to
618 check out how these colours have been defined and look, and
619 the distinct resource to limit the distinct colours used.
620
621 The colour resources use the 'mris' or 'msit' widget
622 instance within the widget tree. They have the optional sub
623 resource 'swap'. The following are valid.
624
625 Xmris*Background: for all
626 Xmris*mris*Background: for all mris
627 Xmris*mris.swap.Background: for swapped mris
628 Xmris*mris.Background: for unswapped mris
629 Xmris*msit*Background: for all msit
630 Xmris*msit.swap.Background: for swapped msit
631 Xmris*swap.Background: for all swapped
632
633 The usual toolkit parsing rules apply to these resources.
634 Namely that '*' is used to fill out levels of hierarchy,
635 while '.' is used for explicit matching. The toolkit uses
636 the longest matching string to select resources in the case
637 of ambiguities. Ie, 'Xmris*Swap.Background' will be selected
638 over 'Xmris*Background' for the swapped versions.
639
640 The defaults for 'mris', 'mris.swap', 'msit' and 'msit.swap'
641 are included after the resource class.
642
643 BBBBaaaacccckkkkggggrrrroooouuuunnnndddd [[[[####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####000000000000000000000000]]]]
644 FFFFoooorrrreeeeggggrrrroooouuuunnnndddd [[[[####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
645 BBBBoooorrrrddddeeeerrrrCCCCoooolllloooorrrr [[[[####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
646 The main foreground, background and border colours. The
647 foreground colou is used for all text and on garden
648 scoring. The background is used for the pathways and
649 non-garden parts of the screen. The border color is
650 used for the board partion lines.
651
652
653
654
655
656
657X Version 11 Last change: 12 December 1995 10
658
659
660
661
662
663
664XMRIS(6) Games and Demos XMRIS(6)
665
666
667
668 GGGGrrrreeeeeeeennnnBBBBaaaacccckkkk [[[[####77777777BBBBBBBB77777777,,,, ####BBBBBBBBFFFFFFFFBBBBBBBB,,,, ####77777777BBBBBBBB77777777,,,, ####BBBBBBBBFFFFFFFFBBBBBBBB]]]]
669 GGGGrrrreeeeeeeennnnFFFFoooorrrreeee [[[[####000000007777777700000000,,,, ####00000000BBBBBBBB00000000,,,, ####000000007777777700000000,,,, ####00000000BBBBBBBB00000000]]]]
670 RRRReeeeddddBBBBaaaacccckkkk [[[[####BBBBBBBB7777777777777777,,,, ####FFFFFFFFBBBBBBBBBBBBBBBB,,,, ####BBBBBBBB7777777777777777,,,, ####FFFFFFFFBBBBBBBBBBBBBBBB]]]]
671 RRRReeeeddddFFFFoooorrrreeee [[[[####777777770000000000000000,,,, ####BBBBBBBB0000000000000000,,,, ####777777770000000000000000,,,, ####BBBBBBBB0000000000000000]]]]
672 BBBBlllluuuueeeeBBBBaaaacccckkkk [[[[####7777777777777777BBBBBBBB,,,, ####BBBBBBBBBBBBBBBBFFFFFFFF,,,, ####7777777777777777BBBBBBBB,,,, ####BBBBBBBBBBBBBBBBFFFFFFFF]]]]
673 BBBBlllluuuueeeeFFFFoooorrrreeee [[[[####000000000000000077777777,,,, ####0000000000000000BBBBBBBB,,,, ####000000000000000077777777,,,, ####0000000000000000BBBBBBBB]]]]
674 DDDDrrrroooonnnneeeeBBBBaaaacccckkkk [[[[####AAAAAAAA3333333333333333,,,, ####FFFFFFFF6666666666666666,,,, ------------------------,,,, ------------------------]]]]
675 DDDDrrrroooonnnneeeeFFFFoooorrrreeee [[[[####999999992222222222222222,,,, ####FFFFFFFF2222222222222222,,,, ------------------------,,,, ------------------------]]]]
676 These are the colours used for the hedges. Two are used
677 per garden. For pseudo colour visuals, droneback and
678 dronefore are used when the prize is eaten.
679
680 BBBBaaaallllllll [[[[####FFFFFFFFFFFFFFFF77777777,,,, ####FFFFFFFFFFFFFFFF77777777,,,, ####FFFFFFFF00000000FFFFFFFF,,,, ####FFFFFFFF00000000FFFFFFFF]]]]
681 This is the ball colour.
682
683 CCCChhhheeeerrrrrrrryyyyRRRReeeedddd [[[[####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
684 CCCChhhheeeerrrrrrrryyyySSSSttttaaaallllkkkk [[[[ ------------------------,,,, ####EEEEEEEEAAAAAAAA66666666,,,, ------------------------,,,, ####EEEEEEEEAAAAAAAA66666666]]]]
685 The cherries use two colours, one for the fruit and the
686 other for the stalk. The cherry's glint is always
687 white.
688
689 AAAApppppppplllleeee1111 [[[[####EEEEEEEEDDDDDDDD00000000,,,, ####EEEEEEEEDDDDDDDD00000000,,,, ####EEEEEEEEDDDDDDDD00000000,,,, ####EEEEEEEEDDDDDDDD00000000]]]]
690 AAAApppppppplllleeee2222 [[[[####DDDDDDDD3333333300000000,,,, ####DDDDDDDD3333333300000000,,,, ####DDDDDDDD3333333300000000,,,, ####DDDDDDDD3333333300000000]]]]
691 AAAApppppppplllleeeeFFFFaaaaiiiinnnntttt [[[[####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ------------------------,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ------------------------]]]]
692 The apples use two colours for their skin. The apple's
693 flesh and glint is always white.
694
695 GGGGeeeemmmm1111 [[[[####DDDDDDDDDDDDDDDDDDDDDDDD,,,, ####DDDDDDDDDDDDDDDDDDDDDDDD,,,, ####DDDDDDDDDDDDDDDDDDDDDDDD,,,, ####DDDDDDDDDDDDDDDDDDDDDDDD]]]]
696 GGGGeeeemmmm2222 [[[[####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB]]]]
697 The gem facets are white or one of the two gem colours.
698 The lines between them are black and the sparkle is
699 black for the unswapped scheme and white colour for the
700 swap scheme.
701
702 LLLLeeeetttttttteeeerrrrGGGGooootttt [[[[####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####000000000000000000000000,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
703 LLLLeeeetttttttteeeerrrrNNNNoooottttGGGGooootttt [[[[####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB,,,, ####BBBBBBBBBBBBBBBBBBBBBBBB]]]]
704 The extra letters and game title lettering uses two
705 colours. One to show letters which have been got, one
706 for those which have not been got. They do not have an
707 edge colour put around them.
708
709 NNNNoooorrrrmmmmaaaallll [[[[####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
710 MMMMuuuunnnncccchhhh1111 [[[[####FFFFFFFFFFFFFFFF00000000,,,, ####FFFFFFFFFFFFFFFF00000000,,,, ####FFFFFFFFCCCCCCCC00000000,,,, ####FFFFFFFFCCCCCCCC00000000]]]]
711 MMMMuuuunnnncccchhhh2222 [[[[####CCCCCCCCCCCCCCCCCCCCCCCC,,,, ####CCCCCCCCCCCCCCCCCCCCCCCC,,,, ####FFFFFFFFCCCCCCCC00000000,,,, ####FFFFFFFFCCCCCCCC00000000]]]]
712 DDDDrrrroooonnnneeee [[[[####0000000000000000DDDDDDDD,,,, ####6666666666666666FFFFFFFF,,,, ####00000000FFFFFFFF00000000,,,, ####00000000FFFFFFFF00000000]]]]
713 DDDDrrrroooonnnneeeeTTTToooonnnngggguuuueeee [[[[ ------------------------,,,, ------------------------,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
714 EEEExxxxttttrrrraaaa [[[[####EEEEEEEEFFFFFFFF00000000,,,, ####EEEEEEEEFFFFFFFF00000000,,,, ####EEEEEEEEFFFFFFFF00000000,,,, ####EEEEEEEEFFFFFFFF00000000]]]]
715 CCCChhhhoooommmmpppp [[[[####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####CCCCCCCCFFFFFFFF00000000,,,, ####CCCCCCCCFFFFFFFF00000000]]]]
716 CCCChhhhoooommmmppppLLLLiiiipppp [[[[####77777777FFFFFFFFFFFFFFFF,,,, ####77777777FFFFFFFFFFFFFFFF,,,, ------------------------,,,, ------------------------]]]]
717 CCCChhhhoooommmmppppTTTToooonnnngggguuuueeee [[[[ ------------------------,,,, ------------------------,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
718 Most of the monsters have only one additional colour
719 (to black and white), but in some instances there are
720
721
722
723X Version 11 Last change: 12 December 1995 11
724
725
726
727
728
729
730XMRIS(6) Games and Demos XMRIS(6)
731
732
733
734 additional colours for the features implied by the
735 resource name.
736
737 PPPPllllaaaayyyyeeeerrrr [[[[####0000000000000000DDDDDDDD,,,, ####6666666666666666FFFFFFFF,,,, ####6666666666666666FFFFFFFF,,,, ####6666666666666666FFFFFFFF]]]]
738 PPPPllllaaaayyyyeeeerrrrBBBBoooobbbbbbbblllleeee [[[[####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
739 PPPPllllaaaayyyyeeeerrrrSSSSkkkkiiiinnnn [[[[####FFFFFFFFCCCCCCCCCCCCCCCC,,,, ####FFFFFFFFDDDDDDDDDDDDDDDD,,,, ####FFFFFFFFCCCCCCCCCCCCCCCC,,,, ####FFFFFFFFDDDDDDDDDDDDDDDD]]]]
740 PPPPllllaaaayyyyeeeerrrrBBBBooooooootttt [[[[ ------------------------,,,, ####EEEEEEEEAAAAAAAA66666666,,,, ####777777773333333322222222,,,, ####DDDDDDDD9999999955555555]]]]
741 The player uses four additional colours. The bobble
742 colour is also used for the flecks in the player's
743 suit. The skin colour is used for the face and hands.
744
745 SSSSeeeeaaaatttt [[[[####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
746 The little seat on which you can rest uses this addi-
747 tional colour.
748
749 CCCCaaaakkkkeeee [[[[####FFFFFFFFFFFFFFFF77777777,,,, ####FFFFFFFFFFFFFFFF77777777,,,, ####FFFFFFFFFFFFFFFF77777777,,,, ####FFFFFFFFFFFFFFFF77777777]]]]
750 CCCCaaaakkkkeeeeIIIIcccciiiinnnngggg [[[[####DDDDDDDD9999999955555555,,,, ####EEEEEEEEAAAAAAAA66666666,,,, ####DDDDDDDD9999999955555555,,,, ####EEEEEEEEAAAAAAAA66666666]]]]
751 CCCCaaaakkkkeeeeJJJJaaaammmm [[[[####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
752 The cake prize has an icing layer and a jam layer
753 around the cake layers.
754
755 SSSSppppaaaannnnnnnneeeerrrr [[[[####AAAAAAAAAAAAAAAAAAAAAAAA,,,, ####DDDDDDDDDDDDDDDDDDDDDDDD,,,, ####AAAAAAAAAAAAAAAAAAAAAAAA,,,, ####DDDDDDDDDDDDDDDDDDDDDDDD]]]]
756 SSSSppppaaaannnnnnnneeeerrrrSSSShhhhaaaaddddoooowwww [[[[####000000000000000000000000,,,, ####000000000000000000000000,,,, ####000000000000000000000000,,,, ####000000000000000000000000]]]]
757 The spanner prize only uses these two colours.
758
759 BBBBrrrroooollllllllyyyy1111 [[[[####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
760 BBBBrrrroooollllllllyyyy2222 [[[[####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
761 BBBBrrrroooollllllllyyyyHHHHaaaannnnddddlllleeee [[[[####DDDDDDDD9999999955555555,,,, ####EEEEEEEEAAAAAAAA66666666,,,, ####DDDDDDDD9999999955555555,,,, ####EEEEEEEEAAAAAAAA66666666]]]]
762 The umbrella prize uses four colours. The edge colour
763 is used to demark the parasol colour areas.
764
765 MMMMuuuusssshhhhrrrroooooooommmmSSSSttttaaaallllkkkk [[[[####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
766 MMMMuuuusssshhhhrrrroooooooommmmCCCCaaaapppp [[[[####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000,,,, ####EEEEEEEE0000000000000000]]]]
767 The mushroom prize uses these two additional colours.
768
769 CCCClllloooocccckkkkFFFFaaaacccceeee [[[[####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF,,,, ####FFFFFFFFFFFFFFFFFFFFFFFF]]]]
770 CCCClllloooocccckkkkBBBBeeeellllllll [[[[####00000000DDDDDDDD00000000,,,, ####00000000DDDDDDDD00000000,,,, ####00000000DDDDDDDD00000000,,,, ####00000000DDDDDDDD00000000]]]]
771 CCCClllloooocccckkkkRRRRiiiimmmm [[[[####0000000000000000DDDDDDDD,,,, ####00000000DDDDDDDD00000000,,,, ####00000000DDDDDDDD00000000,,,, ####00000000DDDDDDDD00000000]]]]
772 The clock prize uses these thee additional colours.
773
774GGGGAAAARRRRDDDDEEEENNNNSSSS
775 You may override the default garden layouts by specifying a
776 garden file. The file is a text file consisting a of a set
777 of garden definitions, include files, or comments. An
778 include file is specified by '#include "_f_i_l_e_n_a_m_e"', where
779 filename is the name of the included file. Relative include
780 files are searched for relative to the including file, or,
781 if that fails, in the Mr Is subdirectory of app-defaults
782 directory (this will usually be '/usr/lib/X11/app-
783 defaults/xmris'). In If the filename is null, then the
784 internal gardens will be included. Comments are delimited by
785 '/*' and '*/', A garden definition is the following format,
786
787
788
789X Version 11 Last change: 12 December 1995 12
790
791
792
793
794
795
796XMRIS(6) Games and Demos XMRIS(6)
797
798
799
800 '{_f_i_l_l_p_a_t_t_e_r_n, _b_a_c_k_g_r_o_u_n_d_c_o_l_o_u_r, _a_p_p_l_e_s, {_l_a_y_o_u_t}},'. New
801 gardens must begin on a new line. _F_i_l_l_p_a_t_t_e_r_n is an integer
802 specifying one of the following fill patterns,
803
804 0 brickwork
805 1 diagonal stripes
806 2 cross hatched
807 3 zigzag lines
808
809 _B_a_c_k_g_r_o_u_n_d_c_o_l_o_u_r is an integer specifying one of the follow-
810 ing background colour schemes,
811
812 0 red
813 1 green
814 2 blue
815
816 _A_p_p_l_e_s specifies the number of apples to place in the gar-
817 den. Its upper limit is twelve. _L_a_y_o_u_t consists of 13
818 strings of 12 characters each, such as '"..b@@B..@@.B"'.
819 Within these strings the following characters are used,
820
821 A-D Blank path
822 E-H Cherry on path
823 I-L Den on path
824 MP Player on path
825 @ Cherry on background
826 a-p Explicit apple possibilities
827 + Invalid apple location
828 . Background
829
830 The path characters specify connections to the cell below
831 and to the right. A bit mask is obtained by subtracting the
832 base character. Bit 0 connects downwards and bit 2 connects
833 to the right. The explicit apple positions define four sets
834 of apple locations, using the four bits obtained by sub-
835 tracting the base character. Random apples will be placed
836 on any cell which is not a pathway, cherry or invalid apple
837 location.
838
839 There must be at least one cherry, at least one den and
840 exactly one player. Certain locations must be pathway. The
841 garden is checked, and if faulty, it will be fixed, if pos-
842 sible.
843
844 The format of these garden files is similar to a C source
845 file, except that includes and comments can only occur
846 between garden definitions, and missing or superfluous com-
847 mas are ignored.
848
849 You can examine the gardens during the demonstration
850 screens. When a garden is shown, the direction keys can be
851 used to change the garden number. Up and down increment and
852
853
854
855X Version 11 Last change: 12 December 1995 13
856
857
858
859
860
861
862XMRIS(6) Games and Demos XMRIS(6)
863
864
865
866 decrement by ten, whilst right and left increment and decre-
867 ment by one. If a game is started from the selected garden,
868 then it will be the initial garden, but you won't score any
869 points.
870
871EEEENNNNVVVVIIIIRRRROOOONNNNMMMMEEEENNNNTTTT
872 A few environment variables are used to locate resources.
873
874 DDDDIIIISSSSPPPPLLLLAAAAYYYY
875 The default display to connect to. May be overridden
876 with the -display option.
877
878 LLLLOOOOGGGGNNNNAAAAMMMMEEEE,,,, UUUUSSSSEEEERRRR,,,, HHHHOOOOMMMMEEEE
879 Read to determine the name to use for the score tables,
880 and the user's home directory, if getpwuid(3) fails.
881
882FFFFIIIILLLLEEEESSSS
883 The loadable garden file must be fully named, or located in
884 the score directory. They may have any name. The score files
885 have the following names.
886
887 ............////xxxxmmmmrrrriiiissss....ssssccccoooorrrreeee
888 The high score file. The directory is system dependent,
889 and may be changed by application resource or option.
890 This file must either exist and be writable to by Mr
891 Is, or the directory containing it must be writable by
892 Mr Is. This can be done by chmoding the score file or
893 directory, or by setuiding Mr Is appropriately. A non-
894 setuid Mr Is will chmod the score file to 666 if creat-
895 ing it.
896
897 ............////xxxxmmmmrrrriiiissss....lllloooocccckkkk
898 In some systems, where lockf or flock doesn't work,
899 this temporary file is used to perform the locking. The
900 directory containing it must be writable by Mr Is. This
901 can be done by chmoding the directory, or by setuiding
902 Mr Is appropriately.
903
904 ............////xxxxmmmmrrrriiiissss----<<<<nnnnaaaammmmeeee>>>>
905 ~~~~////....xxxxmmmmrrrriiiissss....ssssccccoooorrrreeee
906 One of these files is used to store the personal best
907 scores. Mr Is first looks for the personal score file
908 in the score directory and then in the home directory.
909 If a personal score file cannot be found, Mr Is
910 attempts to create one. If the file is found in the
911 user's home directory, Mr Is attempts to move it to the
912 score directory. Mr Is will attempt to create the per-
913 sonal files in the score directory. If this cannot be
914 done, the personal score file is placed in the home
915 directory. In order to create the personal score file
916 in the score directory, Mr Is will have to have the
917 correct access rights, as with the lock file. A setuid
918
919
920
921X Version 11 Last change: 12 December 1995 14
922
923
924
925
926
927
928XMRIS(6) Games and Demos XMRIS(6)
929
930
931
932 Mr Is will juggle the effective uid correctly for
933 accessing both the score directory and the users' home
934 directories.
935
936 ~~~~////....XXXXddddeeeeffffaaaauuuullllttttssss
937 ............////aaaapppppppp----ddddeeeeffffaaaauuuullllttttssss////XXXXmmmmrrrriiiissss....aaaadddd
938 You can place you favourite key bindings and stuff in
939 an application resource file, and Mr Is will use them,
940 rather than its compiled defaults. See X for informa-
941 tion about how these are searched.
942
943 ............////aaaapppppppp----ddddeeeeffffaaaauuuullllttttssss////xxxxmmmmrrrriiiissss////<<<<ggggaaaarrrrddddeeeennnnssss>>>>
944 <<<<ssssccccoooorrrreeee----ddddiiiirrrr>>>>////<<<<ggggaaaarrrrddddeeeennnnssss>>>>
945 <<<<ssssccccoooorrrreeee----ddddiiiirrrr>>>>////ggggaaaarrrrddddeeeennnnssss////<<<<ggggaaaarrrrddddeeeennnnssss>>>>
946 Search path for loadable gardens. The suffix ".gdn" is
947 appended to the filename, if required.
948
949 ddddiiiiggggiiiittttssss....ggggddddnnnn,,,, aaaallllpppphhhhaaaabbbbeeeetttt....ggggddddnnnn,,,, ppppuuuuzzzzzzzzlllleeee....ggggddddnnnn
950 Some of the garden files.
951
952SSSSEEEEEEEE AAAALLLLSSSSOOOO
953 xxxxmmmmrrrreeeedddd(6)
954
955EEEERRRRRRRROOOORRRRSSSS
956 If you use a lock file, rather than lockf, and an error
957 occurs creating the lock file, a message is printed on
958 stderr, and file locking is not done for that access. Subse-
959 quent accesses may be alright.
960
961 If an error occurs opening the score file, a message is
962 printed on stderr, and the score file is disabled. Personal
963 score files will be generated in the users' home direc-
964 tories.
965
966 Various errors can occur during initialization, most are
967 obvious. Note that if you requested a non-default visual,
968 you may also have to request a private colormap, otherwise
969 an X error 8 on request 1:0 occurs when realizing the
970 widget.
971
972 Some systems' timer returns too soon. Mr Is detects this,
973 and then starts performing a busywait at the end of the
974 timer period. A warning is also printed. If this is the
975 case, it may be better to force busywaiting with the
976 busywait resource.
977
978 If a loadable garden is incorrect, an error is displayed,
979 enabling you to locate the offending files and lines. The
980 garden is ignored.
981
982BBBBUUUUGGGGSSSS
983
984
985
986
987X Version 11 Last change: 12 December 1995 15
988
989
990
991
992
993
994XMRIS(6) Games and Demos XMRIS(6)
995
996
997
998 Mr Is can be addictive, so don't blame me if your work
999 suffers.
1000
1001 Mr Is does not check that the key definitions in the appli-
1002 cation resources do not conflict with each other. Neither
1003 are the colours checked, to see that things are actually
1004 visible.
1005
1006 Some of the -msit -swap sprites have black pixels at their
1007 edge. These should really be background colour pixels, but
1008 this is only significant if the -swap background colour is
1009 not dark.
1010
1011 Best of the day scores scored between 21:00 Dec 31 and 00:00
1012 Jan 1 won't be kept until noon on New Year's Day.
1013
1014 One of the sprites with lettering, has the lettering
1015 reversed when facing left.
1016
1017 Getting accurate, stable timing is difficult, as Unix is not
1018 a real time OS. Unix schedules processes in ticks, with a
1019 certain granularity. Getting finer grained timing than that
1020 is very much system dependent. There is also slippage
1021 between receiving one interrupt and starting the next one.
1022 You don't want to get the interrupt to restart itself (even
1023 though this is possible), as you then get very rude
1024 behaviour if your main loop is a bit too slow, (Mr Is on
1025 speed). Some timers round downwards, returning before the
1026 requested time. This has to be detected, and a busy wait
1027 inserted.
1028
1029 The visual class name conversion is performed by a standard
1030 toolkit routine. It accepts only American spelling, the
1031 English spelling of
1032
1033CCCCOOOOPPPPYYYYRRRRIIIIGGGGHHHHTTTT
1034 Copyright (C) 1995, 1994, 1993, 1992 Nathan Sidwell.
1035
1036AAAAUUUUTTTTHHHHOOOORRRR
1037 Nathan Sidwell <nathan@pact.srf.ac.uk>
1038 <http://www.pact.srf.ac.uk/~nathan/>
1039
1040 Additional sprites by Stefan Gustavson <stefang@isy.liu.se>
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053X Version 11 Last change: 12 December 1995 16
1054
1055
1056
1057