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