updated readme
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@@ -47,7 +47,7 @@ From now on, the following commands are available (case-insensitive):
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* rand: toggle between the AWK's native PRNG (default) and a custom one
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* quit: quit the game
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The following commands are only available in cheat mode (-v CHEAT=1):
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The following commands are only available in the cheat mode (-v CHEAT=1):
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* cash (number): add (number) to your cash balance
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* sneak (planetname): fly to planetname without spending fuel
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@@ -81,7 +81,24 @@ To be continued. This list is expected to grow in the future.
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== FAQ ==
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- Is this a one-to-one port of Bell's Text Elite?
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- What is Text Elite anyway?
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Text Elite is a subset of the original Classic Elite for BBC Micro, first
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implemented by Ian Bell in 1999, featuring trading only and text-based
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interface. Quoting Ian Bell himself from his website:
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> Text Elite is a C implementation of the classic Elite trading system
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> in a text adventure style shell. I originally coded this to formalise
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> and archive the definition of the Classic Elite Universe, but have released
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> it, with sources, now that Christian Pinder has publicly reverse engineered
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> BBC Disk Elite trading into C.
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> Text Elite is currently trading only. There is no risk of misjump, police,
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> or pirate attack.
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As of now, the last published version of the original Text Elite is 1.5.
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Its source code can be found here: http://www.elitehomepage.org/text/
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- So, is this a one-to-one port of Bell's Text Elite?
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No. Although the original C source code was used as a base, porting was done
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by looking at *several* existing ports to understand the logic and basically
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@@ -92,7 +109,7 @@ instead of hexadecimal as POSIX AWK does not support hex literals.
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- Why do awlite versions start from 1.5.1 then?
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Because awlite is versioned in terms of functionality. The direct one-to-one
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Because awlite is versioned in terms of functionality. A direct one-to-one
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port would have the same 1.5 version, and every slight improvement adds a new
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subversion, i.e. bumps the version number by 0.0.1. Stable subversions tend to
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have even numbers, testing subversions tend to have odd numbers. Also, every
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@@ -105,6 +122,10 @@ As of now, the entire game is contained in a single file with a little under
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500 SLOC of POSIX AWK code. Future functionality might increase the codebase
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size, but one of the goals is to keep it under 1000 SLOC no matter what.
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- Why AWK?
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Because the current AWK gaming scene is rather poor (besides a handful of GAWK-specific games), and it is an interesting challenge to port such a title to an environment requiring nothing except a bare kernel and BusyBox to play it.
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- Why did you keep the cheating commands present in the original?
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To preserve backward compatibilty with some trading scripts written for the
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