updated readme

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Luxferre
2024-01-22 14:01:58 +02:00
parent aae94ca5a0
commit 2a9fa864fd
+24 -3
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@@ -47,7 +47,7 @@ From now on, the following commands are available (case-insensitive):
* rand: toggle between the AWK's native PRNG (default) and a custom one * rand: toggle between the AWK's native PRNG (default) and a custom one
* quit: quit the game * quit: quit the game
The following commands are only available in cheat mode (-v CHEAT=1): The following commands are only available in the cheat mode (-v CHEAT=1):
* cash (number): add (number) to your cash balance * cash (number): add (number) to your cash balance
* sneak (planetname): fly to planetname without spending fuel * sneak (planetname): fly to planetname without spending fuel
@@ -81,7 +81,24 @@ To be continued. This list is expected to grow in the future.
== FAQ == == FAQ ==
- Is this a one-to-one port of Bell's Text Elite? - What is Text Elite anyway?
Text Elite is a subset of the original Classic Elite for BBC Micro, first
implemented by Ian Bell in 1999, featuring trading only and text-based
interface. Quoting Ian Bell himself from his website:
> Text Elite is a C implementation of the classic Elite trading system
> in a text adventure style shell. I originally coded this to formalise
> and archive the definition of the Classic Elite Universe, but have released
> it, with sources, now that Christian Pinder has publicly reverse engineered
> BBC Disk Elite trading into C.
> Text Elite is currently trading only. There is no risk of misjump, police,
> or pirate attack.
As of now, the last published version of the original Text Elite is 1.5.
Its source code can be found here: http://www.elitehomepage.org/text/
- So, is this a one-to-one port of Bell's Text Elite?
No. Although the original C source code was used as a base, porting was done No. Although the original C source code was used as a base, porting was done
by looking at *several* existing ports to understand the logic and basically by looking at *several* existing ports to understand the logic and basically
@@ -92,7 +109,7 @@ instead of hexadecimal as POSIX AWK does not support hex literals.
- Why do awlite versions start from 1.5.1 then? - Why do awlite versions start from 1.5.1 then?
Because awlite is versioned in terms of functionality. The direct one-to-one Because awlite is versioned in terms of functionality. A direct one-to-one
port would have the same 1.5 version, and every slight improvement adds a new port would have the same 1.5 version, and every slight improvement adds a new
subversion, i.e. bumps the version number by 0.0.1. Stable subversions tend to subversion, i.e. bumps the version number by 0.0.1. Stable subversions tend to
have even numbers, testing subversions tend to have odd numbers. Also, every have even numbers, testing subversions tend to have odd numbers. Also, every
@@ -105,6 +122,10 @@ As of now, the entire game is contained in a single file with a little under
500 SLOC of POSIX AWK code. Future functionality might increase the codebase 500 SLOC of POSIX AWK code. Future functionality might increase the codebase
size, but one of the goals is to keep it under 1000 SLOC no matter what. size, but one of the goals is to keep it under 1000 SLOC no matter what.
- Why AWK?
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.
- Why did you keep the cheating commands present in the original? - Why did you keep the cheating commands present in the original?
To preserve backward compatibilty with some trading scripts written for the To preserve backward compatibilty with some trading scripts written for the