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
* 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
* 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 ==
- 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
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?
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
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
@@ -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
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?
To preserve backward compatibilty with some trading scripts written for the