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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
14 lines
555 B
HTML
14 lines
555 B
HTML
Netslide
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<p>
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Slide the grid squares around so that they all join up into a single
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connected network with no loops.
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<p>
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Click on the arrows at the edges of the grid to move a row or column
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left, right, up or down. The square that falls off the end of the
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row comes back on the other end.
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<p>
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Squares connected to the middle square are lit up. Aim to light up
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every square in the grid (not just the endpoint blobs).
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<p>
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Connecting across a red barrier line is forbidden. On harder levels,
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there are fewer barriers, which makes it harder rather than easier!
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