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- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- NNNNAAAAMMMMEEEE
- reve - an othello game.
-
- SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
- rrrreeeevvvveeee [ ----aaaannnniiiimmmmaaaatttteeee ] [ ----bbbbeeeessssttttmmmmoooovvvveeee ] [ ----bbbbllllaaaacccckkkk ] [ ----cccclllloooocccckkkk ] [ ----dddd
- _d_i_f_f_i_c_u_l_t_y ] [ ----eeee _e_d_g_e_f_i_l_e ] [ ----gggg _g_e_o_m_e_t_r_y ] [ ----hhhh _h_e_l_p_f_i_l_e ]
- [ ----hhhheeeellllpppp ] [ ----iiii ] [ ----llllaaaasssstttt ] [ ----llllooooaaaadddd _g_a_m_e_f_i_l_e ] [ ----lllloooogggg ] [ ----mmmm
- ] [ ----nnnnooootttteeeessss ] [ ----nnnnuuuummmmbbbbeeeerrrr ] [ ----ooooppppppppoooonnnneeeennnntttt _u_s_e_r@_h_o_s_t ] [ ----pppprrrrooooppppssss ]
- [ ----qqqquuuuiiiicccckkkk ] [ ----rrrr _r_e_v_e__p_r_o_c ] [ ----vvvv ] [ ----wwwwhhhhiiiitttteeee ] [ ----???? ] [ ----WWWWiiii ]
- [ ----WWWWpppp _x _y ] [ ----WWWWPPPP _x _y ]
-
- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- _R_e_v_e is a version of the popular Othello game. It contains
- graphical interfaces for SunView, X11 and XView, as well as
- being able to function on normal display terminals using a
- termcap interface.
-
- Reve is played on an 8 x 8 board, with stones which should
- be considered to be black on one side and white on the
- other. A legal move consists of placing a stone of one's own
- color on the board so as to "sandwich" one or more rows
- (orthogonal or diagonal) of stones of the opposite color
- between the stone just placed and another stone of the same
- color. All stones so sandwiched are flipped over to reveal
- the color of the other side (your own color).
-
- The object of the game, is to have more stones than the
- opponent at the end of the game (ie. when the board is full
- or neither side has a legal move). If you have no legal
- move, you simply miss a turn. Black goes first.
-
- With _r_e_v_e, to place one of your own stones simply click with
- the mouse over the square in which you want your stone to
- go. Note that it is also possible to supply a number and a
- letter pair, to indicate where you would like your new stone
- to go. This is the only method to place stones with the dumb
- tty interface. The square containing the last move will be
- shown with a black outline. This is updated with each new
- move. If you hold the mouse button down as you move around
- the board, the square you are currently over will be
- highlighted.
-
- There are various buttons, choice, toggles and cyclic
- selections available. Their meanings are given below, plus
- an indication of their keyboard equivalents. With the cyclic
- selections, clicking over the left half of the cycle item
- increments the selection, and clicking over the right half
- of the cycle item decrements the selection. Control-l is a
- keyboard accelerator for redrawing the _r_e_v_e windows.
-
- By default, a human will play black, and the computer will
- play white. If you want a human vs human startup or some
-
-
-
- Page 1 (printed 7/17/95)
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-
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- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- other combination, then you should use the appropriate
- command line options (see below).
-
- RRRREEEEVVVVEEEE BBBBUUUUTTTTTTTTOOOONNNNSSSS
- With the graphics versions, there are ten buttons that are
- normally displayed at the top of the _r_e_v_e window. Each of
- these buttons, has a keyboard equivalent which is given in
- brackets below. Note that the XView version has a slightly
- different appearance, but it should be easy to deduce what
- each option does.
-
- llllooooaaaadddd [[[[ LLLL ]]]] Load a game file. The format of this game
- file is given below. With the graphical
- versions, a text field is displayed
- between the ddddoooonnnneeee and qqqquuuuiiiitttt buttons for you
- to enter the filename of this game file.
- Clicking over the ccccaaaannnncccceeeellll button or
- pressing the Escape key will cancel the
- load operation. When you press the Return
- key, filename entry is complete, and the
- program will try to load this file. If
- it's unsuccessful, it will stop on the
- invalid line, and display an error
- message. As each line is successfully read
- from the game file, the stone is displayed
- on the board, and the appropriate stones
- flipped.
-
- mmmmoooovvvveeeessss???? [[[[ AAAA ]]]] Show all the valid moves for the current
- board. This is useful for beginners, and
- for teaching purposes.
-
- nnnneeeewwww ggggaaaammmmeeee [[[[ nnnn ]]]] Start a new game of _r_e_v_e
-
- hhhheeeellllpppp [[[[ HHHH ]]]] Display a window containing the online
- _r_e_v_e help information. A cycle at the top
- of this window allows you to page through
- this file.
-
- rrrreeeeddddoooo [[[[ rrrr ]]]] Redo the last "move". If the opponent is
- the computer, then two "moves" are redone.
- A "move" is considered to be all
- consecutive moves by the opponent. To
- redo a move, you must have undone a move.
-
- pppprrrrooooppppssss [[[[ pppp ]]]] Display a property sheet containing
- choices and toggles which will alter
- various _r_e_v_e properties.
-
- ssssaaaavvvveeee [[[[ SSSS ]]]] Save the current game to file. See the
- entry for the llllooooaaaadddd button above for
- details of how to enter the filename.
-
-
-
- Page 2 (printed 7/17/95)
-
-
-
-
-
-
- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- ssssuuuuggggggggeeeesssstttt [[[[ ssss ]]]] Let the computer suggest a good move for
- you. This move will be dependent upon the
- current level of difficulty set.
-
- pppprrrriiiinnnntttt [[[[ PPPP ]]]] Print the current game to a PostScript
- printer. The default print command is
- "trans | lpr", but this can be over-ridden
- for the X11 and XView versions with an X
- resource (see below).
-
- uuuunnnnddddoooo [[[[ uuuu ]]]] Undo the last "move". If the opponent is
- the computer, then two "moves" are undone.
- A "move" is considered to be all previous
- consecutive moves by the opponent.
-
- qqqquuuuiiiitttt [[[[ qqqq ]]]] Exit the _r_e_v_e program.
-
- RRRREEEEVVVVEEEE PPPPRRRROOOOPPPPEEEERRRRTTTTYYYY SSSSHHHHEEEEEEEETTTT SSSSEEEELLLLEEEECCCCTTTTIIIIOOOONNNNSSSS
- With the graphical versions, there is a property sheet
- window which can be displayed. The property sheet has two
- choice items, one cyclic item, and six toggle items. Click
- with the left mouse button over the option you want from the
- choice items. With the cyclic items, click with the left
- mouse button over the appropriate half, to either increment
- or decrement the current value. Clicking left over the
- toggle item boxes, will toggle the value of that item on or
- off. The choice and toggle items also have keyboard
- equivalents which are given in brackets below. The choice
- items must be followed by the value of the new selection you
- wish to make. The dumb tty version has the equivalent of
- these items displayed to the right of the reve board
- display.
-
- CCCCoooommmmppppuuuutttteeeerrrr ppppllllaaaayyyyssss:::: [[[[ CCCC ]]]]
- A choice item which selects what color[s]
- the computer should play. The keyboard
- equivalents are 'b' for black, 'w' for
- white, 'n' for neither, and 'a' for all
- (both).
-
- DDDDiiiiffffffffiiiiccccuuuullllttttyyyy:::: [[[[ DDDD ]]]] A choice item which sets the degree of
- difficulty for the computers moves.
- Keyboard selection values are in the range
- '1' to '9'. The computer move is
- determined on a time basis. The degree of
- difficulty determines the total amount of
- time that the computer will take to make
- all its moves. Here are the time periods
- for each level of difficulty:
-
- Difficulty Time
-
-
-
-
- Page 3 (printed 7/17/95)
-
-
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- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- 1 Time allocation disabled (fast simple move).
- 2 1 minutes.
- 3 3 minutes.
- 4 5 minutes.
- 5 10 minutes.
- 6 15 minutes.
- 7 20 minutes.
- 8 30 minutes.
- 9 60 minutes.
-
- Level eight is tournament level.
-
- SSSSeeeetttt sssseeeeaaaarrrrcccchhhh ddddeeeepppptttthhhh:::: [[[[ NNNNoooo kkkkeeeeyyyybbbbooooaaaarrrrdddd eeeeqqqquuuuiiiivvvvaaaalllleeeennnntttt ]]]]
- A cyclic item which sets the maximum
- search depth for each and every computer
- move. By default this option is turned
- off, and the computer uses a clock to time
- it's moves. Depending on where in the game
- you are, the search depth usually varies
- by one or two plys. Turning on this option
- disables the clock.
-
- AAAAnnnniiiimmmmaaaatttteeee mmmmoooovvvveeee ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy aaaa oooorrrr AAAA ]]]]
- A toggle item for animating the computer
- move and the dragging of human pieces.
-
- SSSShhhhoooowwww ccccuuuurrrrrrrreeeennnntttt bbbbeeeesssstttt mmmmoooovvvveeee ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy bbbb oooorrrr BBBB ]]]]
- A toggle item for showing the current best
- move as the computer makes it's move.
-
- SSSShhhhoooowwww llllaaaasssstttt mmmmoooovvvveeee ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy llll oooorrrr LLLL ]]]]
- A toggle item for outlining the square
- containing the last move.
-
- SSSShhhhoooowwww eeeevvvvaaaalllluuuuaaaattttiiiioooonnnn iiiinnnnffffoooorrrrmmmmaaaattttiiiioooonnnn ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy eeee oooorrrr EEEE ]]]]
- A toggle item for displaying evaluation
- information for each computer move. In
- short, a positive number indicates a good
- move for the computer, and a negative
- number is good for the opponent. The
- evaluation information also includes the
- depth to which the computer searched for
- it's move. If that depth value is
- negative, it indicates the search was not
- completed at that depth, due to the timer
- expiring.
-
- NNNNuuuummmmbbbbeeeerrrr llllaaaasssstttt mmmmoooovvvveeee ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy nnnn oooorrrr NNNN ]]]]
- A toggle item for number the last move
- stone.
-
- DDDDoooonnnn''''tttt sssshhhhoooowwww fffflllliiiipppp ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy ffff oooorrrr FFFF ]]]]
-
-
-
- Page 4 (printed 7/17/95)
-
-
-
-
-
-
- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- A toggle item to prevent the flip of the
- stones as a turn is completed.
-
- IIIInnnnvvvvaaaalllliiiidddd mmmmoooovvvveeee sssshhhhoooowwwwssss lllleeeeggggaaaallll mmmmoooovvvveeeessss ooooppppttttiiiioooonnnn.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy mmmm oooorrrr MMMM ]]]]
- A toggle item which will show all the
- possible legal moves if the user makes an
- invalid move.
-
- UUUUsssseeee CCCClllloooocccckkkkssss ttttoooo TTTTiiiimmmmeeee MMMMoooovvvveeeessss.... [[[[ OOOO ffffoooolllllllloooowwwweeeedddd bbbbyyyy cccc oooorrrr CCCC ]]]]
- A toggle item to display timer clocks for
- each player. If timer clocks are shown,
- then each player is allowed a certain
- amount of time to play all their moves.
- This amount of time depends on the current
- level of difficulty.
-
- OOOOPPPPTTTTIIIIOOOONNNNSSSS
- ----aaaannnniiiimmmmaaaatttteeee
- Show animation. The computer's stone will glide in from
- the top left corner of the board, and when you hold the
- left mouse button down, your stone is dragged around.
-
- ----bbbbeeeessssttttmmmmoooovvvveeee
- As the computer is making it's move, continually show
- the position of the best move found so far.
-
- ----bbbbllllaaaacccckkkk
- Black will be played by a human.
-
- ----cccclllloooocccckkkk
- Display clocks to time each move. A total amount of
- time is allowed for each player depending upon the
- level of difficulty. When that time has expired, then
- the game is over.
-
- ----dddd _d_i_f_f_i_c_u_l_t_y
- The level of difficulty for computer moves. See the
- DDDDiiiiffffffffiiiiccccuuuullllttttyyyy:::: cyclic item description above for more
- information.
-
- ----eeee _e_d_g_e_f_i_l_e
- Specify an alternate location for the _r_e_v_e edge
- stability table file. Normally the location of this
- file is compiled in when the program is created, but
- _r_e_v_e will search every directory on your search path
- looking file a file called _r_e_v_e._e_d_g_e_t_a_b_l_e.
-
- ----gggg _g_e_o_m_e_t_r_y
- Used with the X11 variant of _r_e_v_e to give geometry
- information.
-
- ----hhhh _h_e_l_p_f_i_l_e
-
-
-
- Page 5 (printed 7/17/95)
-
-
-
-
-
-
- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- Specify an alternate location for the _r_e_v_e online help
- file. Normally the location of this file is compiled in
- when the program is created, but _r_e_v_e will search every
- directory on your search path looking file a file
- called _r_e_v_e._h_e_l_p.
-
- ----hhhheeeellllpppp
- Initially show the _r_e_v_e help window.
-
- ----iiii Invert the reve window before displaying it. For use by
- people who started their graphics environment in
- inverse mode. This option is currently only implemented
- for the SunView version.
-
- ----llllaaaasssstttt
- Show where the last stone was placed, by outlining the
- square.
-
- ----llllooooaaaadddd _g_a_m_e_f_i_l_e
- Load a game file. The format of this game file is given
- below. The board will be setup with these stones.
-
- ----lllloooogggg Save a log of computer move information to the file
- _r_e_v_e._r_e_s as the game progresses. This information is
- probably only useful to people trying to improve the
- computer algorithm.
-
- ----mmmm Always display in monochrome, even on a color screen.
-
- ----nnnnooootttteeeessss
- Display computer notes.
-
- ----nnnnuuuummmmbbbbeeeerrrr
- Show the move number on the last stone placed.
-
- ----ooooppppppppoooonnnneeeennnntttt _u_s_e_r@_h_o_s_t
- Play a game against another human on another networked
- machine. _R_e_v_e will send an invitation to that person
- asking if the want to play, and they will then invoke
- _r_e_v_e on their machine (using your username and
- hostname), and the connection is established. Note that
- both machines need to have the _r_e_v_e network daemon
- configured. See the README file for information on how
- to do this.
-
- ----pppprrrrooooppppssss
- Initially show the _r_e_v_e property window.
-
- ----qqqquuuuiiiicccckkkk
- Play a quick game. Don't flash the stones as they are
- being turned.
-
-
-
-
- Page 6 (printed 7/17/95)
-
-
-
-
-
-
- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- ----rrrr _r_e_v_e__p_r_o_c
- Full pathname of the computer strategy _r_e_v_e__p_r_o_c
- program.
-
- ----???? Print the version number and usage message for this
- release of the _r_e_v_e program.
-
- ----vvvv Print the version number and usage message for this
- release of the _r_e_v_e program.
-
- ----wwwwhhhhiiiitttteeee
- White will be played by a human.
-
- ----WWWWiiii Start the _r_e_v_e program up in iconic form. The SunView
- and XView version of _r_e_v_e will automatically uses this
- flag, but the X11 version will also.
-
- ----WWWWpppp _x _y
- Start the open window position at _x _y
-
- ----WWWWPPPP _x _y
- Start the icon position at _x _y
-
- RRRREEEESSSSOOOOUUUURRRRCCCCEEEESSSS
- On startup, the X11 and XView version of _r_e_v_e will use the
- following X resources. These resources can be placed in all
- the normal X places. You can also set a _R_E_V_E_D_E_F_A_U_L_T_S
- environment variable to point to a file containing them, or
- place them in a ._r_e_v_e_r_c file in your home directory.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.animate
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether various animation effects
- are shown.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.bestmove
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether to continually show the
- best move so far, as the computer is making
- it's move.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.boardSize
- VVVVaaaalllluuuueeeessss:::: Board size (numeric)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The initial size in pixels of the reve game
- board.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.difficulty
- VVVVaaaalllluuuueeeessss:::: Difficulty value (numeric)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The computer difficulty level.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.last
- VVVVaaaalllluuuueeeessss:::: True, False (False)
-
-
-
- Page 7 (printed 7/17/95)
-
-
-
-
-
-
- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether the position of the last
- stone placed is shown by a square.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.log
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether to save a log of computer
- information to the file _r_e_v_e._r_e_s/
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.notes
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether todisplay computer notes.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.number
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether the last stone placed in
- numbered.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.quick
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether a quick game should be
- played. Stones are not flashed as they are
- placed, if this resource is set true.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.properties
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether the properties window is
- initially displayed.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.showClocks
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether timer clocks for each
- player are initially displayed.
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.showHelp
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether the online help window is
- initially displayed.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.showLegalMoves
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether an invalid move should show
- all legal moves.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.iconiseForOpponentMove
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether the reve window should be
- closed during the opponents move.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.bellAfterOpponentMove
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether there should be a beep
- sounded after the opponents move.
-
-
-
-
- Page 8 (printed 7/17/95)
-
-
-
-
-
-
- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.raiseAfterOpponentMove
- VVVVaaaalllluuuueeeessss:::: True, False (False)
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn Indicates whether the reve window should be
- automatically raised to the top after the
- opponents move.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.panelColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The background color of the main and property
- panels.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.boardColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The color of the reve playing board.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.boardBorderColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The border color of the reve playing board.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.gridColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The color of the grid lines on the reve
- playing board.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.textColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The color of all text panel text items.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.itemColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The background color of the button and cycle
- items.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.blackStoneColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The color of the "black" stones.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.whiteStoneColor
- VVVVaaaalllluuuueeeessss:::: Color name string or hexadecimal color
- specification string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The color of the "white" stones.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.blackStoneName
- VVVVaaaalllluuuueeeessss:::: Black stone name string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The name to be displayed in all "black" stone
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- Page 9 (printed 7/17/95)
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- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- messages.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.whiteStoneName
- VVVVaaaalllluuuueeeessss:::: White stone name string.
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The name to be displayed in all "white" stone
- messages.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.printCommand
- VVVVaaaalllluuuueeeessss:::: Print command string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The print command to use to print reve game
- transcripts.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.boardFont
- VVVVaaaalllluuuueeeessss:::: Font name string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The name of the font used to display text on
- the reve game board.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.boldFont
- VVVVaaaalllluuuueeeessss:::: Font name string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The name of the font used to display bold
- text.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.helpFont
- VVVVaaaalllluuuueeeessss:::: Font name string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The name of the font used to display the
- online help information.
-
- RRRReeeessssoooouuuurrrrcccceeee:::: reve.normalFont
- VVVVaaaalllluuuueeeessss:::: Font name string
- DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn The name of the font used to display normal
- text.
-
- RRRREEEEVVVVEEEE GGGGAAAAMMMMEEEESSSS FFFFIIIILLLLEEEE FFFFOOOORRRRMMMMAAAATTTT
- _R_e_v_e has the ability to load or save games. The format of
- the games files are:
- 1, <C-4> - [ remarks field ]
- 2, - <E-3> [ remarks field ]
- There is one move per line. Lines starting with a '#' and
- blank lines are ignored. The first field of each line is the
- move number. This will be present before the comma. It is
- used as a consistency check. Next are the black and white
- fields. If the '<' character is present before the white.
- The three characters between the '<' and '>' are the move,
- and give the column and row. The column letter can be in
- either lower or upper case.
- It is possible for one player to have two or more
- consequentive moves, hence the need for the above scheme.
- _R_e_v_e is flexible about white space (except between the '<'
- and '>' characters). The remarks field is ignored. The
- program will stop on the first line it thinks is in error,
- and display the reason for this. As valid lines are read
- from a game file, the board is updated.
-
-
-
- Page 10 (printed 7/17/95)
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- RRRREEEEVVVVEEEE((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((11113333 NNNNoooovvvveeeemmmmbbbbeeeerrrr 1111999999991111)))) RRRREEEEVVVVEEEE((((6666))))
-
-
-
- FFFFIIIILLLLEEEESSSS
- ////uuuussssrrrr////llllooooccccaaaallll////lllliiiibbbb////rrrreeeevvvveeee....eeeeddddggggeeeettttaaaabbbblllleeee
- ////uuuussssrrrr////llllooooccccaaaallll////lllliiiibbbb////rrrreeeevvvveeee....hhhheeeellllpppp
- ~~~~////....rrrreeeevvvveeeerrrrcccc
- edge stability table for all possible edge
- combinations.
- ////eeeettttcccc////sssseeeerrrrvvvviiiicccceeeessss
- ////eeeettttcccc////iiiinnnneeeettttdddd....ccccoooonnnnffff
- BBBBUUUUGGGGSSSS
- See the TODO file for the list of known problems.
- AAAAUUUUTTTTHHHHOOOORRRRSSSS
- Computer strategy: Yves Gallot (no net address at
- present).
- Graphics interface: Rich Burridge richb@Aus.Sun.COM
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- Page 11 (printed 7/17/95)
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