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-
- /***************************************************************************
-
- USELESS INFORMATION:
-
-
- This program was originally written under (shudder) Metacomco's ABasic,
- at least until the message "Too many FOR loops" was obtained. When
- Microsoft's Basic became available, the program was converted and
- completed. It is now in compiled form, thanks to ABSOFT. It was an early
- attempt (1985) to use some of the Amiga's features. No apologies are offered
- for its lack of sophistication. (After all, it is free.) It will perform a
- useful function, namely unscrambling a real world (physical) cube. The cube
- is manipulated in 3-Space by simply changing color registers. The cube is
- actually drawn only once. This method was chosen because of the blinding
- speed (you can't see any) of ABasic.
-
-
- /***************************************************************************
-
- USEFUL INFORMATION:
-
- Contrary to what the program says on startup, it is NOT shareware. The
- requested fee of $0.02 (two cents U.S.) is hereby waived. You are free to do
- anything you like with it. Source code is available free upon request to
- anyone foolish enough to want to look at it.
-
- This program solves Rubik's cube. To solve a cube, paint it to look like
- your scrambled cube then use the SV command. The program will respond with
- a series of instructions that, when followed correctly, will restore your
- cube to the pristine (unscrambled) state. The faces are labeled up (U) for
- top, down (D) for bottom, left (L) for left, right (R) for right, front (F)
- for front, and back (B) for back. A command such as R rotates that face
- clockwise AS YOU FACE THAT FACE. Prime commands such as L' rotate that face
- counterclockwise. '2' commands such as F2 rotate that face 180 degrees.
- Slice commands (RS) rotate that face clockwise AND the opposite face CCW.
- '3' commands rotate a face AND the opposite face 180 degrees.
-
- There are also commands which apply to the cube as a whole, and not just
- a face(s). These are:
- X('2) which rotates the cube on the x axis. The right face moves CW.
- Y('2) which rotates the cube on the y axis. The up (top) face moves CW.
- Z('2) which rotates the cube on the z axis. The front face moves CW.
- Of course prime (') suffix commands cause CCW rotation, while 2 suffix
- commands cause 180 degree rotation. Remember, CW and CCW apply as you face
- the face. (intentional). If you are not familiar with this notation (David
- Singmaster's) play around with the commands until you are before you try
- to solve a cube.
-
- A list of commands may be had by typing LC at the enter command prompt.
-
- To paint the cube, use the menu to select the color you want, point to
- the appropriate facelet and click the left mouse button. The easiest way
- is to paint the three visible faces, then use the ORIENT menu commands to
- X2 followed by Y to bring the other three faces into view.
-
- If you paint an illegal cube, the program may refuse to solve it. In any
- case, it will never FINISH solving it. It will let you know when you exit
- the paint (NC) routine if you have a bad cube. The program not only verifies
- that the center colors are unique, and that there are 9 facelets of each
- color, but it also performs parity checks to ascertain that the cube can be
- restored to the pristine state. Therefore, you cannot force the program
- into an endless loop.
-
- So, if you have disassembled and done unseemly things to your cube, this
- program will not solve your cube. However, if you have inadvertently
- scrambled such a cube, you can partially solve it to where you can
- disassemble and correct the defugalties. Do this by solving the first 2
- layers, save the cube, and save again after each step in the top layer
- procedures. You exit solve by hitting the esc key, save to a memory, then
- solve again.
-
- When solving the first layer, the program will (sometimes) reorient the
- cube without a specific command. This was done to save time and because the
- sequences are short and simple, but mainly because the programmer was lazy.
- Also, you may notice that the program somtimes issues command strings such
- as y2,y instead of y'. This is because the programmer did not bother to
- check and streamline the command stream before issuing it. However, all
- sequences are correct. Always verify by the 3 visible center colors that
- you have the cube oriented correctly.
-
- There are 10 memories numbered 0-9 that you can use to save and restore
- cubes with the commands CM (current to memory) and MC (memory to current)
- respectively.
-
- The NU (not used) command is in fact used to do a little graphic thingy
- with the cube. Pressing the select button moves from one display to the next.
-
- The program uses the colors of my cube, but you may set your own with
- the EC (edit colors) command.
-
- When started, the program places you in the NC (new cube) command where
- you can paint the cube to look like your scrambled one. If you need to change
- colors, you can either exit and edit colors or go ahead and paint the cube
- and then change the colors.
-
- The algorithm used is Don Taylor's. For more info on the cube, see
- March 1981 Scientific American.
-
- There are a couple of other commands that you can explore on your own.
- If you get stuck somewhere, use the ESC key or the left mouse button. One or
- the other should get you back into command mode. Have fun!
-
-
- JLM
-
- ***************************************************************************/
-