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.TH ITETRIS 6 "01 Jun 2001" "" "Version 1.4.0: libvga X11"
.SH NAME
INTELLIGENT FRAC \- a new old 3D packing game.
.SH CONTENT
* ABOUT THE GAME
.br
* COMMAND LINE
.br
* CONTROLLING THE GAME
.br
Starting the game.
.br
Moving blocks.
.br
Common commands.
.br
Volume control.
.br
Pausing and BOSS feature.
.br
* SCORING
.br
Keeping score.
.br
World-wide score table.
.br
* PLAYING MUSIC
.br
Background music list.
.br
* RELEASE INFORMATION
.SH ABOUT THE GAME
FRAC is probably the simplest 3D packing game I know. Instead
of sophisticated figures, you have simple polyhedral blocks
that have to be packed in the most optimal way.
As usually, each full layer is released. This not only gives you
points, but also a chance to see the obscured gaps in the game board.
This realisation scores top 15 human scores, and can also
play itself (demo mode). It supports different screen resolutions
and colour depths from 4 to 32 bpp. Optional features: joystick,
background music, level control. It also can play game itself.
The game is available in console(libvga) and X11 implementations.
The latter can run either in a window or in direct graphic (DGA) mode.
The manual covers all implementations.
You don't need any package, appart from libvga(a.k.a. svgalib)
or X11-compatible server (XFree86-DGA support is required for direct
graphic access).
.SH COMMAND LINE
.B ifrac \fI[options]\fR - Linux svgalib version
.br
.B xifrac \fI[options]\fR - X11 version
If you call xifrac from xterm, using background mode ('xifrac &')
is recommended, however background mode should be avoided for
a console version.
.br
Option keywords are prefixed by a hyphen (\-).
If an option accepts an argument, it is specified after '=', or as a separate
word. Any keyword can be extended to make it more descriptive (e.g
using \fIvres\fR where \fIvr\fR would be sufficient). All keywords are
case insensitive. Thus both of the following command lines are equivalent:
ifrac -vr=l
.br
ifrac -VRes Low
.HP 0
In the following desription, alternative options are separated by a
vertical bar, where the default option comes first
(e.g. \fIbest\fR is the default option for \fI-vr\fR).
.SS \fUList of command line options\fR
.TP
.B -bpp=xx \fR (console only)
Specifies screen depth (bits per pixel) for console version.
Supported bpp values are 4, 8, 15, 16, 24 and 32, default 8.
If specified depth is not supported, the lower depth will be attempted.
This parameter is not effective with \fIvr=low\fR, where depth 4 is always
be used. It is also ignored by X version which uses default screen depth.
.TP
.B -cfont \fR (X11 only)
Use console font instead of native X font.
This can be more efficient (especially with \fIdifrac\fR)
and look better. See section \fIFonts\fR in \fIINSTALL\fR
for more information.
.TP
.B -dga \fR (X11 only)
Run xifrac in a full screen mode using direct graphic access (DGA).
Requires support of XFree86-DGA 2.0 by X server.
See section "Using XFree86-DGA" in INSTALL file for details.
.TP
.B -dnz \fR (X11 only)
Run xifrac direct graphic access (DGA) using current screen
resolution. Requires support of XFree86-DGA 2.0 by X server.
See section "Using XFree86-DGA" in INSTALL file.
.TP
.B -dva=mode \fR (console only)
Select graphic memory access:
.br
no - svgalib engine (safest)
.br
banked - direct memory access by 64K pages
.br
linear - linear framebuffer (fastest, default)
Normally, you should not worry much about that, because the application
will automatically select the most appropiate way of graphic memory
access. However, you might prefer \fB-dva=banked\fR in order to free RAM
for concurrent tasks. Direct video access is not used in VGA (16-colour)
mode.
.TP
.B -jb=xxxx \fR
Assign actions to joystick buttons.
Each action is represented with a single letter, as the following:
.br
B - rotate block back
.br
D - drop block
.br
H - show help panel
.br
L - next speed level
.br
M - stop/start background music
.br
N - show/hide next block
.br
O - OS/boss
.br
P - pause (same as H)
.br
R - rotate block forward
.br
T - show status
.br
V - void (do nothing)
.br
W - descend block (down)
.br
For example, \fBjb=rdbm\fR assigns 'rotate' to button1, 'drop'
to button2, 'rotate back' to button3, and 'down' to button 4.
Default settings are 'RDVV'.
Changing actions for buttons 1 and 2 may also affect joystick behaviour
between games.
.TP
.B -jc \fR
Force classic interface for joystick
(joystick interfaces are discussed in INSTALL file).
.TP
.B -jn \fR
Disable joystick.
.TP
.B -mb=xxx \fR
Assign actions to mouse buttons.
Action letters are same as for \fI-jb\fR argument, default 'RDW'.
The assigned actions affects only game mode, outside the game buttons always operate in a standard way.
Yan can only assign actions to the three mouse buttons, specified in the following order: \fIleft, right, middle\fR.
Mouse buttons 4 and 5 are always used for moving blocks (see \fBMoving blocks\fR).
.TP
.B -mn \fR
Disable mouse.
.TP
.B -h
Print command line summary and quit.
All other command line options are ignored.
This action is also taken if an invalid option
appears in command line.
.TP
.B -kil \fR (X11 only)
Kill a game that was paused with \fIboss\fR command.
(see \fBCONTROLLING THE GAME\fR section below).
If there are no suspended games, type a message and quit.
All other command line options are ignored.
.TP
.B -mus=fname \fR
Set location of background music play list. Default location is
specified during compilation (usually \fI~/.ifrac.bgl\fR).
.TP
.B -mus=* \fR
Don't play background music.
.TP
.B -noi
Skip introduction.
.TP
.B -nor (X11 only)
Always start a new game even if there is a suspended one.
A suspended game can be later activated in the same session
by running xifrac with '-res' argument or without an argument.
.TP
.B -pri \fR (X11 only)
Force using private colour map with pseudo-colour visual
(used normally for 256-colour mode). If the option is omitted,
the application will use private colour map, only if
the default colour map can't allocate all colours needed.
Option is ignored for other visuals (static-colour, true-colour, etc).
.TP
.B -res \fR (X11 only)
Resume a game that was paused with \fIboss\fR command.
(see \fBCONTROLLING THE GAME\fR section below).
If there are no suspended games, type a message and quit.
All other command line options are ignored.
.TP
.B -vr=[b|l|n]
Specifies screen resolution or window size, as the following:
\fBb\ (best)\fR make choice according to screen size (typically
size 640x480 will be chosen);
.br
\fBl\ (low)\fR screen size 640x350 for console version,
window size 600x400 for X version running in window,
size 640x400 for X version running direct graphic (-dga or -dnz);
.br
\fBn\ (normal)\fR use screen resolution or window size 640x480.
.br
.SH CONTROLLING THE GAME
.SS Starting game
While in Top Scores screen, select starting level, number of layers, and game type (real play and demo).
TAB keys changes current field (level, layers, type), Shift+TAB does that in the opposite direction.
To change value of current field, use arrow keys. Press Enter to start the game.
.H0
\fBWith joystick\fR use button 2 to select current filed, lever (or arrow keys) for changing the value of current field,
then press button 1 to start the game.
.H0
\fBUsing mouse in full-screen mode (svgalib or DGA):\fR use right button to select current field;
to change the value of current field use wheels or buttons 4,5 (see Moving block section);
press left button to start the game.
\fBUsing mouse with X11 window mode:\fR just click values with left mouse button,
then click Play or Demo to start the game in corresponding mode.
.SS Moving blocks
Use arrow keys or joystick lever to move a block in horizontal plane
(forward, backward, or diagonally).The middle key (\fI5\fR) rotates the block,
while pressing \fIEnter\fR rotates block in an opposite direction.
Instead of arrow keys, left keyboard keys (QWEASDZXC for QWERTY keyboard)
can be used.
Keyboard operates even if joystick is enabled. All keys are insensitive
to case and NumLock. \fIShift\fR pressed with a rotation key inverts
the direction of rotation.
Additional keys:
.TP
.B Space\fR - drop
.TP
.B Ins or 0\fR- descend block (down)
This does not decrement the bonus, and can be used for driving
a block throw a 'maze' (see \fBSCORING\fR section).
Special use of 'Drop' command is stopping repainting a board after releasing
a layer.
.HP 0
\fBUsing joystick buttons\fR: with a standard button layout,
button1 produces forward rotation (as '5' key), button2 drops.
Joystick button actions can be re-assigned with -jb command line
option, that can also make use of other buttons if available.
Navigation keys or joystick are also used for in \fBselection screen\fR
for choosing starting level, number of layers
or game mode (play or demo), depending
on the current selection box. Use TAB or Space to change current
box (Shift+TAB or Space selects previous block).
.HP 0
\fBUsing mouse buttons and wheel(-s)\fR:
.br
As it mentioned before, left, right and middle mouse buttons are
customized with -mb command line argument. Wheel(-s) and additional buttons
are used in the following way:
.br
First, or only wheel - move block forward / back,
.br
buttons 4 and 5 (MS Mouse explorer), or second wheel
.br
(dual-wheel mouse) - move block left / right.
.br
.HP 0
For svgalib you need to specify mouse type in libvga.config, e.g.
.br
mouse DRMOUSE4DS # Dual-wheel mouse
.br
mouse ExplorerPS2 # MS Mouse Explorer
.br
.HP 0
For correct X11 functionality you need the following:
.br
.I Dual-wheel mouse (e.g. A4):
.br
In /etc/X11/XF86Config:
.br
Option "Protocol" "IMPS/2"
.br
Option "ZAxisMapping" "4 5 6 7"
.br
.I MS Intellimouse Explorer:
.br
In /etc/X11/XF86Config:
.br
Option "Protocol" "ExplorerPS/2"
.br
Option "ZAxisMapping" "6 7"
.br
In ~/.xinitrc:
.br
xmodmap -e "pointer = 1 2 3 6 7 4 5"
.HP 0
.SS Common commands.
The following commands work in both play and demo mode.
.TP
.B N\fR - show hide next block
.TP
.B L\fR - go to next speed level
.TP
.B +\fR - rotate board
Play board can be rotated in both directions - this may reaveal
obscured spots, especially in demo mode. Rotation affects
controlling blocks, but not their internal behaviour. This
is why observing a rotated board might be confusing.
To rotate board clockwise press \fIPlus\fR(+) on numeric keypad, or
+/= keyboard key. To roate board counter clockwise, press
same key with \fIShift\fR.
.TP
.B J\fR - enable/calibrate joystick
If joystick was disabled by pressing 'K', it will be re-enabled and
calibrated, otherwise joystick will be re-calibrated.
.br
N.B. Currently calibration works only for the classic interface.
If calibration is effective, joystick lever must be in neutral
position, when pressing 'J' or when the game starts. Using a
calibration routine comming with the driver is always recommended.
.TP
.B K\fR - disable joystick (keyboard only)
.TP
.B M\fR - turn off / restart background music.
.TP
.B H\fR - show help screen.
.TP
.B P\fR - pause, same as 'H'.
.TP
.B T\fR or \fBF2\fR - show status screen.
This allows to check current settings, free memory,
joystick readings, or control volume and balance.
.T O back quote or F1 - boss
See subsection \fIPausing and BOSS feature\fR below.
.T Esc or Del - quit game / application.
Within game or demo: quit game or demo mode, bring summary screen.
.br
Within selection screen: quit application
.SS Volume control.
IFRAC provides a useful tool to control volume and balance
without using an external application. To use this feature, you
need an OSS-compatible driver (OSS, Linux Sound Driver, or ALSA)
that provides mixer support for your sound card.
The application selects first available mixer device in the following list:
* Master Volume
.br
* PCM
.br
* Alternative PCM (PCM-2)
.br
* Synthesizer
Volume and balance are controlled with the same keys as used
for moving a block, but with Shift:
.br
Shift+Up - increase volume
.br
Shift+Down - reduce volume
.br
Shift+Right - balance right
.br
Shift+Left - balance left
Alternatively you can use mouse:
.br
(First) wheel: volume up/down,
.br
Second wheel or buttons 4,5 - balance left/right.
.br
STATUS screen provides a convenient way to control volume and balance.
You don't need to press Shift for controlling volume/balance in STATUS screen.
.SS Pausing and BOSS feature.
To pause a game press 'H' or 'T'. This will suspend the game
bringing Help or Status screen. The game will also pause
if you change current terminal (console version, libvga 1.2.11+),
or minimize window in non-demo mode (X version).
On the contrary, BOSS feature allows to leave the application temporary,
so that its presence in the system can be hardly noticed ('ps' or
its equivalent is the only evidence I can think of).
Even if you are not afraid of your boss, you will find this feature
useful, especially in console or DGA mode, for attending or starting
other processes.
BOSS feature is invoked by pressing \fIO\fR, back quote or \fIF1\fR key.
Implementation of the boss command is different for console and X versions.
.B Console version.
Music stops, card switches to text mode, and the shell
is called. Shell is chosen according to user settings. The application
will also clear the screen and call 'ls' to hide the command line that
called 'ifrac'. To resume the game, type \fIexit\fR on shell prompt.
.B X version (window or DGA mode).
Music stops, the application hides, and original screen
size is restored. THe game will be resume when you start
xifrac again in the same session without an argument.
To avoid resuming the game (start a new game and keep
resumed game for later) type \fIxifrac -nores\fR.
To terminatea suspended game, run \fIxifrac -kil\fR.
You can have only one suspended process. BOSS command
will kill a previously "bossed" instance if finds any.
.SH SCORING
.SS Keeping score.
Any time when a block reaches its final position, a bonus value is added to
player's score. Initial value of the bonus is 20. This value is reduced
to 15 if next block is shown.
Bonus decrements every time when the block descends 'by itself'.
Hence, you can get a higher score if you drop a block as soon as possible,
or use 'Down', rather then simply wait, when you need to slide
under another block.
You also get points for full layers. Before version 1.3.0
you simply got 100 points for each released layer.
Starting from ifrac 1.3.0 you score more by releasing
eeveral layers at once, according to the following table:
.br
1 layer - 100 points
.br
2 layers - 300 points
.br
3 layers - 600 points
.br
4 layers - 1000 points
.SS World-wide score table.
Starting from ifrac-1.3.0 you can submit your score to World Wide
Score Table. If you are one of the local top scorers, and your score
is 5000 or higher, you get a code (password) that will be checked
during submission. The submission URL (http address and arguments)
is stored in an HTML file located in the directory
specified by IFRAC_HTML_DIR environment variable, or user home
directory if variable is missing, and named ifrac_scoreN..N.html,
where N..N is your score (e.g. ifrac_score10000.html). Whenever your
are on the web, open this file in a browser and click the link.
This will transfer you to IFRAC submission site, where you might
wish to correct or add some information before actual submission.
If you are connected diring the game, you can do submission straight
away: the program will call browser, specified by HTML_BROWSER
variable, if not found netscape or lynx will be called depending
on whether X or console version is used.
For obvious reasons, I can't give up the source code for generating
submission password. Therefore submission facility is present only
at pre-compiled versions. If your platform is not supported, you
can send me a cross-compiler for Intel or provide with a temporary
shell account for your site.
.SH PLAYING MUSIC
The game allows you to play music, as you play game or watch demo.
Music automatically changes with moving to a next level, and stops
with ending the game.
You can select your favorite music players and music files.
The only suggestion is that the music player should be a console
application, that preferably does not use the terminal intensively,
and does not require any human interaction. Fortunately, most of
popular players accept quiet mode (usually '-q' as command line
argument) that should be used where possible. Otherwise
IFRAC allows to re-direct standard files (stdout, stdin, stderr)
to /dev/null or elsewhere that might help with extremely talkative players.
All music players, mentioned in examples below, or appearing in sample
music list \fIifrac.bgl\fR work right with IFRAC.
.SS Background music list.
In order to play background music, you need to build a
Background Music List file. Standard location of
Background Music List file is specified during the installation.
Normally it is ~/.ifrac.bgl\fR (i.e '.ifrac.bgl in user's home directory).
This location can be suppressed with \fB-mus\fR command line
option, so that several lists can be used. Background music
can be disabled with \fB-mus=*\fR command line option.
This file can be stored in unpacked or gzip-compressed format.
If specified file name does not already end with '.gz',
the application will try to open it with '.gz' extension,
in case it fails to open an uncompressed file.
Sample background play list 'ifrac.bgl' is supplied in ifrac
distribution and contains extensive comments. During installation
it is usually copied to /usr/local/doc/ifrac directory.
You need to customise it, to include your favourite tunes.
After that, copy it to your home directory, prefixed by a dot:
cp ifrac.bgl ~/.ifrac.bgl.
The following hints will help you, in case you have difficulties.
Background Music List is a plain text file.
It consists of several sections, described below. Each section
starts with a header in square brackets [].
Hash (pound) symbol (#) starts a comment and can be used anywhere
in the line. The rest of line is ignored.
Any blank line is ignored. In particular, line starting with '#'
is ignored as equivalent to a blank line.
.HP 4
The following sections are used:
.br
[default] # Default settings
.br
[apps] # Applications (music players)
.br
# associated with file types.
.br
[intro] # Settings: introduction screen
.br
[scores] # top scores screen
.br
[topscore] # top scorer congratulation
.br
[stat] # game statistics
.br
[1] # game level 1
.br
. . . . . . . . . . . . . . . . . . . . . . . .
.br
[9] # game level 9
Sections \fIdefault\fR and \fIapps\fR should appear before all others.
.SS 'Default' section.
Any specification in \fIdefault\fR section applies to any stage where
it is not overwritten.
.HP 4
The following specifications are used in \fIdefault\fR section:
.TP
.B out=filename
.TP
.B in=filename
.TP
.B err=filename
Redirect standard output, input or err to
a specified file, where 'filename' can be any valid path,
or one of the following special values, starting with '%':
%null - direct to the null device (/dev/null)
%std - do not redirect (same as omitted)
.TP
.B opt=values
Options, as one or several values separated by commas.
The options can be specified for default entry, file types ('ext' section)
and an individual levels. The effective option is a combination of
options in order specified above. Example:
Default: opt=loop,nostop
.br
Ext section: opt=stop
.br
Level: opt=noloop
.br
Effective option: noloop,stop (nokill assumed).
The following options are used currently:
.HP 4
loop/noloop - restart/don't restart tune, if it finished before
end of the game stage
.HP 4
kill/nokill - use SIGKILL / SIGTERM to terminate tune
(don't use 'kill' unless really needed).
.HP 4
stop/nostop - use/don't use SIGSTOP/SIGCONT to stop/resume
the music (pressing 'M', or going to/returning from boss mode).
As a result of that, resume will not restart the music, but
continue it from the place it was previously stopped. This
option is not recommended as the default one, as not all music
application process SIGSTOP/SIGCONT correctly. 'opt=stop' seems
to be OK with 'mpg123' and 'mikmod', with another application
you need testing.
.TP
.B vol=volume
Specifies default volume, as a number from 0(quiet) to 99(high),
Setting vol=%same means the volume should remain unchanged.
.TP
.B pau=pause
A positive pause (in milliseconds) will stop the main process on
specified period giving the playing process time to load music file,
patches, sound fonts etc.
.TP
.B pri=priority_increment
A non-negative volume, that specify the priority increment for
a music application (a parameter to 'nice' function). A bigger
priority value reduces the music application priority. Zero value
means same priority for main and music processes.
.HP 0
\fBExample\fR. The following is assumed, if 'default'
section is omitted:
[default]
.br
in=%null
.br
out=%null
.br
err=%std
.br
opt=loop
.br
vol=%no
.br
pau=0
.br
pri=4
.br
.SS 'Apps' section.
This section is obsolete. Though it is still supported,
use 'ext' instead.
.SS 'Ext' sections.
An 'ext' section associates a music application and options
to particular muisc file types (file name extensions).
This section appears as the following
[ext:type_list]
.br
app=application
.br
opt=values
.br
pau=value
.br
pri=priority_increment
\fBtype_list\fR is a single or several file name extensions separated
by comas;
The following extensions are attributed to a \fBcompressed file\fR: gz, bz2, bz, z, zip.
If a file name is ended with one of the following extensions, the application
is determined by its previous suffix, if any. \fBIFRAC does not perform uncompressing!\fR
It should be provided by the application that plays the file.
\fBapplication\fR is a command line needed to call the music player.
Use %f to specify explicitly location of file name in the command line,
if '%f' is not used, and file name is specified, it will be added as the
last command line argument.
\fBopt\fR is a list of options command line needed to call the music player.
Use %f to specify explicitly location of file name in the command line,
if '%f' is not used, and file name is specified, it will be added as the
last command line argument.
\fBpau\fR and \fBpri\fR lines are used as specified for Default section.
.HP
Example:
.br
[ext:mp3]
.br
mp3=mpg123 -q %f # explicit location of file name
.br
# is redundant, just an example
.br
opt=stop
.br
[ext:mod,xm,s3m,it]
.br
app=mikmod -q -r4
.br
opt=stop
.br
[ext:mid,kar]
.br
app=playmidi
.br
In this case, both files 'xxx.mod' and 'xxx.mod.zip' are attributed
to 'mikmod -q -r4', while for file 'xxx.zip' the application has to
be specified explicitly (see next section).
.SH Other sections.
Other sections ('intro', 'scores', 'topscore', 'stat', 1 - 9)
refer to a particular game stage. These sections can contain any
any of specifications used with 'default' section to overwrite it
for a particular stage.
In addition the following keywords are used
.TP
.B app=command_line
.TP
.B app=%file_type
Specifies the music application command line (as in 'ext' section),
or file type (extension) prefixed by '%'. This line is needed in
case a specific application is needed for a particular level,
or file type cannot be obtained from the extension.
See example below.
.TP
.B file=filename
Specifies music file name. It can be a full path or start with \fI~\fR,
similarly to bash interpretation (e.g ~/xxx.mp3 refers to current user's
home directory, ~homer/xxx/mp3 refers to homer's home directory).
If file name includes spaces inside it, code it 'as is' (without
a back slash or surrounding quotation marks). You can't use
a file name that starts or ends with spaces (hopefully ifrac
is not the only one that can be confused with that).
The following special values (starting with '%') can be used
instead of a file name:
.br
\fB%continue\fR or \fB%leave\fR - don't change the tune
.br
\fB%stop\fR or \fB%quiet\fR - stop music (don't play anything)
If file name is omitted or empty, while application is specified,
the command line is taken unchanged. This may be useful with
a music player that doesn't need a file name (self player, CD-player etc).
Example:
.br
file=~/mod/mod[1].whispers.zip
.br
app=%mod # need explicit file type
.SH RELEASE INFORMATION.
FRAC was originally implemented for MS DOS and EGA resolution (640x350x16)
by Max Shapiro and Per Bergland, a.k.a. "\fBSimsalabim Software\fR" in 1990.
Intelligent FRAC: (C) Michael Glickman, 2000.
The latest version is available from
.B http://ifrac.tripod.com
Send all comments and bug reports to \fBxifrac@yahoo.com.au\fR
Please, place 'ifrac' somewhere in the subject to ensure
that your message won't be ignored as an unsolicited material.