+++ /dev/null
-Variations on Rockdodger 0.5.7
-
-VoR is a quick action game where you drive a space ship and try to avoid
-crashing into rocks. Current information about vor can be found on the
-homepage: https://sametwice.com/vor
-
-Here are the keys:
-
- Space: Start playing
- 1: Switch to easy mode and start playing
- 2: Switch to normal mode (default) and start playing
-Arrows: Steer (use short taps, and remember to slow down)
- Esc: Quit
- F: Toggle full-screen mode
- P: Pause/unpause
- 3: Save a screenshot
-
-See INSTALL for instructions on building, running and installing.
-
-VoR is released under the GNU GPL -- see file COPYING for details. The audio is
-public domain.
-
-Jason Woofenden and Josh Grams like Rock Dodgers
-(http://spacerocks.sourceforge.net/) very much: both playing it and hacking on
-it. VoR is the result. It is currently based on the rockdodger 0.4.2 codebase,
-with quite a few modifications, both user-visible changes and internal
-technical improvements.
-
-Available for download from https://sametwice.com/vor
-
-Note: This is a fairly hard game, intended to be a quickie game for when you
-want to kill a few spare minutes. For reference, my best time [Josh Grams] is
-about 2 minutes in version 0.3. I'm not generally very good at video games, but
-I have been playing this one for quite a while now.
-
-Changes from Rock Dodgers
-
-User-Visible Changes:
-
-0.5.6:
- * Some rocks disappear when hit by your exploding ship sparks
-
-0.5.4:
- * new sound effect and music
- * F key toggles full-screen mode
- * 3 key saves a screenshot
-
-0.5.3:
- * another attempt at fixing the x86 crashes.
- * made valgrind happy.
-
-0.5.2:
- * another attempt at fixing the x86 crashes.
-
-0.5.1:
- * another attempt at fixing the x86 crashes.
-
-0.5:
- * lots of bug fixes
- * tweaks to engine and explosion graphics and new font
-
-0.4:
- * Rocks now bounce off each other, and are pushed by particles.
- * Now with two difficulties: normal and easy.
- * Better new ship placement after you die.
-
-0.3:
- * Scrolls to the right so you can zoom ahead.
- * Fully random rock generation; rocks no longer wrap vertically.
- * Rocks' relative speeds are now uniform in all directions (i.e. much more
- up/down speed variation). Noticeably hard...err...more "interesting".
- * Command-line option --game-speed.
-
-0.2:
- * New graphics, generated by POV-Ray. Yeah, okay, the ship is really cheesy.
- At least the rocks are cool.
- * Real collision detection; no more "ship is 1 pixel bigger all around
- than it looks."
-
-0.1:
- * Moves like a real spacecraft; no more friction!
- * No more silly shields or lasers; just pure rockdodgin' fun!
- * Up/down scrolling; gives you more escape options.
- * Proper time display for score, not just raw milliseconds (bleh).
- * Ship explodes, blowing rocks away, rather than automagically vanishing
- them.
-
-Internal Technical Changes:
-
- * Build system now uses autoconf (as of 0.5.5)
- * Replaced SFont with Jason's font.c
- * Started factoring a lot of stuff out of main into their own .c files.
- * Removed a bunch of unused code.
- * Function definitions: name at beginning of line (line following the return
- type) for easy grepping as per GNU coding standards.
- * Real collision detection (bbox/bitmask).
+++ /dev/null
-How the font is generated, and how to edit it.
-
-The font used in VoR is generated from the pixel layout in
-font_template.txt.gz. You can edit this file easily with vim. Don't unzip it,
-vim handles this for you. Just open it up and do ":set nowrap". You should now
-see the font and be able to edit it nicely with replace mode (hit capital "R").
-
-The font is generated from this template by creating a huge blob object in
-povray. A small diffuse sphere is created at the location of each # in the
-template file, and the result is rendered where the density of all those
-combined spheres is high enough.
-
-If you create a font that has considerably different dimensions you will have
-to fiddle with a few numbers in the sources:
-
- * update the TEMPLATE_WIDTH and TEMPLATE_HEIGHT constants in font_guts.c
-
- * If you've changed the aspect ratio considerably: update the "up" and
- "right" vectors in font.pov These determine the aspect ratio, and what area
- of the coordinate space is rendered. Be sure to leave enough space around
- the edges so the font doesn't get clipped. Don't worry about excess black
- around the edges, it will be cropped automatically after rendering. The
- constant OUTPUT_WIDTH in font_guts.c is in povray units.
-
-
-The font template was created from the 10x20 font from the misc-fixed pack. It
-was tweaked slightly in particular so the dots on the j, i and ! characters
-don't touch the rest of the character.
--- /dev/null
+# Variations on Rockdodger 0.5.7
+
+VoR is a quick action game where you drive a space ship and try to avoid
+crashing into rocks. Current information about vor can be found on the
+homepage: https://sametwice.com/vor
+
+Here are the keys:
+
+ Space: Start playing
+ 1: Switch to easy mode and start playing
+ 2: Switch to normal mode (default) and start playing
+ Arrows: Steer (use short taps, and remember to slow down)
+ Esc: Quit
+ F: Toggle full-screen mode
+ P: Pause/unpause
+ 3: Save a screenshot
+
+See INSTALL for instructions on building, running and installing.
+
+VoR is released under the GNU GPL -- see file COPYING for details. The audio is
+public domain.
+
+Jason Woofenden and Josh Grams like Rock Dodgers (a game by Paul Holt:
+http://spacerocks.sourceforge.net/) very much: both playing it and hacking on
+it. VoR is the result. It is currently based on the rockdodger 0.4.2 codebase,
+with quite a few modifications, both user-visible changes and internal
+technical improvements.
+
+Available for download from https://sametwice.com/vor
+
+Note: This is a fairly hard game, intended to be a quickie game for when you
+want to kill a few spare minutes. For reference, my best time [Josh Grams] is
+about 2 minutes in version 0.3. I'm not generally very good at video games, but
+I have been playing this one for quite a while now.
+
+
+## Changes from Rock Dodgers
+
+User-Visible Changes:
+
+0.5.6:
+ * Some rocks disappear when hit by your exploding ship sparks
+
+0.5.4:
+ * new sound effect and music
+ * F key toggles full-screen mode
+ * 3 key saves a screenshot
+
+0.5.3:
+ * another attempt at fixing the x86 crashes.
+ * made valgrind happy.
+
+0.5.2:
+ * another attempt at fixing the x86 crashes.
+
+0.5.1:
+ * another attempt at fixing the x86 crashes.
+
+0.5:
+ * lots of bug fixes
+ * tweaks to engine and explosion graphics and new font
+
+0.4:
+ * Rocks now bounce off each other, and are pushed by particles.
+ * Now with two difficulties: normal and easy.
+ * Better new ship placement after you die.
+
+0.3:
+ * Scrolls to the right so you can zoom ahead.
+ * Fully random rock generation; rocks no longer wrap vertically.
+ * Rocks' relative speeds are now uniform in all directions (i.e. much more
+ up/down speed variation). Noticeably hard...err...more "interesting".
+ * Command-line option --game-speed.
+
+0.2:
+ * New graphics, generated by POV-Ray. Yeah, okay, the ship is really cheesy.
+ At least the rocks are cool.
+ * Real collision detection; no more "ship is 1 pixel bigger all around
+ than it looks."
+
+0.1:
+ * Moves like a real spacecraft; no more friction!
+ * No more silly shields or lasers; just pure rockdodgin' fun!
+ * Up/down scrolling; gives you more escape options.
+ * Proper time display for score, not just raw milliseconds (bleh).
+ * Ship explodes, blowing rocks away, rather than automagically vanishing
+ them.
+
+Internal Technical Changes:
+
+ * Build system now uses autoconf (as of 0.5.5)
+ * Replaced SFont with Jason's font.c
+ * Started factoring a lot of stuff out of main into their own .c files.
+ * Removed a bunch of unused code.
+ * Function definitions: name at beginning of line (line following the return
+ type) for easy grepping as per GNU coding standards.
+ * Real collision detection (bbox/bitmask).
--- /dev/null
+# How the font is generated, and how to edit it.
+
+The font used in VoR is generated from the pixel layout in
+`font_template.txt.gz`. You can edit this file easily with vim. Don't unzip it,
+vim handles this for you. Just open it up and do `:set nowrap`. You should now
+see the font and be able to edit it nicely with replace mode (hit capital `R`).
+
+The font is generated from this template by creating a huge blob object in
+povray. A small diffuse sphere is created at the location of each `#` in the
+template file, and the result is rendered where the density of all those
+combined spheres is high enough.
+
+If you create a font that has considerably different dimensions you will have
+to fiddle with a few numbers in the sources:
+
+ * update the `TEMPLATE_WIDTH` and `TEMPLATE_HEIGHT` constants in `font_guts.c`
+
+ * If you've changed the aspect ratio considerably: update the "up" and
+ "right" vectors in `font.pov` These determine the aspect ratio, and what area
+ of the coordinate space is rendered. Be sure to leave enough space around
+ the edges so the font doesn't get clipped. Don't worry about excess black
+ around the edges, it will be cropped automatically after rendering. The
+ constant `OUTPUT_WIDTH` in `font_guts.c` is in povray units.
+
+
+The font template was created from the 10x20 font from the misc-fixed pack. It
+was tweaked slightly in particular so the dots on the `j`, `i` and `!`
+characters don't touch the rest of the character.