Motus Advance
François PESSAUX - 07 Oct 2004
Version 1.1.
This documentation is subject to
changes in order to reflect evolutions of the game. That's the reason
why screen snapshots may differ a bit from the real version of the game,
development being still running.

Legal stuff
Motus Advance is a
game developed for the Gameboy Advance™.
It is aimed to distributed freely and at no cost.
The author provides the software as it is and may not be responsible in any case
in any direct or indirect damage due to the use of this software. The
current software is not licensed by any institution. The author,
although he distributes freely and at no cost his software, remains the
owner of this software. Nevertheless, he accepts that parts of the
software may be freely
reused or modified or that the software may be enhanced as long as the aim remains
non-commercial.
After all this blabla that nobody read,
annoys everybody, but always written by everybody to be bullet-proof...
let's go to the interesting part !
Game rules
Motus Advance is a
thinking game based on logic and vocabulary.

The aim is to guess, with at most
6 tries, a 6 letters word randomly chosen amongst a reference
dictionary. Currently, three languages are available in the game:
French, English (Great Britain and not US, that can lead to slight
variations, especially on "z" and "s" ;-) and Italian. The language
choice is performed as soon as the game is turned on by moving the
cursor then pressing the A, SELECT or START
buttons.
In order to guess the hidden word, you
will have to provide suggestions. Once a proposition is provided, the
game will compare it against the hidden word, then will feedback you
some clues. The word you will have proposed will turned coloured letter
by letter according to the following colour code:
- Red letter: this
letter does not exist in the hidden word.
- Green letter: this
letter exists in the hidden word and is at the right place (i.e. its
place in your proposal is the same as its place in the hidden word).
- Blue letter : this
letter exists in the hidden word but ids not at the right place
(i.e. its place in your proposal does not match its place in the hidden
word).

Hence, on the abode picture, the first line indicates that no
letter from the proposal matches letters of the hidden word, except the
first and last ones (that are gratefully given at the beginning of the
game). Thanks to the second line, you know that the "e" in third
position is right placed. The third line indicates that one "d" and one
second "e" (different from the
first one that is right placed) exist in the hidden word but that
they are not at the position where you set them in your suggestion. With
these clues that gets cumulated line after line, it's you job to
discover which word was chosen !..
At the beginning of a game, in order not to let you go in a fully
unknown universe, the first and last letters of the word to discover are
given to you. However, you can change them if you want to make your
suggestion. For example, if you don't find any word beginning by the
first indicated letter, you can replace it by another in order to form a
new word from which the following letters may give you clues for the
next turns. It's the same thing for the ending letter. This possibility
is especially interesting in the game mode where it is mandatory that
you propose words existing in the dictionary otherwise you lose your
turn (c.f. section options).
The game does not take into account the letter case (i.e. whether
they are upper or lower case). In the same way, letters with accents and
letters without accent are not considered as different. Hence, in
languages using accents, an accentuated word written without accent will
be considered as valid. Obviously, this currently only affects the game
in French mode. Plurals and conjugated verbs are allowed.
A game is ended either :
- When you successfully found the hidden word in less than 7
propositions. In this case you won.
- If after 6 propositions you did not find it. In this case ...
it's lost ! However, you still will know which word was hidden.
- If you surrender via the pause / abandon menu and in this case
you will also lose.
At the end of each game, you current stats will be displayed.
Controls summary
The input panel
The input of your words is performed on the game area thanks to the
letters panel shown in the lower right area of the screen. All the
letters of the occidental alphabet without accent and in uppercase are
present, with two little additional arrows (in the bottom right)
.
- The first arrow (aiming to the right) allows to validate you
proposition once it contains 6 letters (as a shortcut, use the SELECT button).
- The second arrow (aiming to the left) allows to correct the last
letter of the suggestion you are currently forming (as a shortcut, use
the B
button).
The physical keys
- Directional cross keypad:
Move your selection letter cursor (top - bottom - left - right).
- A : Select the letter
pointed by the cursor to add it to the word that will be your
proposition.
- B : Suppress the last
written letter from the word that will be your proposition (correction).
If your proposition does not contain anymore letter, then you will
receive an error message.
- SELECT : Submit the
input word as a proposition. If your proposition contains less than 6
letters, you will be warned.
- START : Invoke
the pause and surrender menu.
By default, while entering your proposition, when you select a
letter with the A
button, this one is directly inserted in the next empty place. Hence you
do not need to enter again already right placed. In the same way, at the
moment when you wish to validate your proposition, if the ending of the
word was already compound of letters previously right placed, you won't
have to enter again these letters before being able to validate your
proposition.
Conversely, while entering your proposition, when you decide to
correct (suppress) one letter from your suggestion pressing the B button, the
suppressed letter is the one immediately before the place where would
have been inserted the next letter. This hence allows you to correct
some letters you have entered, but also some letters that would have
been put from the previous turns because they were at the right place,
as well as the help letters from the beginning and the end of the hidden
word.
Options
At each beginning of a round, an option menu allows you to:
- Start a round using the current settings.
-
Allow or disallow to propose
words that do not exist in the dictionary. If this options is disabled,
then you will be allowed to submit suggestions completely meaningless
and the game will still analyse the positions of their letters in order
to feedback you resulting clues. On the opposite, if this options is
enabled and if you submit a word that does not exist in the dictionary,
you will penalised and simply lose any benefit from you current turn:
the line will remain empty (without clue) and you will go to the next
turn. So bad !

- Enable or disable the time limit separating each of you
proposition submission. If this option gets enabled, then you will have
to submit each proposition in less than 1 minute otherwise you will
lose the benefit from your turn.
- Save the current stats. These statistics are not the state of a
current running game, but the number of rounds that you won, lost and
surrendered. This is roughly a kind of simplified highscores. As an
important fact, by this way it records a new seed for the random
generator which guaranties that if you turn your console on later, you
won't get the same sequence of hidden words to guess.
- Reset the current stats. This allows to revert back to 0 the
number of rounds that you lost, won and surrendered. However, this does
not reset the seed of the random generator, in opposite, this generates
and records a new one, hence you will always get new words to guess.
Options 2 and 3 behave like checkboxes. Pressing the A button above
them allows to alternatively enable and disable them. By default when
turning the game on, these options are disabled (as shows the little red flag). Once checked, the
little flag before each of these options turns green as shown the pictures
below.

In the options menu, the
B button allows
to start the game with the current configuration independently of the
location of the cursor. This allows to start quicker without having to
go up back to the first item of the options list then press the
A button.
Activating the timer options starts a little animation during the
game in order to show the remaining time before the expiration of the
submission delay. In the upper right part of the screen is a small clock
under which a progress bar is displayed. When playing in the mode
without time limit, this progress bar remains empty. Conversely, in
limited-time mode, this bar gets incrementally filled with one mark
every 10 seconds.
There are 6 marks. One every 10 seconds, this really leads to 60
seconds = 1 minute ! In other words, the first mark appears after 10
seconds, the second after that the 20th second is elapsed. And
obviously, when the 6th and last mark appears, it's already
too late !!!
Making off and thanks
Motus Advance has
been completely written in C, with the genius DevKit Advance
under Linux
and under Microsoft
Windows. Graphics have been designed thanks to the excellent Gimp. BMP images
BMP conversion to the binary format suitable for the Gameboy has been
performed with a small tool I homemade in Objective Caml.
Sound samples conversion has been done with Wav2raw
written by Sylvain Rochette. Tests and debug have been done both on
physical console and under the fabulous VisualboyAdvance emulator. I really want to thank all
the free software community thanks to whom this little simple game could
be released. That's also for this reason that it is freely distributable.
This version of the game is a
modified porting of the version I previously released on Ipaq. The
internal engine used to model the dictionary originally comes my
spelling checker Mérimé
I developed some years ago. The first version was written in C, then I
made a new and more efficient release developed ...in OCaml.
The Italian dictionary and the
messages translation have been kindly provided to me by Francesco Stano. Hence,
thank's to him the Italian is now available in the game.
As for my previous creations, my little wife accepted to act as the
"mad-tester" in order to improve the quality of this game.
Sources of this game will be soon
freely available. I hope they will provide ideas and answers to other
people. Currently, I don't release them yet because I still want to
perform changes on Motus Advance. But patience, it will
come !
Contact
For any information, suggestions, flames I can be reached by
email at :
francois_pessauxHATyahoo.fr
address in which, of course, you will
straight replace "HAT" by the character "@" (it's just to prevent
automated mail addresses scanners from registering me one more time, I
still receive enough spam !)
History
07 Oct 2004 : Version 1.0
Nov 2004 : Version 1.1
- Sound effects added.
- Italian language added.