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	<title>Zachtronics Industries</title>
	<subtitle></subtitle>
        <link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/index.php"/>
        <link rel="self" type="application/atom+xml" href="http://www.zachtronicsindustries.com/atom.xml"/>
	<updated>2008-11-19T11:59:27-05:00</updated>
	<author>
	<name>Zach</name>
	<uri>http://www.zachtronicsindustries.com/index.php</uri>
	<email>zachbarth@gmail.com</email>
	</author>
	<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries</id>
	<generator uri="http://www.pivotlog.net" version="Pivot - 1.40.6: 'Dreadwind'">Pivot</generator>
	<rights>Copyright (c) 2008, Authors of Zachtronics Industries</rights>
	
	
	
	<entry>
		<title>Random Status Update</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=61" />
		<updated>2008-11-18T01:41:00-05:00</updated>
		<published>2008-11-18T01:13:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.61</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">I’m fairly brain dead after cranking out Bureau of Steam Engineering (which you should definitely play if you haven’t already) so I don’t have much to cover here.

	So far, I’ve only received one submission for the second and final phase of the Ruckingenur Challenge. With only two weeks left, we’re getting down to the grind, especially if you need artwork created for your puzzle. If anyone is working on a puzzle but has not yet submitted it, you should say something in the comments. Feel free to advertise for the Challenge if you know people who would be interested! Remember – PIC programmer!



	I’m going to be working on some new games in the next few weeks, and will post details here as I make progress. In the meantime, though, we need filler content! What would you like to see here?</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=61"><![CDATA[
                <p>I&#8217;m fairly brain dead after cranking out Bureau of Steam Engineering (which you should definitely play if you haven&#8217;t already) so I don&#8217;t have much to cover here.</p>

	<p>So far, I&#8217;ve only received one submission for the second and final phase of the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=58">Ruckingenur Challenge</a>. With only two weeks left, we&#8217;re getting down to the grind, especially if you need artwork created for your puzzle. If anyone is working on a puzzle but has not yet submitted it, you should say something in the comments. Feel free to advertise for the Challenge if you know people who would be interested! Remember &#8211; <span class="caps">PIC</span> programmer!</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/pickit2_copy1.jpg" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>I&#8217;m going to be working on some new games in the next few weeks, and will post details here as I make progress. In the meantime, though, we need filler content! <strong>What would you like to see here?</strong></p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Bureau of Steam Engineering</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=60" />
		<updated>2008-11-16T01:49:00-05:00</updated>
		<published>2008-11-12T03:48:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.60</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Over the past few weeks (namely, since finishing the Ruckingenur Editor for the Ruckingenur Challenge), I've been working on a totally new game. A game that I have just now finished. I present to you, Bureau of Steam Engineering.



Launch Bureau of Steam Engineering (1024x768)
Launch Bureau of Steam Engineering (512x384)

Unlike any of my previous games, BSE is entirely Flash based, meaning that (almost) everyone should be able to play with no technical problems!

In Bureau of Steam Engineering, you play as an American steam engineer at the beginning of an alternate civil war who must design and duel steam powered mechs to defend the Union!

Enjoy!

A few notes:

After completing a level, your progress is saved so long as your Flash "cookies" aren't deleted. However, your designs are never saved when leaving the workshop to return to the mission select screen.
It's easy to find yourself in a situation where your steam design isn't working as you'd like. It's good practice to use gauges to ensure that pressures are building as you expect; things that potentially vent to the outside, such as weapons and control mechanisms. If you're really stuck, you can always post to the comments with your question.
All the music is from jamendo.com, a really great creative commons music site. The song at the title screen is "En retard!" by Evan, while the rest of the music is by Celestial Aeon Project.
For the curious: the pressure algorithm works by iterating over all paired connectors, each with a volume estimate and a pressure, and exchanging a "steam amount" (representing n in the equation PV = nRT) to neutralize the pressure between the two components. This is repeated until the pressures between each pair of connectors are neutralized to an acceptable degree (I believe I used a value of around 0.15 PSI). After neutralizing the entire pressure circuit, we advance the simulation by the time delta to flush "steam" from things that "leak", trigger pressure dependent valves, and advance other time-dependent components.</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=60"><![CDATA[
                <!-- script element removed -->


Over the past few weeks (namely, since finishing the Ruckingenur Editor for the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=58">Ruckingenur Challenge</a>), I've been working on a totally new game. A game that I have just now finished. I present to you, Bureau of Steam Engineering.<br  />

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/bse-preview.png" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

<center><b><a rel="external" href="javascript:popUp('http://www.zachtronicsindustries.com/bse/bse.htm')">Launch Bureau of Steam Engineering (1024x768)</a></b></center>
<center><a rel="external" href="javascript:popUpSmall('http://www.zachtronicsindustries.com/bse/bsesmall.htm')">Launch Bureau of Steam Engineering (512x384)</a></center><br  />

Unlike <b>any</b> of my previous games, BSE is entirely Flash based, meaning that (almost) everyone should be able to play with no technical problems!<br  /><br  />

In Bureau of Steam Engineering, you play as an American steam engineer at the beginning of an alternate civil war who must design and duel steam powered mechs to defend the Union!<br  /><br  />

Enjoy!

A few notes:
<ul>
<li>After completing a level, your progress is saved so long as your Flash "cookies" aren't deleted. However, your designs are <b>never</b> saved when leaving the workshop to return to the mission select screen.</li>
<li>It's easy to find yourself in a situation where your steam design isn't working as you'd like. It's good practice to use gauges to ensure that pressures are building as you expect; things that potentially vent to the outside, such as weapons and control mechanisms. If you're really stuck, you can always post to the comments with your question.</li>
<li>All the music is from jamendo.com, a really great creative commons music site. The song at the title screen is "En retard!" by <a rel="external" href="http://www.jamendo.com/en/album/3097">Evan</a>, while the rest of the music is by <a rel="external" href="http://www.jamendo.com/en/artist/celestial.aeon.project">Celestial Aeon Project</a>.</li>
<li>For the curious: the pressure algorithm works by iterating over all paired connectors, each with a volume estimate and a pressure, and exchanging a "steam amount" (representing n in the equation PV = nRT) to neutralize the pressure between the two components. This is repeated until the pressures between each pair of connectors are neutralized to an acceptable degree (I believe I used a value of around 0.15 PSI). After neutralizing the entire pressure circuit, we advance the simulation by the time delta to flush "steam" from things that "leak", trigger pressure dependent valves, and advance other time-dependent components.</li> 
</ul>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Yay Prizes!</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=59" />
		<updated>2008-11-07T02:14:00-05:00</updated>
		<published>2008-11-07T02:14:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.59</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Sorry about the posting void – I’m working on a new game that I want to have done before Phase Two of the Ruckingenur Challenge ends. I’ll be posting more information about it in the coming days.

	Additionally, I’m upping the ante for the Ruckingenur Challenge! If I receive thirty (30) or more complete submissions, I will be awarding a special Microchip PIC prize kit to the creator of the best level, containing the following:
	
		1× PICkit 2 PIC Programmer
		3x PIC18F887 microcontrollers
	
	
		3x PIC18F886 microcontrollers
	

	While you’re free to create submissions as groups, only one prize package will be awarded. Pictures of the prize package coming soon, in addition to formal updating of the Ruckingenur Challenge Phase Two page to include this information.

	Get to it!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=59"><![CDATA[
                <p>Sorry about the posting void &#8211; I&#8217;m working on a new game that I want to have done before Phase Two of the Ruckingenur Challenge ends. I&#8217;ll be posting more information about it in the coming days.</p>

	<p>Additionally, I&#8217;m upping the ante for the Ruckingenur Challenge! If I receive thirty (30) or more <strong>complete</strong> submissions, I will be awarding a special Microchip <span class="caps">PIC</span> prize kit to the creator of the best level, containing the following:
	<ul>
		<li>1&#215; <a rel="external" href="http://www.microchip.com/stellent/idcplg?IdcService=SS_GET_PAGE&#38;nodeId=1406&#38;dDocName=en023805">PICkit 2 <span class="caps">PIC</span> Programmer</a></li>
		<li>3x PIC18F887 microcontrollers</li>
	</ul>
	<ul>
		<li>3x PIC18F886 microcontrollers</li>
	</ul></p>

	<p>While you&#8217;re free to create submissions as groups, only one prize package will be awarded. Pictures of the prize package coming soon, in addition to formal updating of the Ruckingenur Challenge Phase Two page to include this information.</p>

	<p>Get to it!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur Challenge, Phase Two</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=58" />
		<updated>2008-11-08T01:59:00-05:00</updated>
		<published>2008-10-23T23:13:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.58</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Holy crap! It’s time for Phase Two of the Ruckingenur Challenge! 



	If you somehow missed, it the Ruckingenur Challenge is a contest where YOU create a level for the not-yet-but-perhaps-one-day-award-winning Ruckingenur II. Here are the conditions for Phase Two:

	
		Create a level using the Ruckingenur Editor.
		You don’t have to create any artwork, but you can if you want to.
	
		If you’re not making artwork, create your level fully using stand-in graphics. Then submit your level before the deadline and tell me what you want. Provided you’re not being ridiculous in your request, you will get your artwork!
	
	
		If you are making your own artwork, be sure to model it after the graphics in Ruckingenur II. All of my artwork was created with minimalist color palettes and doubled in size to enhance the pixel-ness.
	
		After collecting all the finished levels, I will sort them by difficulty and release a special Community Edition of Ruckingenur. Everyone who created a level will be gratuitously credited.
	
	
		The author of the best puzzle (as decided by me? or maybe by a poll?) will win some sort of small prize, most likely a shirt. If I receive thirty or more complete submissions, however, I will award a PIC Microcontroller Prize Package to the winner, containing a PICkit 2 PIC Programmer, three PIC18F887 microcontrollers, and three PIC18F886 microcontrollers.
	



	The deadline for entries is December 1st, 2008. If you need artwork, it’d be wise to submit your otherwise fully completed level to me at least two weeks before that date. 

	As always, I’ll be happy to field any questions you have – just post them to the comments!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=58"><![CDATA[
                <p>Holy crap! It&#8217;s time for Phase Two of the Ruckingenur Challenge! </p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/phasetwo.png" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>If you somehow missed, it the Ruckingenur Challenge is a contest where <span class="caps">YOU</span> create a level for the not-yet-but-perhaps-one-day-award-winning <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=40">Ruckingenur II</a>. Here are the conditions for Phase Two:</p>

	<ul>
		<li>Create a level using the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=57">Ruckingenur Editor</a>.
		<li>You don&#8217;t have to create any artwork, but you can if you want to.
	<ul>
		<li>If you&#8217;re not making artwork, create your level <strong>fully</strong> using stand-in graphics. Then submit your level <strong>before the deadline</strong> and tell me what you want. Provided you&#8217;re not being ridiculous in your request, you will get your artwork!</li>
	</ul></li>
	<ul>
		<li>If you are making your own artwork, be sure to model it after the graphics in Ruckingenur II. All of my artwork was created with minimalist color palettes and doubled in size to enhance the pixel-ness.</li>
	</ul></li>
		<li>After collecting all the finished levels, I will sort them by difficulty and release a special Community Edition of Ruckingenur. Everyone who created a level will be gratuitously credited.</li>
	</ul>
	<ul>
		<li>The author of the best puzzle (as decided by me? or maybe by a poll?) will win some sort of small prize, most likely a shirt. If I receive <strong>thirty or more complete submissions</strong>, however, I will award a <strong><span class="caps">PIC</span> Microcontroller Prize Package</strong> to the winner, containing a <a rel="external" href="http://www.microchip.com/stellent/idcplg?IdcService=SS_GET_PAGE&#38;nodeId=1406&#38;dDocName=en023805">PICkit 2 <span class="caps">PIC</span> Programmer</a>, three PIC18F887 microcontrollers, and three PIC18F886 microcontrollers.</li>
	</ul>

<p style="text-align:center;"><a href='http://www.zachtronicsindustries.com/images/ruckchal_prize.jpg' class="thickbox" title="" rel="entry-58 external" ><img src="http://www.zachtronicsindustries.com/images/ruckchal_prize.thumb.jpg" style="border: 1px solid;" alt="" title=""  class='pivot-popupimage'/></a></p>

	<p><strong>The deadline for entries is December 1st, 2008.</strong> If you need artwork, it&#8217;d be wise to submit your otherwise fully completed level to me at least two weeks before that date. </p>

	<p>As always, I&#8217;ll be happy to field any questions you have &#8211; just post them to the comments!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur Editor</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=57" />
		<updated>2008-10-22T22:42:00-05:00</updated>
		<published>2008-10-22T22:42:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.57</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">When I released Ruckingenur II three months ago, the reaction was pretty epic. One of the most common comments was that there was no level editor; today, I deliver!



	Everything that applied to Ruckingenur II applies to the Ruckingenur Editor; you’ll need .NET 2.0 (maybe 3.5?), it’ll probably crash if you’re running a 64-bit version of windows or don’t have a sound card installed, and should be easy to get running under Mono or Parallels.

	Download Ruckingenur Editor (12 MB)

	The Ruckingenur Editor conforms to fairly standard editor mechanics, so it should be pretty easy to use your first time. Here are some tips:

	
		The only “hidden” feature is that you can hold down shift while dragging a circuit board, project box, or chip to drag everything that is on top of it along with it. 
		While widgets are placed with default DisplayLevel values, you may sometimes have to tweak them to get things to stack the way you want – widgets with higher DisplayLevel values are placed above those with lower DisplayLevel values. 
		When two widgets with the same DisplayLevel overlap, they will flicker.
		When running a .ruck level, the Ruckingenur Player searches for a file called “script.lua” in the same directory and uses that as the script. The file “ruckapi.htm” in the zip file provides documentation for scripting Ruckingenur levels.
		Sounds and images that you add should be added to the same directory as the .ruck file. 
		Check out the level1-remake folder for a full remake of level 1 from Ruckingenur II built in the Ruckingenur Editor.
	
	
		From what I can tell, it’s fairly stable, but if any more bug reports come in I’ll be rolling out new versions and uploading them here. 
	

	If you have questions or find bugs, please email me at zachbarth@gmail.com! Good luck!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=57"><![CDATA[
                <p>When I released Ruckingenur II three months ago, the reaction was pretty epic. One of the most common comments was that there was no level editor; today, I deliver!</p>

<p style="text-align:center;"><a href='http://www.zachtronicsindustries.com/images/ruckingenureditorss.jpg' class="thickbox" title="" rel="entry-57 external" ><img src="http://www.zachtronicsindustries.com/images/ruckingenureditorss.thumb.jpg" style="border: 1px solid;" alt="" title=""  class='pivot-popupimage'/></a></p>

	<p>Everything that applied to Ruckingenur II applies to the Ruckingenur Editor; you’ll need .<span class="caps">NET</span> 2.0 (maybe 3.5?), it’ll probably crash if you’re running a 64-bit version of windows or don’t have a sound card installed, and should be easy to get running under Mono or Parallels.</p>

	<p><center><a rel="external" href="http://www.zachtronicsindustries.com/images/RuckingenurEditor.zip">Download Ruckingenur Editor (12 MB)</a></center></p>

	<p>The Ruckingenur Editor conforms to fairly standard editor mechanics, so it should be pretty easy to use your first time. Here are some tips:</p>

	<ul>
		<li>The only “hidden” feature is that you can hold down shift while dragging a circuit board, project box, or chip to drag everything that is on top of it along with it. </li>
		<li>While widgets are placed with default DisplayLevel values, you may sometimes have to tweak them to get things to stack the way you want – widgets with higher DisplayLevel values are placed above those with lower DisplayLevel values. </li>
		<li>When two widgets with the same DisplayLevel overlap, they will flicker.</li>
		<li>When running a .ruck level, the Ruckingenur Player searches for a file called “script.lua” in the same directory and uses that as the script. The file &#8220;ruckapi.htm&#8221; in the zip file provides documentation for scripting Ruckingenur levels.</li>
		<li>Sounds and images that you add should be added to the same directory as the .ruck file. </li>
		<li>Check out the level1-remake folder for a full remake of level 1 from Ruckingenur II built in the Ruckingenur Editor.</li>
	</ul>
	<ul>
		<li>From what I can tell, it&#8217;s fairly stable, but if any more bug reports come in I&#8217;ll be rolling out new versions and uploading them here. </li>
	</ul>

	<p>If you have questions or find bugs, please email me at zachbarth@gmail.com! Good luck!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>And we have a winner!</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=56" />
		<updated>2008-10-24T16:28:00-05:00</updated>
		<published>2008-10-22T21:49:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.56</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">After much deliberation, a winner has been picked for Phase One of the Ruckingenur Challenge. Congratulations to Fredrik of Sweden! You can view Fredrik’s submission at the end of this post.

	It was tough picking a winner; while I only received 9 submissions, they were all very diverse and generally well thought out. While some seemed to be a little obscure for obscurity’s sake, it seems like most everyone who submitted has a pretty good grasp on what goes into making an interesting and complete level.

	In other news, Phase Two of the Ruckingenur Challenge begins tomorrow! I will be posting rules and information then, so stay tuned!

	And now, the Wee-CD!



	Follow the fold for the rest of this submission!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=56"><![CDATA[
                <p>After much deliberation, a winner has been picked for Phase One of the Ruckingenur Challenge. <strong>Congratulations to Fredrik of Sweden!</strong> You can view Fredrik&#8217;s submission at the end of this post.</p>

	<p>It was tough picking a winner; while I only received 9 submissions, they were all very diverse and generally well thought out. While some seemed to be a little obscure for obscurity&#8217;s sake, it seems like most everyone who submitted has a pretty good grasp on what goes into making an interesting and complete level.</p>

	<p>In other news, <strong>Phase Two of the Ruckingenur Challenge begins tomorrow! I will be posting rules and information then, so stay tuned!</strong></p>

	<p>And now, the Wee-CD!</p>

<p style="text-align:center;"><a href='http://www.zachtronicsindustries.com/images/weeboard.jpg' class="thickbox" title="" rel="entry-56 external" ><img src="http://www.zachtronicsindustries.com/images/weeboard.thumb.jpg" style="border: 1px solid;" alt="" title=""  class='pivot-popupimage'/></a></p>

	<p><em>Follow the fold for the rest of this submission!</em></p>	<h2>The Wee-CD Hack</h2>

	<p>This puzzle is based on the first hacks for the Nintendo Wii console (in this puzzle, called the Wee).</p>

	<p>Now to the challenge: 
	<ul>
		<li>You want to be able to run backed-up games on your Wii. </li>
		<li>The protection for this in the Wii is in the DVD-drive.</li>
		<li>If the Wii DVD-firmware says it&#8217;s a <span class="caps">DVD-RW</span> disc instead of an original-disc, the game won&#8217;t run.</li>
		<li>So the solution is to update/modify the firmware. The only problem is that the serial port for firmware update is password protected! So some clever guy used a timing-attack to figure out the password.</li>
	</ul>
	<ul>
		<li>A timing-attack measures the time between a sent password and the answer. The theory is that a strcmp-function inside the DVD-drive would take longer time to return the more correct letters in the password.</li>
	</ul></p>

	<p>Example: If each letter takes 1ms (in the strcmp-function) to compare and the password is &#8216;FOO&#8217;, then the password &#8216;BAR&#8217; will take 1ms to complete. But the password &#8216;FOI&#8217; takes 3ms to complete, now we know the password starts with &#8216;FO&#8217;. And so on.</p>

	<p>So that was my base for the puzzle.</p>

	<h2>The Setup</h2>

	<p>You have two DVDs, one original game and backup of the same game (identical).<br />
You have one wee DVD-drive.<br />
You have one programmer.</p>

	<h2>The Chips</h2>

	<ul>
		<li>Tray Controller &#8211; controls the DVD-tray, moves the <span class="caps">DVD</span> in and out.</li>
		<li>Media Check    &#8211; this chip reads the <span class="caps">DVD</span> and determines if its a <span class="caps">DVD-RW</span> or an original</li>
		<li>Copy Protection &#8211; this chip receives signals form the Media Check about the DVD-type. When a <span class="caps">DVD-RW</span> is detected it will eject the <span class="caps">DVD</span>.</li>
		<li>Programmer &#8211; Sends a copy of the <span class="caps">EEPROM</span> chip into the Copy Protection chip.</li>
	</ul>
	<ul>
		<li>Reader &#8211; When it receives a signal from the Copy Protection it starts to read the <span class="caps">DVD</span>, and output the contents to the serial-port.</li>
	</ul>

	<h2>Wee-CD Operation</h2>

	<p>When a <span class="caps">DVD</span> is inserted the Media Check will check what type of flag it has, original or <span class="caps">DVD-RW</span>. This information is sent to the copy protection chip. The Copy Protection chip compares the flag with its allowed types. If it&#8217;s OK a signal will be sent to the Reader, else a eject signal will be sent to the Tray Controller.</p>

	<h2>Chip Details</h2>

	<h3>Tray Controller</h3>

	<p>Controls the DVD-tray, moves the <span class="caps">DVD</span> in and out.
	<ul>
		<li>EJECT-signal moves the <span class="caps">DVD</span> out, active +5V</li>
	</ul>
	<ul>
		<li>STATUS-signal signals +5V when the <span class="caps">DVD</span> is in, else 0V</li>
	</ul></p>

	<h3>Media Check</h3>

	<p>This chip reads the <span class="caps">DVD</span> and determines if its a <span class="caps">DVD-RW</span> or an original.
	<ul>
		<li>TRIGG-signal activates the chip</li>
		<li>SERIAL-signal sends &#8216;1&#8217; When original <span class="caps">DVD</span> is detected, &#8216;0&#8217; if <span class="caps">DVD-RW</span></li>
	</ul>
	<ul>
		<li>DEBUG: read only, <span class="caps">DVDFLAG</span> = 0&#215;000000x displays the type of flag sent</li>
	</ul></p>

	<h3>Copy Protection</h3>

	<p>This chip receives signals form the Media Check about the DVD-type. It will compare the received flag from Media Check with it&#8217;s own Allowed flag register. The chip will send a EJECT-signal on all &#8216;errors&#8217;.</p>

	<ul>
		<li><span class="caps">DEBUG</span> REGISTER: (read only) <span class="caps">ALOWFLAG</span> = default : 0&#215;00000001</li>
		<li><span class="caps">SERIAL</span> <span class="caps">FROM</span> <span class="caps">MEDIA</span> <span class="caps">CHECK</span> , Trigger chip when it receives a serial and compare it <span class="caps">FLAGS</span> register, if fails report &#8216;error&#8217;.</li>
	</ul>
	<ul>
		<li><span class="caps">SERIAL</span> <span class="caps">FROM</span> <span class="caps">PROGRAMMER</span> ,</li>
	</ul>
  * phase(1): wait for password, simulate a strcmp-function send &#8216;error&#8217; if wrong letter occurs. start the strcmp all over. After every say 10th try output &#8216;Wrong password&#8217; on the serial. On success output &#8216;<span class="caps">PASSWORD</span> OK&#8217;. goto phase(2).
  * phase(2): Receive update from serial port, the update is sent from the programmer, if there is a error, report &#8216;error&#8217; and go to phase(1). (One idea is that the chip stops working if done incorrectly!)
	<ul>
		<li><span class="caps">DONE</span> signal, +5V when a <span class="caps">DVD</span> check is <span class="caps">GOOD</span>.</li>
	</ul>

	<h3>Reader</h3>

 -When it receives a signal from the Copy Protection it starts to read the <span class="caps">DVD</span>, and output the contents to the serial-port.
	<ul>
		<li><span class="caps">DONE</span> signal from Copy Protection, trigger the chip if its +5V.</li>
	</ul>
	<ul>
		<li><span class="caps">SERIAL-PORT</span> , data output, or &#8216;data-read-error-message&#8217;. The data output is just some random code/instructions.</li>
	</ul>
A Trigger tries to read the <span class="caps">DVD</span>, if the <span class="caps">DVD</span> is not in the drive output &#8216;error message&#8217; on serial port

	<h3>Programmer</h3>

	<p>Sends a copy of the <span class="caps">EEPROM</span> chip into the Copy Protection chip via the serial interface.
	<ul>
		<li>Button &#8211; pressing this button activates the chip and sends <span class="caps">EEPROM</span> contents on the serial-port.</li>
	</ul>
	<ul>
		<li><span class="caps">DEBUG</span> register : a copy of the register in Copy Protection chip. This register is however possible to edit.</li>
	</ul></p>

	<h2>The Solution</h2>

	<p>1) Find the correct password. This is done by placing a Volt-probe at the eject signal. Then its time to &#8216;smart brute-force&#8217; the password. The Copy Protection chip sends eject-signal every time something wrong has happened, like typing a wrong letter in the password. Try all letters starting from A,B,C&#8230; When we don&#8217;t get a eject signal we found our first letter in the password! So just keep trying. The serial port will answer with &#8216;<span class="caps">PASSWORD</span> OK&#8217;.</p>

	<p>2) Send the correct password to the Copy Protection chip.</p>

	<p>3) In the programmer chip change the allowed flags to <span class="caps">DVD-RW</span>.</p>

	<p>4) Activate the programmer.</p>

	<p>5) Insert the backup DVD! Watch the serial-ouput-data!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur Editor, Alpha Release</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=55" />
		<updated>2008-10-18T15:01:00-05:00</updated>
		<published>2008-10-18T15:00:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.55</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Yesterday I released an alpha version of the Ruckingenur Editor to people who submitted an entry for Phase One and everyone else who was on my mailing list. While I intended to wait a few days before releasing it publicly, I figure that I might as well release it now; more people trying it out now means that we can work all the bugs out quicker.

	You can download the editor here.

	Everything that applied to Ruckingenur II applies to the Ruckingenur Editor; you’ll need .NET 2.0, it’ll probably crash if you’re running a 64-bit version of windows or don’t have a sound card installed, and should be easy to get running under Mono or Parallels.

	The editor is fairly straight forward to use, with the only “hidden” feature being that you can hold down shift while dragging a circuit board, project box, or chip to drag everything that is on top of it along with it. While widgets are placed with default DisplayLevel values, you may sometimes have to tweak them to get things to stack the way you want – widgets with higher DisplayLevel values are placed above those with lower DisplayLevel values. When running a .ruck level, the Ruckingenur Player searches for a file called “script.lua” in the same directory and uses that as the script. Sounds and images that you add should be added to the same directory as the .ruck file. Check out the level1-remake folder for a full remake of level 1 from Ruckingenur II built in the Ruckingenur Editor.

	You can learn about scripting Ruckingenur levels by exploring the level1-remake and the Ruckingenur Editor API.

	If you have any questions or find any bugs, please email me at zachbarth@gmail.com! Good luck!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=55"><![CDATA[
                <p>Yesterday I released an alpha version of the Ruckingenur Editor to people who submitted an entry for Phase One and everyone else who was on my mailing list. While I intended to wait a few days before releasing it publicly, I figure that I might as well release it now; more people trying it out now means that we can work all the bugs out quicker.</p>

	<p><b>You can download the editor <a rel="external" href="http://www.zachtronicsindustries.com/RuckingenurEditor-alpha.zip">here</a>.</b></p>

	<p>Everything that applied to Ruckingenur II applies to the Ruckingenur Editor; you&#8217;ll need .<span class="caps">NET</span> 2.0, it&#8217;ll probably crash if you&#8217;re running a 64-bit version of windows or don&#8217;t have a sound card installed, and should be easy to get running under Mono or Parallels.</p>

	<p>The editor is fairly straight forward to use, with the only &#8220;hidden&#8221; feature being that you can hold down shift while dragging a circuit board, project box, or chip to drag everything that is on top of it along with it. While widgets are placed with default DisplayLevel values, you may sometimes have to tweak them to get things to stack the way you want &#8211; widgets with higher DisplayLevel values are placed above those with lower DisplayLevel values. When running a .ruck level, the Ruckingenur Player searches for a file called &#8220;script.lua&#8221; in the same directory and uses that as the script. Sounds and images that you add should be added to the same directory as the .ruck file. Check out the level1-remake folder for a full remake of level 1 from Ruckingenur II built in the Ruckingenur Editor.</p>

	<p>You can learn about scripting Ruckingenur levels by exploring the level1-remake and the <a rel="external" href="http://www.zachtronicsindustries.com/ruckapi.htm">Ruckingenur Editor API</a>.</p>

	<p>If you have any questions or find any bugs, please email me at zachbarth@gmail.com! Good luck!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Phase One has ended!</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=54" />
		<updated>2008-10-16T02:49:00-05:00</updated>
		<published>2008-10-16T02:49:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.54</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Phase One of the Ruckingenur Challenge has come to an end! If you haven’t emailed me your submission yet, get it to me as soon as possible. I will begin collating the eight entries I received tomorrow after work; we should have a winner within the next few days. In the meantime, start reading up on Lua if you’re interesting in programming a level for Phase Two of the Ruckingenur Challenge.</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=54"><![CDATA[
                <p>Phase One of the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=47">Ruckingenur Challenge</a> has come to an end! If you haven&#8217;t emailed me your submission yet, get it to me as soon as possible. I will begin collating the eight entries I received tomorrow after work; we should have a winner within the next few days. In the meantime, start reading up on <a rel="external" href="http://en.wikipedia.org/wiki/Lua_programming_language">Lua</a> if you&#8217;re interesting in programming a level for Phase Two of the Ruckingenur Challenge.</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>26 and 6</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=53" />
		<updated>2008-10-16T02:49:00-05:00</updated>
		<published>2008-10-15T01:01:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.53</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">26: The number of hours left in Phase One of the Ruckingenur Challenge.
6: The number of entries I’ve received so far.

	If you’re working on a level and are stuck, you can email me personally for help at zachbarth@gmail.com. If you have a submission finished, email it to me right away!

	Thursday, after Phase One is officially over, I will begin judging the submissions; I’ll be contacting the winner(s) soon after that. If you submitted a level or are on my mailing list, you’ll probably be receiving a link to a beta version of the Ruckingenur Editor within a week or two from now. All in all, it’s a good time to be a Ruckingenur.</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=53"><![CDATA[
                <p>26: The number of hours left in Phase One of the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=47">Ruckingenur Challenge</a>.<br />
6: The number of entries I&#8217;ve received so far.</p>

	<p>If you&#8217;re working on a level and are stuck, you can email me personally for help at <strong>zachbarth@gmail.com</strong>. If you have a submission finished, email it to me right away!</p>

	<p>Thursday, after Phase One is officially over, I will begin judging the submissions; I&#8217;ll be contacting the winner(s) soon after that. If you submitted a level or are on my mailing list, you&#8217;ll probably be receiving a link to a beta version of the Ruckingenur Editor within a week or two from now. All in all, it&#8217;s a good time to be a Ruckingenur.</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur Challenge Poll</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=52" />
		<updated>2008-10-08T22:04:00-05:00</updated>
		<published>2008-10-08T22:04:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.52</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">With exactly one week until entries are due for Phase One of the Ruckingenur Challenge, I’d like to try to get a feeling for how things are going. So far, I’ve only received one entry – is anyone else working on an entry? Did anyone attempt to start an entry but stop before finishing? Is there anyone who wants to make an entry but needs help with their idea? 

	I’d love to know how you feel about the Ruckingenur Challenge, so go ahead and post some comments!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=52"><![CDATA[
                <p>With exactly one week until entries are due for Phase One of the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=47">Ruckingenur Challenge</a>, I&#8217;d like to try to get a feeling for how things are going. So far, I&#8217;ve only received one entry &#8211; is anyone else working on an entry? Did anyone attempt to start an entry but stop before finishing? Is there anyone who wants to make an entry but needs help with their idea? </p>

	<p>I&#8217;d love to know how you feel about the Ruckingenur Challenge, so go ahead and post some comments!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur II, Level 7</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=51" />
		<updated>2008-10-08T00:04:00-05:00</updated>
		<published>2008-10-08T00:04:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.51</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Continuing the countdown, there are only 8 days left until submissions are due for Phase One of the Ruckingenur Challenge. Y’all best get crackin’.



	Yeah, how about that – an entirely hybrid circuit. The exochip on the left is the brain of the drone controller and dispatches commands to the entire drone network. The exochip on the right is responsible for interfacing to the controls and prevents the drone controller from sending any unauthorized commands. After being brought online through the chip on the right, the chip on the left may be instructed to send a self-destruct message to all active drones. Unfortunately, the right chip will not authenticate this command, requiring the player to kill the chip and fake its signal. Upon authentication, the self-destruct command is sent; across the region, drones shut off and come crashing to the ground.



	So that’s it – those are the three levels that never made it in to Ruckingenur II. I’m excited to see what you can do!

	Does anyone like these sort of posts? Although I don’t have any more Ruckingenur levels to post, I do have more mockups of old games and games that I never made which might be interesting. What would you like to see here between game releases?</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=51"><![CDATA[
                <p>Continuing the countdown, there are only 8 days left until submissions are due for Phase One of the <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=47">Ruckingenur Challenge</a>. Y&#8217;all best get crackin&#8217;.</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/level7.png" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>Yeah, how about that &#8211; an entirely hybrid circuit. The exochip on the left is the brain of the drone controller and dispatches commands to the entire drone network. The exochip on the right is responsible for interfacing to the controls and prevents the drone controller from sending any unauthorized commands. After being brought online through the chip on the right, the chip on the left may be instructed to send a self-destruct message to all active drones. Unfortunately, the right chip will not authenticate this command, requiring the player to kill the chip and fake its signal. Upon authentication, the self-destruct command is sent; across the region, drones shut off and come crashing to the ground.</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/exochipdie.gif" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>So that&#8217;s it &#8211; those are the three levels that never made it in to Ruckingenur II. I&#8217;m excited to see what you can do!</p>

	<p>Does anyone like these sort of posts? Although I don&#8217;t have any more Ruckingenur levels to post, I do have more mockups of old games and games that I never made which might be interesting. What would you like to see here between game releases?</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur II, Level 6</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=50" />
		<updated>2008-10-06T22:14:00-05:00</updated>
		<published>2008-10-06T22:14:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.50</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">Continuing with yesterday’s post, I present level six of Ruckingenur II. Remember – there are only 9 days left until Phase One of the Ruckingenur Challenge is due!



	After hacking the drone transmitter, the insurgents are able to successfully radio and then ambush a drone, as depicted in a movie that may one day be used in a future Ruckingenur product.



	In order for the insurgents to locate and destroy the drone controller facilities, the player must trick the crashed drone into thinking that it is flying along its stored waypoints until it believes it has returned to the facility, at which point it may be made to give up the proper IFF codes needed to get within range of the base. Players are assisted by the exochip’s stream of consciousness signal, which provides cryptic hints as to what it requires to advance the hacking process.

	Did I mention that exochips look like brains on the inside?</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=50"><![CDATA[
                <p>Continuing with yesterday&#8217;s post, I present level six of Ruckingenur II. Remember &#8211; there are only 9 days left until Phase One of the <a rel="external" href="http://zachtronicsindustries.com/pivot/entry.php?id=47">Ruckingenur Challenge</a> is due!</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/level6.png" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>After hacking the drone transmitter, the insurgents are able to successfully radio and then ambush a drone, as depicted in a movie that may one day be used in a future Ruckingenur product.</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/dronetakedown.png" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>In order for the insurgents to locate and destroy the drone controller facilities, the player must trick the crashed drone into thinking that it is flying along its stored waypoints until it believes it has returned to the facility, at which point it may be made to give up the proper <span class="caps">IFF</span> codes needed to get within range of the base. Players are assisted by the exochip&#8217;s stream of consciousness signal, which provides cryptic hints as to what it requires to advance the hacking process.</p>

	<p>Did I mention that exochips look like brains on the inside?</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/exochip.gif" style="border:0px solid" title="" alt="" class="pivot-image" /></p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur II, Level 5</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=49" />
		<updated>2008-10-05T22:19:00-05:00</updated>
		<published>2008-10-05T20:23:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.49</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">As of writing, there are only 10 days left in the Ruckingenur Challenge. If you haven’t started your level yet, get to it – I’ve only received one submission so far!

	If you’re lacking inspiration, here’s a special feature to help your creativity along: the fifth level of Ruckingenur II.



	As it’s unlikely that I’ll ever implement these levels as designed, I will proceed with full disclosure: the final three (for a total of seven) levels revolved around the exochip as a critical component of the circuits. What is an exochip? As it turns out, the Tangential Forces weren’t acting alone in their campaign of oppression against the Northern Continent; although no one knows the origins of the Visitors, their hybrid biotronics were far superior to any other technologies available, giving the Tangential Forces the military edge they needed to take control. Exochips are the centerpiece of the Visitors’ hybrid biotronic technologies, and consist of a genetically engineered organism capable of interfacing directly to a wide range of electronic signals. While exochips are more complicated than normal integrated circuits and require a constant flow of nutrient-rich exobrine, they are able to trivially learn and reproduce almost any task and can instantaneously communicate with any other exochip via psychic network. They are used extensively in the network of autonomous drones that constantly patrols the Northern Continent, locating hidden insurgent bases and eliminating opportunistic targets.

	Level five would introduce the player to exochips, which could be controlled by pulsing various pins mapping to goals, concepts, and positive and negative reinforcement in the exochips’ neural paths. When this drone transmitter was lost, it was disabled; thus, the player’s objective would be to re-enable the device and signal for a drone to return to it, offering the insurgents a chance to ambush the drone when it arrived in an exposed position.

	It should be noted that I was unable to create an exochip mechanic that I was happy with and felt properly achieved the same level of reverse engineering verisimilitude as the rest of the game; this is why the last three levels were eliminated from the game.</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=49"><![CDATA[
                <p>As of writing, there are only 10 days left in the <a rel="external" href="http://zachtronicsindustries.com/pivot/entry.php?id=47">Ruckingenur Challenge</a>. If you haven&#8217;t started your level yet, get to it &#8211; I&#8217;ve only received one submission so far!</p>

	<p>If you&#8217;re lacking inspiration, here&#8217;s a special feature to help your creativity along: the <strong>fifth level of Ruckingenur II</strong>.</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/level5.png" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>As it&#8217;s unlikely that I&#8217;ll ever implement these levels as designed, I will proceed with full disclosure: the final three (for a total of seven) levels revolved around the <strong>exochip</strong> as a critical component of the circuits. What is an exochip? As it turns out, the Tangential Forces weren&#8217;t acting alone in their campaign of oppression against the Northern Continent; although no one knows the origins of the Visitors, their hybrid biotronics were far superior to any other technologies available, giving the Tangential Forces the military edge they needed to take control. Exochips are the centerpiece of the Visitors&#8217; hybrid biotronic technologies, and consist of a genetically engineered organism capable of interfacing directly to a wide range of electronic signals. While exochips are more complicated than normal integrated circuits and require a constant flow of nutrient-rich exobrine, they are able to trivially learn and reproduce almost any task and can instantaneously communicate with any other exochip via psychic network. They are used extensively in the network of autonomous drones that constantly patrols the Northern Continent, locating hidden insurgent bases and eliminating opportunistic targets.</p>

	<p>Level five would introduce the player to exochips, which could be controlled by pulsing various pins mapping to goals, concepts, and positive and negative reinforcement in the exochips&#8217; neural paths. When this drone transmitter was lost, it was disabled; thus, the player&#8217;s objective would be to re-enable the device and signal for a drone to return to it, offering the insurgents a chance to ambush the drone when it arrived in an exposed position.</p>

	<p>It should be noted that I was unable to create an exochip mechanic that I was happy with and felt properly achieved the same level of reverse engineering verisimilitude as the rest of the game; this is why the last three levels were eliminated from the game.</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Hosting Switch</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=48" />
		<updated>2008-10-05T00:55:00-05:00</updated>
		<published>2008-10-05T00:07:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.48</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">After mooching hosting from my friend Charlie for about three years, I finally have my own web host. I was able to move over my domain to properly point at my website now, too, so make sure you’re visiting zachtronicsindustries.com, and not zachtronics.emala.net. If you’re looking for Ruckingenur II, you can find it here. If you’re looking for the Ruckingenur Challenge, scroll down to the blog post below.</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=48"><![CDATA[
                <p>After mooching hosting from my friend Charlie for about three years, I finally have my own web host. I was able to move over my domain to properly point at my website now, too, so make sure you&#8217;re visiting <em>zachtronicsindustries.com</em>, and not <em>zachtronics.emala.net</em>. If you&#8217;re looking for <strong>Ruckingenur II</strong>, you can find it <a rel="external" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=40">here</a>. If you&#8217;re looking for the <strong>Ruckingenur Challenge</strong>, scroll down to the blog post below.</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
	<entry>
		<title>Ruckingenur Challenge</title>
		<link rel="alternate" type="text/html" href="http://www.zachtronicsindustries.com/pivot/entry.php?id=47" />
		<updated>2008-10-08T17:10:00-05:00</updated>
		<published>2008-10-01T00:51:00-05:00</published>
		<id>tag:zachtronicsindustries,2008:ZachtronicsIndustries.47</id>
		<link rel="related" type="text/html" href=""  />
		<summary type="text">A little bit over a month ago, Ruckingenur II hit Hackaday. Since then, I’ve had over 6000 downloads. Many of you have called out for more levels, which take a great deal of time to make. Others have called for me to create a level editor, something that I wasn’t entirely comfortable with, as I prefer to create games, not tools. As semi-detailed in the previous post, I’ve toyed around with the idea of making more Ruckingenur, but kept on coming up short. A flash of insight today, however, changed my thinking. Introducing…



	(That’s the last flashing LED GIF – I promise!)

	So here’s the deal:

	Phase One
	
		You design a puzzle for Ruckingenur.
		All puzzle designs must be in on or before October 15th, 2008. (That’s two weeks from today, for those of you who don’t know what day it is.)
		You do not code anything, nor do you create any game art. This is purely design of the puzzle.
		You may submit as many entries as you want.
		If I receive fifteen (15) or more complete submissions, I will make a special version of Ruckingenur capable of playing levels created with the included level editor.
		The author of the best submission will win a Ruckingenur prize pack, most likely filled with electronics related prizes!
	
	
		Submissions may be emailed to me at zachbarth@gmail.com
	

	Design Requirements
	
		Your submissions should include the following:
	
		A short description of the puzzle, including an objective.
		A semi-detailed description of the internal state, i.e. how the device works. It’s a good idea to think of your device as a state machine.
		A short description of a possible solution. More solutions make for a better puzzle.
		A list of all test points, describing:
	
		How their voltages are determined.
		How pulsing them high and low effects the state of the device.
		How they respond to serial data, and when they emit serial data.
	
	
		What registers are available if the test point corresponds to a debug pin on a chip, and how their values are generated and affect the device state.
	
		Some sort of quick drawing (mspaint is fine) detailing the layout of all components and interface items.
	
	
		A list of any special art or rendering your puzzle would need. Assume that the level editor will include common components like chips, LEDs, switches, and displays and tools to draw common things like circuit boards and tracks between components.
	
		I suggest you play through Ruckingenur II again, paying attention to these details in the puzzles.
		A good puzzle shouldn’t let a player get stuck in a loop of unsolvability, where they’ve done something preventing them from solving the puzzle, yet are unaware that they are stuck because of it.
	
	
		A good puzzle shouldn’t require a player to use trial and error to solve the puzzle.
	

	Phase Two
	
		After I finish the level editor, I will release it to the public. There’s a good chance that people who submitted an entry in Phase One will receive it earlier than those who didn’t.
		You create a level. While you won’t have to create any artwork, you will have to program the implementation (most likely in Python Lua, something you should look into if you’re interested in this).
	
		If you intend to create a level, you should really submit the design in Phase One. This will help me judge what functionality is needed in the level editor and ensure that it can create puzzles with sufficient richness and depth.
	
		You send me your level. I will work with everyone who submits a level to make sure that all the levels fit together coherently and with a uniform implementation of the mechanics. While I worry that this may seem authoritarian to some people, that’s really not my intention – I just want to make sure that, because of the uniqueness of Ruckingenur puzzles, everyone’s puzzles fit together.
		After collecting all the finished levels, I will sort them by difficulty and release a special Community Edition of Ruckingenur. Everyone who created a level will be gratuitously credited.
		Everyone wins!
	
	
		The author of the best puzzle might win something extra!
	

	Constructive commentators are encouraged to leave constructive comments. If you have a question, ask it in the comments so everyone can see – I’ll answer it there. Otherwise, start working on those levels!</summary>
        <content type="html" xml:lang="en" xml:base="http://www.zachtronicsindustries.com/pivot/entry.php?id=47"><![CDATA[
                <p>A little bit over a month ago, Ruckingenur II hit Hackaday. Since then, I&#8217;ve had over 6000 downloads. Many of you have called out for more levels, which take a great deal of time to make. Others have called for me to create a level editor, something that I wasn&#8217;t entirely comfortable with, as I prefer to create games, not tools. As semi-detailed in the previous post, I&#8217;ve toyed around with the idea of making more Ruckingenur, but kept on coming up short. A flash of insight today, however, changed my thinking. Introducing&#8230;</p>

<p style="text-align:center;"><img src="http://www.zachtronicsindustries.com/images/rc.gif" style="border:0px solid" title="" alt="" class="pivot-image" /></p>

	<p>(That&#8217;s the last flashing <span class="caps">LED</span> <span class="caps">GIF</span> &#8211; I promise!)</p>

	<p>So here&#8217;s the deal:</p>

	<p><strong>Phase One</strong>
	<ul>
		<li>You design a puzzle for Ruckingenur.</li>
		<li>All puzzle designs must be in on or before October 15th, 2008. (That&#8217;s two weeks from today, for those of you who don&#8217;t know what day it is.)</li>
		<li>You do not code anything, nor do you create any game art. This is purely design of the puzzle.</li>
		<li>You may submit as many entries as you want.</li>
		<li>If I receive fifteen (15) or more <strong>complete</strong> submissions, I will make a special version of Ruckingenur capable of playing levels created with the included level editor.</li>
		<li>The author of the best submission will win a Ruckingenur prize pack, most likely filled with electronics related prizes!</li>
	</ul>
	<ul>
		<li><span style="color:Red;">Submissions may be emailed to me at <b>zachbarth@gmail.com</b></span></li>
	</ul></p>

	<p><strong>Design Requirements</strong>
	<ul>
		<li>Your submissions should include the following:
	<ul>
		<li>A short description of the puzzle, including an objective.</li>
		<li>A semi-detailed description of the internal state, i.e. how the device works. It&#8217;s a good idea to think of your device as a <a rel="external" href="http://en.wikipedia.org/wiki/Finite_state_machine">state machine</a>.</li>
		<li>A short description of a possible solution. More solutions make for a better puzzle.
		<li>A list of all test points, describing:
	<ul>
		<li>How their voltages are determined.</li>
		<li>How pulsing them high and low effects the state of the device.</li>
		<li>How they respond to serial data, and when they emit serial data.</li>
	</ul></li>
	<ul>
		<li>What registers are available if the test point corresponds to a debug pin on a chip, and how their values are generated and affect the device state.</li>
	</ul></li>
		<li>Some sort of quick drawing (mspaint is fine) detailing the layout of all components and interface items.</li>
	</ul></li>
	<ul>
		<li>A list of any special art or rendering your puzzle would need. Assume that the level editor will include common components like chips, LEDs, switches, and displays and tools to draw common things like circuit boards and tracks between components.</li>
	</ul></li>
		<li>I suggest you play through Ruckingenur II again, paying attention to these details in the puzzles.</li>
		<li>A good puzzle shouldn&#8217;t let a player get stuck in a loop of unsolvability, where they&#8217;ve done something preventing them from solving the puzzle, yet are unaware that they are stuck because of it.</li>
	</ul>
	<ul>
		<li>A good puzzle shouldn&#8217;t require a player to use trial and error to solve the puzzle.</li>
	</ul></p>

	<p><strong>Phase Two</strong>
	<ul>
		<li>After I finish the level editor, I will release it to the public. There&#8217;s a good chance that people who submitted an entry in Phase One will receive it earlier than those who didn&#8217;t.
		<li>You create a level. While you won&#8217;t have to create any artwork, you will have to program the implementation (most likely in <del>Python</del> <a rel="external" href="http://en.wikipedia.org/wiki/Lua_%28programming_language%29">Lua</a>, something you should look into if you&#8217;re interested in this).</li>
	<ul>
		<li>If you intend to create a level, you should really submit the design in Phase One. This will help me judge what functionality is needed in the level editor and ensure that it can create puzzles with sufficient richness and depth.</li>
	</ul></li>
		<li>You send me your level. I will work with everyone who submits a level to make sure that all the levels fit together coherently and with a uniform implementation of the mechanics. While I worry that this may seem authoritarian to some people, that&#8217;s really not my intention &#8211; I just want to make sure that, because of the uniqueness of Ruckingenur puzzles, everyone&#8217;s puzzles fit together.</li>
		<li>After collecting all the finished levels, I will sort them by difficulty and release a special Community Edition of Ruckingenur. Everyone who created a level will be gratuitously credited.</li>
		<li>Everyone wins!</li>
	</ul>
	<ul>
		<li>The author of the best puzzle might win something extra!</li>
	</ul></p>

	<p>Constructive commentators are encouraged to leave constructive comments. If you have a question, ask it in the comments so everyone can see &#8211; I&#8217;ll answer it there. Otherwise, start working on those levels!</p>
		]]></content>
		<author>
			<name>Zach</name>
		</author>
	</entry>
	
	
	
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