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terrencegf's Avatar
Posts: 221 | Thanked: 182 times | Joined on Jul 2007 @ Central Illinois
#71
Originally Posted by briand View Post
If you crack open a completed .puz file in a hex editor, you can see the layout with the user's answers and the "key" answers, laid out as the grid is laid out. If the .puz isn't scrambled (or "locked"), then it's a plain english text read. If it's scrambled, then the second ('answer') grid will be scrambled. In the actual AcrossLite application, entering the 4-digit (1-9, no 0's!) code will de-scramble the "answer key" copy in memory, and allow direct comparisons (check word, check grid, etc). After applying the 4-digit key to the puzzle, subsequent saves to disk will save an 'unlocked' version.

Anyway, several years ago, during a time I should have (no doubt) been working on something else, I fiddled around and found where (and how) the 4-digit key is stored in the .puz file, and (subsequently) how to use that key number to translate the 'scrambled' grid in the .puz file into an 'unscrambled' grid. Again, I'll snoop around and see if I can find that code snippet, and apply it to the project.
Hey briand,

Now that I have had some time to look at the xword code, I'm a bit more interested in this "unscramble" feature. I can see in the .puz file the bits that get altered when the puzzle is scrambled, but I don't know anything more. Have you had a chance to search for (and hopefully find) your code for unscrambling the grid?

Last edited by terrencegf; 2008-05-22 at 20:48.