PSP Rubik's Cube v3.0 by EXTER.


Controls:
---------
  The controls are designed for easy Move Notation algorithms.
  You can look at 'Controls.txt' for a full list of controls.
  
  There are 2 Control Schemes: 'A' and 'B'. In Control Scheme 'A' there are two
  sets of controls: one for small cubes and one for large cubes. Small cubes
  are defined by having all of its dimension of 3 or less, anything else is
  defined as a large cube. In Control Scheme 'B' there is just one set of
  controls (just the large cube controls of Control Scheme 'A').

  - In any Control Scheme:
     The D-Pad is used to rotate the entire cube to the corresponding
     direction.

     The Cross, Circle, Square, and Triangle buttons correspond to moving a
     single layer clockwise. Square is Left Move (L), Circle is Right Move (R),
     Triangle is Up Move (U), and Cross is Down Move (D).
    
     Holding the L-Trigger makes any of the moves mentioned above inverted
     (the layer rotates counter-clockwise) which is the equivalent of the prime
     symbol in Move Notation. For example: Pressing L + Cross makes a Down
     Inverted Move (D').

     Other Controls:
       Select:        Undo move.
       Start:         Show menu.
       Analog Stick:  Peek at the sides, top, or bottom of the cube.

  - In Control Scheme 'A':

    - For small cubes:
        Pressing the R-Trigger makes the Front move (F). Also Pressing L + R
        makes the Front Inverted Move (F')

        Other Controls:
          L + Left  : Rotate the cube counter-clockwise. 
          L + Right : Rotate the cube clockwise. 
          L + Up    : Back Inverted Move (B'). 
          L + Down  : Back Move (B). 

    - For Large cubes:
        Holding the R-Trigger makes any of the single-layer moves rotate two
        layers if the corresponding dimension is 4 or greater. This which is
        the equivalent of the star symbol in Move Notation. For example:
        Pressing R + Circle makes a Two-Layer Down Move (D*). This can also be
        combined with the L-Trigger to make Two-Layer Inverted moves. 
        For Example: Pressing L + R + Triangle makes a Two-Layer Down Inverted
        Move (U*').

        Other Controls:
          L + Left  : Front Inverted Move (F'). 
          L + Right : Front Move (F). 
          L + Up    : Back Inverted Move (B'). 
          L + Down  : Back Move (B). 
          R + Left  : Two-Layer Front Inverted Move (F*'). 
          R + Right : Two-Layer Front Move (F*). 
          R + Up    : Two-Layer Back Inverted Move (B*'). 
          R + Down  : Two-Layer Back Move (B*). 
          L + R + Left  : Rotate the cube counter-clockwise. 
          L + R + Right : Rotate the cube clockwise. 
      
  - In Control Scheme 'B':
      Only the large cube controls of Control Scheme 'A' apply,
      even for small cube. Note that doing Two-layer moves of where the
      corresponding dimension is less than 4, only moves one layer. This
      Control Scheme has the advantage of having to deal with only one set of
      controls for any cube.


Cube types:
-----------
  The Following cube types are available:
    2x2x2, 3x3x3, 4x4x4, 5x5x5,
    2x2x3, 3x3x4, 4x4x5,
    3x3x2, 4x4x3, 5x5x4,
    Void cube. 


Counters:
---------
  On the screen there are two set of counters:
    - Left: Shows the current time since the cube was scrambled, and the best
        time taken to solve the cube.

    - Right: Counts the number of moves done since the start, and the least
        amount of move taken to solve the cube (undo count up as a move). 



Backgrounds:
------------
  To use custom backgrounds place them in the 'backgrounds' sub-directory where
  the EBOOT is placed. The background image must be a 480x272 '.bmp' file with
  24, or 32 bit color format, otherwise it won't show up in the menu. You can
  set it tn the 'BG' menu.


Cube skins:
-----------
  Cube skins allow to use custom textures instead of solid color for the faces
  of the cube. Each skin is composed of a directory with the name of the skin
  with 64x64, 24 or 32-bit color '.bmp' files representing a single cube-let
  tile named from '1.bmp' to '6.bmp'. This is placed in the 'skins' directory.
  Skins can be set in the 'Skin' menu.
 
    Example with a skin named 'Sample':
      ms0:/PSP/GAME/rubik/
       |
       +-- EBOOT.PBP
       |
       +-- backgrounds/
       |
       +-- skins/
            |
            +-- Sample/
                 |
                 +-- 1.bmp
                 |
                 +-- 2.bmp
                 |
                 +-- 3.bmp
                 |
                 +-- 4.bmp
                 |
                 +-- 5.bmp
                 |
                 +-- 6.bmp





Other Notes:
------------
  Tested on 5.00 M33-6, but it should work on any homebrew-enabled firmware.











Cheat:
------
  Use the following combo to instantly solve the cube (you don't get a 
  time/moves score):
    Up -> Up -> Down -> Down -> Left -> Right -> Left -> Right -> 
    Cross -> Circle -> Select -> Start

