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I need some text files...

Musturd

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Remember that Rubik's cube program I made a week or two ago. Well, I'm making a solver now, and my professor said I need to make it solve that way that I solve the cube. SO:

If someone could point me in the direction of a text file that has all the PLLs and CornerOLL cases coupled with a computer-readable picture of the cube, that would be awesome.
EDIT: please only algs without cube rotations and without double turns (or I can just take them out myself)

Also, there are 2048 cases of EOs and if anyone happens to have a text file for those, that would be REALLY helpful, but otherwise I'll just figure out a way for a computer to do EO. (not EOLine just EO) EDIT: almost done with this.
EDIT2: NEVER MIND I'D REALLY LIKE THIS

Cross doesn't seem too hard
F2L will be insanely hard
OLL + PLL will be somewhat easy if I get a text file.

Unfortunately, I'm not allowed to get help on HOW to tackle this, but I am allowed to ask for these text files. Please don't tell me how to write this solver.
I'd really like text files though.
Thanks

Well I got stuck.
I was expanding on my previous game which used stickers to represent the cube.... :/

So I'm starting over with a 3D array of pieces.
I'm going to graphically represent the cube after I can do everything else.

Basically this means that I have 3 days to write a ZZ solving program.
I will be up very very late for the next few nights.
I will be forever indebted to you if you give me text files for OLL and PLL.
PLEASE PLEASE PLEASE.
I don't have time to write these myself.
I'll accept and acsii or unicode representation of the OLL and PLL algs.
Or anything actually.

I'll post my program here on Friday or Saturday (if I end up finishing it)

I WOULD ALSO REALLY LIKE:
An approximation of how many moves it would take to solve the cross after edges are already oriented. (<R,U,L> only)
An approximation of how many movies it would take to solve F2L after edges are already oriented.(<R,U,L> only)

AND:
Is there a way to determine the new corner orientation after a turn without checking what the previous corner orientation was?
 
Last edited:
Well ZZ..
Which means nothing other than <R,U,L>
and I do ZZ stupidly, in that I don't use blockbuilding.
So I could use the F2L algs if I change the ones I need to be <R,U,L> and make 4 copies of each algorithm for each slot.

And I probably will do that, unless I can think of something better.
 
Update:
Check first post.

Also: any .txt representation of olls and/or plls
yes have tried google (not for more than a minute or two though)
Java
if I have time to make a UI, I'm 99% sure it will be in 2D
Otherwise it will be in console.

But I'll probably write a UI next week for fun if I don't do it now.
 
Update:
Check first post.

Also: any .txt representation of olls and/or plls
yes have tried google (not for more than a minute or two though)
Java
if I have time to make a UI, I'm 99% sure it will be in 2D
Otherwise it will be in console.

But I'll probably write a UI next week for fun if I don't do it now.

Here's my configuration algorithms for CubeAssistant. They're just the standard ones I use.

http://acesoftware.110mb.com/files/OLL.xml
http://acesoftware.110mb.com/files/PLL.xml

OLL:
Each case is identified with the following: "Axxxxxxxxx" (9 x's)
x is: (0) Oriented, (1) Rotated clockwise, (2) Rotated counter-clockwise
You do an x' on your cube and look at the pieces from left to right, top to bottom. Centers are always oriented (1).

PLL:
Each case is identified with the following: "Axxxxxxxxxxx" (11 x's)
If the last layer is on top, look at the FUL sticker. All of the other 11 stickers around the cube are defined in relation to that FUL sticker.
x is: (1) To right of where it belongs, (2) To the left of where it belongs, (3) Correct location, (4) Opposite of where it belongs.
For example, do RUR'F'RUR'U'R'FR2U'R'y'. Look at the FUL sticker, it should belong on the right side of the cube. Ok now look at the FU sticker, it should belong at the back of the cube; however, in relation to the FUL sticker, it belongs to the right side of the cube. Therefore, the number we will use for the FU sticker is a 1. The FUR will also be a 1. The RUF sticker will be a 4, etc.

If you don't understand it, let me know.
 
Thank you so much!
I don't understand, but I don't need to at the moment.
I'll just brute force check every algorithm until the cube reaches the next step.

I do want to understand eventually, but right now thank you! :D
 
Thank you so much!
I don't understand, but I don't need to at the moment.
I'll just brute force check every algorithm until the cube reaches the next step.

I do want to understand eventually, but right now thank you! :D

If you're going to go about it like that, then make sure you use AUF's. For example, if you have an unpermutated cube, brute solve using all the PLL's i gave you, and if those don't solve it, apply a U turn, then try again, continue for a total of 3 AUF's.
 
Thank you so much!
I don't understand, but I don't need to at the moment.
I'll just brute force check every algorithm until the cube reaches the next step.

I do want to understand eventually, but right now thank you! :D

If you're going to go about it like that, then make sure you use AUF's. For example, if you have an unpermutated cube, brute solve using all the PLL's i gave you, and if those don't solve it, apply a U turn, then try again, continue for a total of 3 AUF's.

Thanks for reminding me, I definitely would have forgotten about that :D
 
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