Reword Sudoku section and document the recently added scratchpad marking setting.
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\subsection{\label{ref:Sudoku}Sudoku}
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\screenshot{plugins/images/ss-sudoku}{Sudoku}{fig:sudoku}
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Sudoku in Rockbox is implemented as both a plugin and a viewer.
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When you start Sudoku in plugin mode from the \setting{Browse Plugins} menu, a
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Sudoku in Rockbox can act as both a plugin and a viewer.
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When starting Sudoku from the \setting{Browse Plugins} menu, a
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random game will be generated automatically, and an estimate of its difficulty
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(very easy, easy, medium, hard or fiendish) will be displayed on the screen.
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New games can be generated from the \setting{Generate} menu option.
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When you use Sudoku as a viewer for playing pre-generated Sudoku games.
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You need sudoku games stored (one game per file) in text files with the
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\fname{.ss} extension (see links below). You then browse these games using the
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normal \setting{File Browser}, and open the file to launch Sudoku.
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When ``playing'' an existing Sudoku game file from Rockbox' file browser
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the plugin is invoked as viewer. The selected Sudoku will get loaded and you
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can start solving it. The sudoku games need to be stored as text
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files with the extension \fname{.ss} as single file per game.
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You can create and save your own grids under the \setting{New} menu option.
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Enter the menu (as described in the key table below) when you have finished and
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enter the full path to save to including the \fname{.ss} extension
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(e.g. \fname{/sudoku/new.ss}).
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enter the full path to save to including the \fname{.ss} extension
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(e.g. \fname{/sudoku/new.ss}).
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\subsubsection{The thing on the left (AKA the scratchpad)}
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\subsubsection{The scratchpad}
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When you play Sudoku on paper most people like to mark numbers in cells that
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are possible candidates for the cells.
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This can be done with the column on the left. Change the number
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under the cursor to a number which might be valid and press the scratchpad
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button, the number will then be added on the left.
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The column is stored seperatly for every cell on the board.
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These are \emph{NOT} saved when saving the game.
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This can be done with the scratchpad, shown as separate column.
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Change the number under the cursor to the number you want to put on the
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scratchpad and press the scratchpad button, the number will then be added.
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If the number was already on the scratchpad it will get removed again.
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The column is stored seperatly for every cell on the board. The stored values
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can be displayed inline as small dots by enabling the \setting{Show Markings}
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settings.
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\note{The scratchpad is \emph{not} saved when saving the game.}
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\begin{table}
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\begin{btnmap}{}{}
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