main
Kay 2 months ago
commit 226a15703d
  1. 17
      .README.template.md
  2. 8
      .gitlab-ci.yml
  3. 307
      00-tutorial/tutorial.p8
  4. 224
      01-pong/pong.p8
  5. 8145
      02-for-a-friend/html/easter.js
  6. 1104
      02-for-a-friend/html/index.html
  7. BIN
      03-awtb-nov-2021/awtb.p8.png
  8. 8147
      03-awtb-nov-2021/awtb_html/awtb.js
  9. 1104
      03-awtb-nov-2021/awtb_html/index.html
  10. 710
      03-awtb-nov-2021/main.p8
  11. 13
      CHANGELOG.md
  12. 459
      LICENSE
  13. 75
      README.md

@ -0,0 +1,17 @@
## install
I publish the games i care to show on https://kthnx.itch.io/
I use Sublime Text 3 with the PICO-8 package. (follow install procedure for font)
Here is my config :
```json
{
"font_size": 16,
"highlight_line": true,
"line_padding_bottom": 4,
"line_padding_top": 4,
"pico-8_path": "C:\\Program Files (x86)\\PICO-8\\pico8.exe",
"rulers": [32]
}
```

@ -0,0 +1,8 @@
---
include:
- project: "kay/ci-templates"
file:
- "/Semantic-Release.gitlab-ci.yml"
stages:
- review

@ -0,0 +1,307 @@
pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
--------------------------------
--------------------------------
-- learning pico-8 -------------
--------------------------------
-- probably does not represent -
-- the best coding practices ---
--------------------------------
-- by jukefr (hi@juke.fr) ------
--------------------------------
--------------------------------
-------------------
-- base variables -
-------------------
player = {64, 64, 8} -- x y r
enemy = {0, 0, 4} -- x y r
is_music = false -- playing ?
score = -1
speed = 1
is_playing = false
timer = 0
seconds = 0
game_over = false
-------------------
------------------
-- configuration -
------------------
clr0 = 13 -- main color
clr1 = 3 -- secondary color
------------------
--------------------------------
--------- start logic ----------
--------------------------------
-- start partymode
function partymode()
if not is_playing then
music_player()
is_playing = true
end
end
function reset()
player = {64, 64, 8} -- x y r
enemy = {0, 0, 4} -- x y r
is_music = false -- playing ?
score = -1
speed = 1
is_playing = false
timer = 0
seconds = 0
game_over = false
music(-1)
end
function music_player()
if not is_music then
music()
is_music = true
end
end
function bounds(point, r)
-- check if the position is
-- outside screen and correct
-- if it is
if point < -(r-1) then
point = 127 - r
elseif point>127+r then
point = r
end
return point
end
-- calculate player position
-- return as array
function get_position(x,y,r)
-- maps btn(i-1) to action
-- to execute on player
-- x and y position
keys={
{-1,0}, {1,0}, -- x pos
{0,-1}, {0,1} -- y pos
}
-- lua arrays start at 1
for i=1,4 do
if btn(i-1) then
x += (keys[i][1]*speed)
y += (keys[i][2]*speed)
end
end
-- check if out of bounds
x = bounds(x, r)
y = bounds(y, r)
-- check if we are eating
eat( x, y, r,
enemy[1], enemy[2], enemy[3] )
return {x,y,r}
end
function eat(px, py, pr,
ex, ey, er)
radix = (px-ex)*(px-ex)
radiy = (py-ey)*(py-ey)
radi = pr+er
radi *= radi
if radix + radiy < radi then
enemy=randomize_enemy(enemy)
player=grow(player)
end
end
function grow(p)
return {p[1], p[2], p[3]+5 }
end
function randomize_enemy(e)
score += 1
speed += 1
return {flr(rnd(127)),
flr(rnd(127)),
e[3]}
end
-- runs at every frame
-- before _draw
function _update60()
-- store position in global
-- player array
if is_playing then
timer += 1
seconds = flr(timer / 60)
if score == -1 then
enemy=randomize_enemy(enemy)
end
end
player = get_position(
player[1],
player[2],
player[3]
)
if seconds > 30 then
game_over = true
end
end
--------------------------------
---------- end logic -----------
--------------------------------
--------------------------------
-------- start graphics --------
--------------------------------
function draw_bg()
cls()
end
-- draws background
function draw_border()
rectfill(0,0,127,1, clr1)
rectfill(0,126,127,127, clr1)
rectfill(0,0,1,127, clr1)
rectfill(126,0,127,127, clr1)
end
-- draws player
function draw_player(x,y,r)
circfill(x,y,r,clr0)
end
function draw_enemy(e)
circfill(
e[1],
e[2],
e[3],
clr1
)
end
-- draw a second circle
-- if the player is out
-- of bounds, like a "mirror"
function draw_mirror(x,y)
if x < player[3] then
circfill(127+x, y, player[3] ,clr0)
partymode()
elseif x > 119 then
circfill(x-127, y, player[3], clr0)
partymode()
end
if y < player[3] then
circfill(x, 127+y, player[3] ,clr0)
partymode()
elseif y > 119 then
circfill(x, y-127, player[3] ,clr0)
partymode()
end
end
function stop_game()
o_msg = "❎ "
o__msg = " to start over"
msg_o= 64-(#o_msg+#o__msg)*2
msg__o = msg_o+#o_msg*4
over_score = ""..score
cls()
print(over_score,
64-#over_score*2,
64, clr0)
print(o_msg,
msg_o, 105, clr0)
print(o__msg,
msg__o ,
105, clr1)
if btn(5) then
reset()
end
end
-- draws info_
function info_()
s_msg = "score:"
s__msg = ""..score
msg_s= 64-(#s_msg+#s__msg)*2
msg__s = msg_s+#s_msg*4
print(s_msg,
msg_s, 105)
print(s__msg,
msg__s ,
105, clr0)
t_msg = "time:"
t__msg = ""..(30-seconds)
msg_t= 64-(#t_msg+#t__msg)*2
msg__t = msg_t+#t_msg*4
print(t_msg, msg_t, 15, clr1)
print(t__msg, msg__t ,
15, clr0)
end
-- called after _update
function _draw()
if game_over then
stop_game()
draw_border()
else
speed = 1 + flr(rnd(abs(score)))
draw_bg()
draw_player(
player[1],
player[2],
player[3]
)
draw_mirror(
player[1],
player[2]
)
if is_playing then
draw_enemy(enemy)
draw_border()
info_()
end
end
end
--------------------------------
--------- end graphics ---------
--------------------------------
__gfx__
08800880000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
88888888000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
88888888000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
88888888000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
08888880000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00088000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
__sfx__
011000000c053000000000000000246150000000000000000c053000000000000000246150000000000000000c053000000000000000246150000000000000000c05300000000000000024615000000000000000
011000000214002140021400214002140021400214002140021400214002140021400214002140021400214002140021400214002140021400214002140021400214002140021400214002140021400214002140
011000000214002130021200211002140021300212002110021400213002120021100214002130021200211002140021300212002110021400213002120021100214002130021200211002140021300212002110
011000000214002120021100214002120021100214002120021100214002120021100214002110021400211002140021200211002140021200211002140021200211002140021200211002140021100214002110
011000000210002100021400212002110021400212002110021400212002110021400212002110021400211002140021200211002140021200211002140021200211002140021200211002140021100214002110
011000000210002100021400212002010021400212002010021400212002010021400212002010021400201002140021200201002140021200201002140021200201002140021200201002140020100214002010
01100000021000210002140021200e11002140021200e11002140021200e11002140021200e110021400e11002140021200e11002140021200e11002140021200e11002140021200e110021400e110021400e110
01100000021000210002140020200e11002040021200e01002140020200e11002040021200e010021400e01002140020200e11002040021200e01002140020200e11002040021200e010021400e010021400e010
01100000021000210002140021250e11002140021200e11502140021250e11002140021200e115021400e11002140021200e11502140021200e11002140021250e11002140021200e110021400e110021400e110
__music__
00 00014344
01 00024344
00 00034344
00 00044344
00 00054344
00 00064344
00 00074344
02 00084344

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pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
-- pong
-- very basic attempt at re-
-- creating pong in pico-8
-- by k (hi@juke.fr)
player = {} -- base player vars
player1 = {} -- specific player
player2 = {} -- specific player
ball = {} -- pomg ball
scene = {} -- background etc.
scene.clr = 7
player.clr = 7
player.w = 3
player.h = 15
player.min_y = 2
player.max_y = 125-player.h
player1.x = 3
player1.y = 64-player.h/2
player1.vctr = {0,0}
player1.score = 0
player2.x = 124-player.w
player2.y = 64-player.h/2
player2.vctr = {0,0}
player2.score = 0
ball.r = 3
ball.clr = 7
ball.x = 64
ball.y = 64
ball.speed = 1
ball.vctr = {0,0}
function player1.update()
player1.x += player1.vctr[1]
player1.y += player1.vctr[2]
end
function player1.mvmt()
player1.vctr[1]=0
player1.vctr[2]=0
if btn(4) then
if player1.y-1>player.min_y then
player1.vctr[1]=0
player1.vctr[2]=-1
end
end
if btn(5) then
if player1.y+1<player.max_y then
player1.vctr[1]=0
player1.vctr[2]=1
end
end
end
function player2.update()
player2.x += player2.vctr[1]
player2.y += player2.vctr[2]
end
function player2.mvmt()
player2.vctr[1]=0
player2.vctr[2]=0
if btn(2) then
if player2.y-1>player.min_y then
player2.vctr[1]=0
player2.vctr[2]=-1
end
end
if btn(3) then
if player2.y+1<player.max_y then
player2.vctr[1]=0
player2.vctr[2]=1
end
end
end
function ball.update()
ball.x += ball.vctr[1]
ball.y += ball.vctr[2]
end
function ball.throw(direction)
if direction == "left" then
ball.vctr[1] = -ball.speed
ball.vctr[2] = 0
elseif direction == "right" then
ball.vctr[1] = ball.speed
ball.vctr[2] = 0
else
if ball.vctr[1] == 0 then
if ball.vctr[2] == 0 then
ball.vctr[1] = ball.speed
ball.vctr[2] = 0
end
end
end
end
function scene.reset()
ball.x = 64
ball.y = 64
ball.vctr = {0,0}
player1.x = 3
player1.y = 64-player.h/2
player1.vctr = {0,0}
player2.x = 124-player.w
player2.y = 64-player.h/2
player2.vctr = {0,0}
end
function scene.score()
if ball.x <= 2+ball.r then
player2.score += 1
scene.reset()
ball.throw("right")
end
if ball.x >= 125-ball.r then
player1.score += 1
scene.reset()
ball.throw("left")
end
end
function scene.collision()
-- down wall collision
if ball.y >= 125-ball.r then
ball.vctr[2]=-ball.vctr[2]
end
-- up wall collision
if ball.y <= 2+ball.r then
ball.vctr[2]=-ball.vctr[2]
end
-- player1 collision
if ball.x==2+player.w+ball.r then
if ball.y>=player1.y then
if ball.y<=player1.y+player.h then
ball.vctr[1]*=-1
if player1.vctr[2] > 0 then
ball.vctr[2]+=rnd(abs(player1.vctr[2]))
else
ball.vctr[2]-=rnd(abs(player1.vctr[2]))
end
end
end
end
-- player2 collision
if ball.x==125-player.w-ball.r then
if ball.y>=player2.y then
if ball.y<=player2.y+player.h then
ball.vctr[1]*=-1
if player2.vctr[2] > 0 then
ball.vctr[2]+=rnd(abs(player2.vctr[2]))
else
ball.vctr[2]-=rnd(abs(player2.vctr[2]))
end
end
end
end
end
function _update60()
player1.mvmt()
player1.update()
player2.mvmt()
player2.update()
scene.score()
scene.collision()
ball.throw()
ball.update()
end
function scene.draw()
-- borders
rectfill(0,0,127,1,scene.clr)
rectfill(0,0,1,127,scene.clr)
rectfill(0,126,127,127,
scene.clr)
rectfill(126,0,127,127,
scene.clr)
-- score
score1=""..player1.score
score2=""..player2.score
print(score1, 32-#score1*2, 5,
scene.clr)
print(score2, 96-#score2*2, 5,
scene.clr)
-- middle line (good enough)
for i=0,16 do
if i%2 == 0 then
rectfill(64,4+i*8,65,i*8+12,
scene.clr)
end
end
end
function player.draw(p)
rectfill(
p.x,
p.y,
p.x+player.w,
p.y+player.h,
player.clr
)
end
function ball.draw(b)
circfill(b.x,b.y,b.r,b.clr)
end
function _draw()
cls()
scene.draw()
player.draw(player1)
player.draw(player2)
ball.draw(ball)
end

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pico-8 cartridge // http://www.pico-8.com
version 33
__lua__
--awtb 2021
function _init()
debug=false
p={
sp=1,
x=59,
y=59,
w=8,
h=8,
flp=false,
dx=0,
dy=0,
m_dx=2,
m_dy=3,
acc=0.5,
boost=4,
anim=0,
running=false,
jumping=false,
falling=false,
sliding=false,
landing=false,
dead=false,
ts=time()
}
gravity=0.3
friction=0.85
--camera
cam_x=0
--map limits
map_start=0
map_end=8*128
--debug
x1r=0 y1r=0 x2r=0 y2r=0
dbg_col={
l="no",
r="no",
u="no",
d="no"
}
--pranks
prks={
a=false,
b=false,
c=false,
d=false,
e=false,
f=false,
g=false,
h=false,
i=false,
j=false,
k=false,
l=false,
m=false,
n=false,
}
end
-->8
--update and draw
function _update()
player_update()
player_animate()
fuckery()
--camera
cam_x=p.x-64+(p.w/2)
if cam_x<map_start then
cam_x=map_start
end
if cam_x>map_end-128 then
cam_x=map_end-128
end
camera(cam_x,0)
end
function _draw()
cls()
if p.dead then
deadery()
else
map(0,0)
spr(p.sp, p.x, p.y, p.w/8, p.h/8, p.flp)
print("an adventure by k", 0, 6, 7)
print("♥", 71, 6, 8)
print("'awtb' nov 2021", 0, 0, 7)
print("⬅ to move", 0, 60, 7)
print(" ❎ to jump", 0, 66, 7)
print("jump as far as you can",420,0,7)
print("congratulations",950,80,7)
print("you won the right",950,86,7)
print("to game end",950,92,7)
end
--debug
if debug then
rect(x1r, y1r, x2r, y2r, 8)
print("⬅="..dbg_col.l,cam_x,12, 8)
print("➡="..dbg_col.r,cam_x,18, 8)
print("⬆="..dbg_col.u,cam_x,24, 8)
print("⬇="..dbg_col.d,cam_x,30, 8)
print("dx="..p.dx, cam_x, 0, 8)
print("dy="..p.dy, cam_x, 6, 8)
print("x="..p.x, cam_x, 36, 8)
print("y="..p.y, cam_x, 42, 8)
end
end
-->8
--collisions
function collide_map(obj,aim,flag)
--obj = table x,y,w,h
--aim = left,right,up,down
local x=obj.x local y=obj.y
local w=obj.w local h=obj.h
local x1=0 local y1=0
local x2=0 local y2=0
if aim=="left" then
x1=x-1 y1=y
x2=x y2=y+h-1
elseif aim=="right" then
x1=x+w-1 y1=y
x2=x+w y2=y+h-1
elseif aim=="up" then
x1=x+2 y1=y-1
x2=x+w-3 y2=y
elseif aim=="down" then
x1=x+2 y1=y+h
x2=x+w-3 y2=y+h
end
--debug
if debug then
x1r=x1 y1r=y1
x2r=x2 y2r=y2
end
--pixels to tiles
x1/=8 y1/=8
x2/=8 y2/=8
if fget(mget(x1,y1), flag)
or fget(mget(x1,y2), flag)
or fget(mget(x2,y1), flag)
or fget(mget(x2,y2), flag) then
return true
else
return false
end
end
-->8
--player functions
function player_update()
if p.dead then
return
end
--fuckery
if collide_map(p,"down",2)
or collide_map(p,"left",2)
or collide_map(p,"right",2)
or collide_map(p,"up",2)
and not p.dead then
p.dead=true
p.t=time()
sfx(1)
end
--physics
p.dy+=gravity
p.dx*=friction
--controls
if btn(⬅) then
p.dx-=p.acc
p.running=true
p.flp=true
end
if btn(➡) then
p.dx+=p.acc
p.running=true
p.flp=false
end
--slide
if p.running
and not btn(⬅)
and not btn(➡)
and not p.falling
and not p.jumping then
p.running=false
p.sliding=true
end
--jump
if btnp(❎)
and p.landed then
sfx(0)
p.dy-=p.boost
p.landed=false
end
--collision up down
if p.dy>0 then
p.falling=true
p.landed=false
p.jumping=false
p.dy=limit_speed(p.dy, p.m_dy)
if collide_map(p,"down",0) then
p.landed=true
p.falling=false
p.dy=0
p.y-=((p.y+p.h+1)%8)-1
--debug
dbg_col.d="yes"
else dbg_col.d="no"
end
elseif p.dy<0 then
p.jumping=true
if collide_map(p,"up",1) then
p.dy=0
--debug
dbg_col.u="yes"
else dbg_col.u="no"
end
end
--collision left right
if p.dx<0 then
p.dx=limit_speed(p.dx, p.m_dx)
if collide_map(p,"left",1) then
p.dx=0
--debug
dbg_col.l="yes"
else dbg_col.l="no"
end
elseif p.dx>0 then
p.dx=limit_speed(p.dx, p.m_dx)
if collide_map(p,"right",1) then
p.dx=0
--debug
dbg_col.r="yes"
else dbg_col.r="no"
end
end
-- stop sliding
if p.sliding then
if abs(p.dx)<.2
or p.running then
p.dx=0
p.sliding=false
end
end
p.x+=p.dx
p.y+=p.dy
--limit to map
if p.x<map_start then
p.x=map_start
end
if p.x>map_end-p.w then
p.x=map_end-p.w
end
end
function player_animate()
if p.jumping then
p.sp=7
elseif p.falling then
p.sp=8
elseif p.sliding then
p.sp=9
elseif p.running then
if time()-p.anim>.1 then
p.anim=time()
p.sp+=1
if p.sp>6 then
p.sp=3
end
end
else --player idle
if time()-p.anim>.3 then
p.anim=time()
p.sp+=1
if p.sp>2 then
p.sp=1
end
end
end
end
function limit_speed(num,maximum)
return mid(-maximum, num, maximum)
end
-->8
--fuckery
function fuckery()
if p.y>135
and not p.dead then
p.dead=true
p.t=time()
sfx(1)
end
--first epic prank
if p.x>11*8
and not prks.a then
prks.a=true
sfx(2)
mset(12,14,0)
mset(13,14,0)
mset(12,15,0)
mset(13,15,0)
mset(11,14,69)
mset(14,14,68)
end
--second epic prank
if p.x>26*8
and not prks.b then
prks.b=true
sfx(2)
mset(28,14,0)
mset(28,15,0)
mset(29,14,0)
mset(29,15,0)
mset(30,14,68)
end
if p.x>32*8
and not prks.c then
prks.c=true
sfx(2)
mset(33,13,70)
mset(34,13,70)
end
if p.x>38*8
and not prks.d then
prks.d=true
sfx(2)
mset(40,13,70)
end
if p.x>41*8
and not prks.e then
prks.e=true
sfx(2)
mset(43,14,0)
mset(43,15,0)
mset(44,14,0)
mset(44,15,0)
mset(42,14,69)
mset(45,14,68)
end
if p.x>=56*8
and p.y<=08*8
and not prks.f then
prks.f=true
sfx(2)
for j=9,15 do
mset(56,j,0)
end
end
if p.x>=64*8
and not prks.g then
prks.g=true
sfx(2)
mset(66,13,70)
mset(67,13,70)
end
if p.x>=59*8
and p.x<=62*8
and p.y>=90
and not prks.h then
prks.h=true
sfx(2)
mset(59,14,99)
mset(60,14,99)
mset(61,14,99)
mset(62,14,99)
mset(63,14,99)
mset(64,14,99)
end
if p.x>=72*8
and not prks.k then
prks.k=true
sfx(2)
mset(73,13,70)
end
if p.x>=87*8
and not prks.i then
prks.i=true
sfx(2)
mset(88,15,112)
mset(88,14,112)
end
if p.x>=90*8
and not prks.j then
prks.j=true
sfx(2)
mset(91,15,112)
mset(91,14,97)
mset(92,14,66)
end
if p.x>=103*8
and not prks.l then
prks.l=true
sfx(2)
for i=104,105 do
for j=5,15 do
mset(i,j,0)
end
end
end
if p.x>=111*8
and not prks.m then
prks.m=true
sfx(2)
mset(112,14,0)
mset(112,15,0)
mset(113,14,0)
mset(113,15,0)
mset(114,14,68)
end
if p.x>123*8
and not prks.n then
prks.n=true
sfx(2)
mset(124,13,70)
end
end
function deadery()
print("you is", cam_x+42,64,7)
print("dead", cam_x+70,64,8)
print("❎ to restart", cam_x+38,70,7)
if p.x>125*8
and p.y>130 then
print("time: "..(p.t-p.ts), cam_x+38,76,7)
end
if btn(❎) then
reload()
_init()
end
end
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@ -0,0 +1,13 @@
# [1.1.0](https://code.eutychia.org/kay/pico-8/compare/v1.0.0...v1.1.0) (2022-06-26)
### Features
* Update readme ([efb2815](https://code.eutychia.org/kay/pico-8/commit/efb2815639c729597fa46efd02a40c6dd4cc4fd2))
# 1.0.0 (2022-06-26)
### Features
* Add semantic release ([63c3bb7](https://code.eutychia.org/kay/pico-8/commit/63c3bb74621cf425a6aa9fc952121cd43f45281a))

@ -0,0 +1,459 @@
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iv. a notice that refers to the disclaimer of
warranties;
v. a URI or hyperlink to the Licensed Material to the
extent reasonably practicable;
b. indicate if You modified the Licensed Material and
retain an indication of any previous modifications; and
c. indicate the Licensed Material is licensed under this
Public License, and include the text of, or the URI or
hyperlink to, this Public License.
2. You may satisfy the conditions in Section 3(a)(1) in any
reasonable manner based on the medium, means, and context in
which You Share the Licensed Material. For example, it may be
reasonable to satisfy the conditions by providing a URI or
hyperlink to a resource that includes the required
information.
3. If requested by the Licensor, You must remove any of the
information required by Section 3(a)(1)(A) to the extent
reasonably practicable.
b. ShareAlike.
In addition to the conditions in Section 3(a), if You Share
Adapted Material You produce, the following conditions also apply.
1. The Adapter's License You apply must be a Creative Commons
license with the same License Elements, this version or
later, or a BY-NC-SA Compatible License.
2. You must include the text of, or the URI or hyperlink to, the
Adapter's License You apply. You may satisfy this condition
in any reasonable manner based on the medium, means, and
context in which You Share Adapted Material.
3. You may not offer or impose any additional or different terms
or conditions on, or apply any Effective Technological
Measures to, Adapted Material that restrict exercise of the
rights granted under the Adapter's License You apply.
Section 4 -- Sui Generis Database Rights.
Where the Licensed Rights include Sui Generis Database Rights that
apply to Your use of the Licensed Material:
a. for the avoidance of doubt, Section 2(a)(1) grants You the right
to extract, reuse, reproduce, and Share all or a substantial
portion of the contents of the database for NonCommercial purposes
only;
b. if You include all or a substantial portion of the database
contents in a database in which You have Sui Generis Database
Rights, then the database in which You have Sui Generis Database
Rights (but not its individual contents) is Adapted Material,
including for purposes of Section 3(b); and
c. You must comply with the conditions in Section 3(a) if You Share
all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not
replace Your obligations under this Public License where the Licensed
Rights include other Copyright and Similar Rights.
Section 5 -- Disclaimer of Warranties and Limitation of Liability.
a. UNLESS OTHERWISE SEPARATELY UNDERTAKEN BY THE LICENSOR, TO THE
EXTENT POSSIBLE, THE LICENSOR OFFERS THE LICENSED MATERIAL AS-IS
AND AS-AVAILABLE, AND MAKES NO REPRESENTATIONS OR WARRANTIES OF
ANY KIND CONCERNING THE LICENSED MATERIAL, WHETHER EXPRESS,
IMPLIED, STATUTORY, OR OTHER. THIS INCLUDES, WITHOUT LIMITATION,
WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE, NON-INFRINGEMENT, ABSENCE OF LATENT OR OTHER DEFECTS,
ACCURACY, OR THE PRESENCE OR ABSENCE OF ERRORS, WHETHER OR NOT
KNOWN OR DISCOVERABLE. WHERE DISCLAIMERS OF WARRANTIES ARE NOT
ALLOWED IN FULL OR IN PART, THIS DISCLAIMER MAY NOT APPLY TO YOU.
b. TO THE EXTENT POSSIBLE, IN NO EVENT WILL THE LICENSOR BE LIABLE
TO YOU ON ANY LEGAL THEORY (INCLUDING, WITHOUT LIMITATION,
NEGLIGENCE) OR OTHERWISE FOR ANY DIRECT, SPECIAL, INDIRECT,
INCIDENTAL, CONSEQUENTIAL, PUNITIVE, EXEMPLARY, OR OTHER LOSSES,
COSTS, EXPENSES, OR DAMAGES ARISING OUT OF THIS PUBLIC LICENSE OR
USE OF THE LICENSED MATERIAL, EVEN IF THE LICENSOR HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH LOSSES, COSTS, EXPENSES, OR
DAMAGES. WHERE A LIMITATION OF LIABILITY IS NOT ALLOWED IN FULL OR
IN PART, THIS LIMITATION MAY NOT APPLY TO YOU.
c. The disclaimer of warranties and limitation of liability provided
above shall be interpreted in a manner that, to the extent
possible, most closely approximates an absolute disclaimer and
waiver of all liability.
Section 6 -- Term and Termination.
a. This Public License applies for the term of the Copyright and