Morsematics

## Module Name

Decode letters shown as sequences of short and long flashes and perform awkward calculations. Respond by transmitting the answer in the same code.

### Edgework and Outside Info Required:

Serial Number
Indicators

### Next Released Module

[[Connection Check]]

The Morsematics module is another one of Hexicube's advanced versions of base modules, with this one being based off of Morse Code. This time, three different lights are all flashing Morse at the Defuser, with their job being to interpret the characters and perform different mathematical calculations to them, before getting a final letter to submit in Morse, to a unique transmitter that allows the Defuser to "tap in" their Morse similar to how real Morse Code would be transmitted.

## Manual Pages

* Original
* optimized (samfundev)

## On the Subject of Morsematics

Get it? Because it uses morse and maths! I'll see myself out...

View Original

* Every letter of the alphabet is considered to have numeric value equal to its position (A=1, B=2 ... Z=26)
* Numeric values outside the 1-26 range wrap around (Z+1=A, 26+1=1)
* Three unique letters are being received on a loop, shown by the three flashing lights in the middle of the module
* To solve the module, a correct response letter must be sent in morse using the transmit button in the bottom-right
* The small switch at the top can be used to toggle the received letter lights

Transmitted morse is interpreted based on gaps between button holds.
Holding for more than double the length of the average gap is considered to be a dash, and anything shorter is considered a dot.
When transmitting, E and T are considered equal, as they are indistinguishable.

Take the 4th and 5th character of the serial number, this is your character pair.

Perform each step below in sequence, modifying your character pair progressively:

* For each indicator that has a matching letter in the received letters; add 1 to the first character of your pair if the indicator is on, or the second character if it is off
* If the sum of your character pair is a square number, add 4 to the first character; otherwise, subtract 4 from the second character
* Add the largest received letter to the first character in your pair.
* If any received letters are prime, subtract them from the first character in your pair
* If any received letters are square, subtract them from the second character in your pair
* If batteries are present and any received letters are divisible by the number of batteries present, subtract those received letters from both characters in your pair

After performing all steps, perform whatever rule applies below:

* Characters are equal: Transmit the first character
* First character larger: Transmit the difference of the two characters
* Second character larger: Transmit the sum of the two characters

## On the Subject of Minimizing Morsematics

Get it? Because it uses morse and maths! I'll see myself out...

View Original

Take the 4th and 5th character of the serial number.
They will be referred to as **A** and **B** respectively.
Always keep all numeric values between 1-26.
Perform each step below in sequence, modifying **A** and **B**:

* For every ind. that matches a received letter, +1 to **A** if it's lit or otherwise +1 to **B**.
* If **A** + **B** is square, +4 to A; otherwise -4 to **B**.
* +Largest received letter to **A**.
* -Any prime received letters to **A**.
* -Any square received letters to **B**.
* For any received letters that are /# Bat., - from both **A** and **B**.

After performing all steps, perform whatever rule applies below:

* **A** = **B**: Transmit **A**.
* **A** > **B**: Transmit **A** - **B**.
* **A** < **B**: Transmit **A** + **B**.

Perfect squares. Prime numbers.

## Striking and Solving

The module will cause a strike if:

* an incorrect character is submitted. Should this be the case, a small letter will appear on the display, showing what the received character was.

The module will be disarmed when:

* the correct character is submitted.