View Full Version : TGM for NintendoDS
Hi I am new here. I like to ask a direct question:
How many of you would go and buy a Nintendo DS, a flash cart, and a PassMe if a TGM2 game was ported to the Nintedo DS?
When I say TGM2 I mean Master M and T.A. Death playable.
If you have questions or suggestions of what to be done, feel free to post them and you will get answerd.
tepples
09-21-2006, 07:41 PM
First off, we need the correct TGM2 Master timings to be posted on the wiki, or nobody can do this. But until then, I'd suggest using the approximate TGM1 timings for 001-499 and the TA Death timings for 500-998.
First off, we need the correct TGM2 Master timings to be posted on the wiki, or nobody can do this. But until then, I'd suggest using the approximate TGM1 timings for 001-499 and the TA Death timings for 500-998.
Hi tepples I didn't know you were into TGM. Well if we knew these timings, what would your answer be?
Sully
09-21-2006, 08:14 PM
Depending on the cost of necessary extras and the quality of the game, I'd be very interested.
tepples
09-21-2006, 09:06 PM
You don't happen to be the same LOstŪ from forum.gbadev.org (http://forum.gbadev.org/profile.php?mode=viewprofile&u=1779), do you?
First off, we need the correct TGM2 Master timings to be posted on the wiki
Hi tepples I didn't know you were into TGM.
I'm into anything that gives the majority of LJ players an incentive not to abandon LJ in favor of Heboris. On IRC, Needle gave me a short list of the most important things that LJ lacks as a TGM simulator.
Well if we knew these timings, what would your answer be?
My answer would be that I would actually help make such a game.
Depending on the cost of necessary extras and the quality of the game, I'd be very interested.
It will cost a lot for me. I will be spending a lot of hours if I get enough people interested. The quality will be the same as TGM1 for a start, meaning it will use simple graphics and backgrounds. TGM2 uses animated backgrounds which is too much work.
I don't know about music, but sound is needed.
You don't happen to be the same LOstŪ from forum.gbadev.org, do you?
Yea.
I'm into anything that gives the majority of LJ players an incentive not to abandon LJ in favor of Heboris. On IRC, Needle gave me a short list of the most important things that LJ lacks as a TGM simulator.
I will be able to do a better job than the Heboris team. They have no exclusive access to TGM2 to test in the first place. Arika is watching their moves. They are stationed in Japan where Nintendo and Roger Family are located.
Needle has helped me to get in contact with some of the people that develop Heboris. They are very busy trying to figure out randomizers and grade stuff. If they only knew what they are up against. From my knowledge you can guess the values.
My answer would be that I would actually help make such a game.
I didn't know it was you who created TOD! I looked at its code when I developed my first TGM clone for guidance; but failed understanding it! I decided that it was far away from TGM rules so I wrote my own Tetris engine that would fit TGM rules with success. But I need to rewrite the whole thing if I want to be able to add invisible mode (final Master M game) and VS mode (Wireless multiplayer support someday?). Help from the TOD guy would mean alot!
I wonder how I am supposed to create a Tetris gamefield that fits the Nintendo DS screen without having to spend weeks to emulate different drawing systems. The blocks on the playfield are surrounded by an edge. That would be kinda hard to make with sprites. It is easier to use text backgrounds for it. But the height divided by tile size 192/8 = is exactly so that the field's frame fits and where do I put the stats? On the second screen where we probably would like to have multiplayer info in the future.
I want to know what more people think. My first question is important. If people don't want it, I won't put down time on it.
Rosti LFC
09-21-2006, 09:51 PM
I probably wouldn't consider buying it, but I'd be really happy if someone created a stand-alone PC version. I wouldn't think twice about getting it.
kotetsu213
09-21-2006, 11:23 PM
All of that stuff for one game?
I'd buy it. http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif
cdsboy
09-22-2006, 12:43 AM
if you made it, i would buy the homebrew stuff to play it. but i don't think i would just buy it.
PetitPrince
09-22-2006, 01:38 AM
I'd be happy to play it when I get my homebrew stuff.
DIGITAL
09-22-2006, 02:39 AM
I'll gladly get all the necessary items if such a game is made. I definitely need a portable equivalent of TGM-style play.
colour_thief
09-22-2006, 02:52 AM
To clarify: He's not trying to sell anything. It would be a free homebrew game.
And Lost, you of course already know where I stand. http://www.tetrisconcept.net/forum/images/smilies/icon_smile.gif
First off, we need the correct TGM2 Master timings to be posted on the wiki, or nobody can do this. But until then, I'd suggest using the approximate TGM1 timings for 001-499 and the TA Death timings for 500-998.
We know a hell of a lot, I just don't know how much I agree with putting it all naked on the wiki.
tepples
09-22-2006, 03:20 AM
Depending on the cost of necessary extras and the quality of the game, I'd be very interested.
It will cost a lot for me. I will be spending a lot of hours if I get enough people interested. The quality will be the same as TGM1 for a start, meaning it will use simple graphics and backgrounds. TGM2 uses animated backgrounds which is too much work.
Lumines for PSP uses animated backgrounds, but Luminesweeper (http://www.pineight.com/lu/default.htm) (the leading clone on GBA) and Gleam (the leading "inspired by" on GBA) use stills.
I don't know about music, but sound is needed.
Music can be decent quality, even on the GBA. See Luminesweeper.
Needle has helped me to get in contact with some of the people that develop Heboris. They are very busy trying to figure out randomizers
I thought the TGM2 randomizer was just what LJ calls "history with 6 rolls".
I didn't know it was you who created TOD!
Sig clued you in, right?
I decided that it was far away from TGM rules so I wrote my own Tetris engine that would fit TGM rules with success. But I need to rewrite the whole thing if I want to be able to add invisible mode (final Master M game)
Invisible? When does that kick in? Only behind the credits? As I understand it, that would be easy: just draw all blank blocks in the playfield.
and VS mode (Wireless multiplayer support someday?). Help from the TOD guy would mean alot!
Not only am I the TOD guy, I'm also the LJ guy.
I wonder how I am supposed to create a Tetris gamefield that fits the Nintendo DS screen without having to spend weeks to emulate different drawing systems.
One useful screen mode on the Nintendo DS is a grid of 32x24 tiles. Use rows 0 and 1 for hold and next, 2 for the tetrion ceiling, 3 to 22 for the well, and 23 for the tetrion floor.
and where do I put the stats?
Other half of the same screen. Look at LJ in "next on top" mode.
I just don't know how much I agree with putting it all naked on the wiki.
At least you aren't putting it naked within the playfield like some H tetromino game (not safe for work) (http://www.newgrounds.com/portal/view/56473), or even worse this one (not safe for work) (http://www.download-at.de/download.php?id=133) http://www.tetrisconcept.net/forum/images/smilies/icon_wink.gif
colour_thief
09-22-2006, 03:47 AM
There is a lesser invisible challenge with gradually fading blocks, given to you if you get to 999 but do not meet a mysterious standard.
Caithness
09-22-2006, 05:59 PM
In response to the original question, I already have all that stuff, but I have rarely used it. A portable TGM-like game would give me a reason to do so.
Okay then. I guess you are enough of people to make it worth making a TGM2 port for Nintendo DS. I have started collecting data.
If you have any questions, feel free to ask.
cdsboy
09-24-2006, 07:02 PM
is it going to be a game boy game or a true ds game using both screens?
is it going to be a game boy game or a true ds game using both screens?
Using both screens. A true Nintendo DS game.
I have already begun taking out the main game loop.
cdsboy
09-27-2006, 01:25 AM
awsome
Amnesia
09-28-2006, 04:44 PM
Hello tepples, sorry for this stupid question but...
Where does the little square with stats from?
I talk about the "TDS RANK" and "TDS RATING", I havn't Nintendo DS, but a friend has one with tetris (he is strong!) and he doesn't know this "stats"..Does it from registering of website?
And an other question, for all good player on TDS, what do you think about the VS COM at level 5..
tepples
09-28-2006, 04:55 PM
Where does the little square with stats from?
Blockstats.org. "Rating" is displayed after you win or lose.
And an other question, for all good player on TDS, what do you think about the VS COM at level 5..
Fast, but not too smart. Once you can beat level 4 three times in a row, and you can get 3 tetrises in the first 30 seconds of gameplay, you can probably squeeze off a win or two vs. level 5.
DIGITAL
09-29-2006, 02:11 AM
And an other question, for all good player on TDS, what do you think about the VS COM at level 5..
Like tepples said, it's fast but not always smart. If you are a solid 7,800 player online, you most likely can beat it over 80% of the time. The cpu usually wins through luck with aligned garbaged as opposed to your really messy garbage.
Phydeaux
09-29-2006, 11:05 AM
And an other question, for all good player on TDS, what do you think about the VS COM at level 5..
Like tepples said, it's fast but not always smart. If you are a solid 7,800 player online, you most likely can beat it over 80% of the time. The cpu usually wins through luck with aligned garbaged as opposed to your really messy garbage.
Hell, a solid 7,000 player should be able to beat it 80% of the time.
DIGITAL
09-29-2006, 06:23 PM
And an other question, for all good player on TDS, what do you think about the VS COM at level 5..
Like tepples said, it's fast but not always smart. If you are a solid 7,800 player online, you most likely can beat it over 80% of the time. The cpu usually wins through luck with aligned garbaged as opposed to your really messy garbage.
Hell, a solid 7,000 player should be able to beat it 80% of the time.
I'd estimate for a 7,000 player to have around a 20%-30% win ratio. You have to possess a bit of speed in building, very proficient garbage clearing skills, and a somewhat good t-spin manipulation.
Amnesia
09-29-2006, 06:40 PM
http://www.tetrisconcept.net/forum/images/smilies/icon_eek.gif
You are crazy men!
I've not spent a lot of time on TDS, approximately 2 hours cumulated..
I destroyed him...4..5 times! On 60 or 70 attempts..
This thread became a TDS topic all of a sudden. Sorry for changing it back.
I have begun the work on TGM DS. Most of the time goes to collecting data. I have only programmed for a day. But I have spent 3-4 days managing graphics, writing tools and stuff to make it easier.
Once I have a screenshot of the game, I hope most of you will concider ordering PassMe's and all the required things needed to play the game.
The second screen will show player 2. I have no idea how to play as player 2, but I will build support for 2 players. I guess wireless play will be the thing.
The second screen will show player 2. I have no idea how to play as player 2, but I will build support for 2 players. I guess wireless play will be the thing.
I wouldn't mind not having a "vs COM" mode, especially if you are going to implement a Wifi multiplayer mode http://www.tetrisconcept.net/forum/images/smilies/icon_smile.gif
Creating good computer AI for tetris sounds like a time consuming task.
cdsboy
10-05-2006, 02:36 AM
so... are you using some other code to start it off? or are you starting from scratch
colour_thief
10-05-2006, 07:47 AM
Well, he's programmed Tetris before but I believe he's starting from scratch with his expanded feature set in mind.
The second screen will show player 2. I have no idea how to play as player 2, but I will build support for 2 players. I guess wireless play will be the thing.
I wouldn't mind not having a "vs COM" mode, especially if you are going to implement a Wifi multiplayer mode http://www.tetrisconcept.net/forum/images/smilies/icon_smile.gif
Creating good computer AI for tetris sounds like a time consuming task.
If I am ever going to work with multiplayer games, I believe it is a good start to begin with the Nintendo DS. However, I don't have two Nintendo DS's.
So it may take a while before I actually implement 2p vs. I will build support for it.
Doing a AI computer controlled Tetris player must be the hardest thing ever. I will never even try. I have heard it is impossible. (impossible sounds hard).
so... are you using some other code to start it off? or are you starting from scratch
The dev process is a secret for now. I can tell that I will succeed, but to be 100% sure, I need to show something running on the Nintendo DS before I can tell you to believe me. I can tell you that I am confident about the work so far. For every day that goes by, I get more happy when I collect stuff and find solutions to techniques that I was unable to understand just 6 months ago.
colour_thief
10-05-2006, 02:33 PM
Hey Lost my girlfriend also has a DS so I can test multi for you.
Or would that take 2 flash carts? Even so, I could probably test it with cgwg.
tepples
10-05-2006, 07:55 PM
Hey Lost my girlfriend also has a DS so I can test multi for you.
Or would that take 2 flash carts?
One way to start multi in homebrew is to boot one DS with one NoPass + flash cart, yank both, and then boot the other DS with the same pair.
sihumchai
03-30-2007, 07:49 AM
What's the status on this project? Has it been canned?
I just got a DSL set for my friend together with a R4 adapter(211USD!)(which uses Mini-SD), planning to get one myself if this 'portable-clone' of TAP ever comes to fruitation http://www.tetrisconcept.net/forum/images/smilies/icon_smile.gif
Or I'll have to play LJ Gba http://www.tetrisconcept.net/forum/images/smilies/icon_razz.gif
colour_thief
03-30-2007, 07:55 AM
It's not dead but it's inactive for at least the next few months. I wouldn't write it off just yet, but don't expect it any time soon.
Cubicz
03-30-2007, 10:02 AM
We know a hell of a lot, I just don't know how much I agree with putting it all naked on the wiki.
Why? because you think people should learn the game themselves? or the legality of putting it on there? or something else?
colour_thief
03-30-2007, 02:03 PM
A little of all three, actually.
vBulletin® v3.8.3, Copyright ©2000-2012, Jelsoft Enterprises Ltd.