Stupid tetris questions that don't deserve their own thread

Thread in 'Discussion' started by an ass, 8 May 2009.

  1. 404, cap'n.
     
  2. Ai

    Ai

    What's the best way to get Gold RO in TAP Master? Will I get the medal if I excessively rotate the pieces in the last 3 sections only?
     
  3. DeHackEd

    DeHackEd green Gm

    Pretty much.

    Up to 4 rotations per piece are counted. If you get an O piece, just mash rotation buttons once or twice for it. IRS even if you don't really need it.

    RO is a stupid medal anyways.
     
  4. Ai

    Ai

    Thanks for the ultra fast reply!! ^^
     
  5. lets say i got a pcb of tgm and/or tap, what would be the best way to record video and audio from them? I know for tgm that there is a 4pin audio out that is Left + Left - Right + Right -, could i wire that to some rca jacks and just split from there or is that dangerous for the recording equipment?
     
  6. orz

    orz

    holy shit this owns
     
  7. Muf

    Muf

    Yes, it's dangerous. JAMMA sound is balanced (+ and -) 8 ohm 5 watt audio, and line-level audio (RCA cable) is 100/10k ohm (line-out is 100 ohm and line-in is 10k ohm) unbalanced (+ and GND) audio. Placing a line-level converter between the JAMMA board and your capture device should suffice to make the signal compliant.

    JAMMA video is analog RGBs at CGA signal levels (TTL), which means the signal peaks at 5 volt. VGA, SCART and all other in this context relevant video standards peak at 0.7 volt, so you need to bring that down as well if you want to capture it. Usually a JAMMA to video converter will take care of the levels for you, so you don't have to worry about that as long as you don't tap into the RGB signals directly (CGA wired directly to SCART can damage your TV/recorder).
     
  8. You can buy a Sanwa VC-J2, which is a simple solution that will laglessly split off an s-video signal from most JAMMA games. It's what I use.
     
  9. Reviving this topic, since I think it's a great idea.

    Does TGM ACE allow for multiple rotations for the first piece like Tetris With Card Captor Sakura does? Basically, IRS but you press the rotate buttons not hold them, and you can actually get a piece to start flat side down.
     
  10. If you enable ACE IRS instead of TGM IRS, yes. With ACE IRS, every piece can be tap rotated outside the field during ARE... I find it super awkward. :< But yes, you can 180 every piece with this feature enabled.
     
  11. I think it was just button down inputs during ARE. It also had IRS sounds for each rotation input in addition to displaying the new orientation in the preview.
     
  12. Edo

    Edo a.k.a. FSY

    Yeah, I got it working a while back, and actually wrote an article on it (which has unfortunately been lost). I'm currently busy with work and assignments, and preparing for a chess tournament, but if you give me a few days, I'll share all the files and instructions for getting it running.

    To be honest though, the original E60 version was actually more of a prototype than a finished game; you should probably regard Vadim Gerasimov's DOS version as the definitive first version of Tetris. Gerasimov took Pajitnov's E60 prototype and completely reprogrammed it; removing all the bugs, and adding many of his own design elements, such as a title screen, scoring, and piece statistics. Pajitnov subsequently went back to his prototype and attempted to add in elements from Gerasimov's version, and make the game playable on standard PDP-11's*, but the bugs still remained.

    In fact, aside from the concept of falling blocks, and completed lines being cleared from the playfield, it is likely that a lot of the other design elements were Gerasimov's contributions. Noticeably, in early games - especially prior to Henk Rogers' heavy involvement - Vadim Gerasimov is credited with "Original Design & Program", whereas Alexy Pajitnov is credited with "Original Concept".

    *The Elektronika60 was an unauthorized Soviet clone of a PDP-11 model, and featured a hardware switch to allow rendering of certain Cyrillic characters. In early versions of Pajitnov's prototype, the tetrominoes were rendered as solid blocks using a character that would not actually display on a standard PDP-11; later versions feature the famous square brackets [ ] instead.
     
  13. I still have the PM you sent me with all the instruction (haven't got time to test it though).
     
  14. Edo

    Edo a.k.a. FSY

    PetitPrince, I don't think I have that in my saved messages folder any more, so if you could send my PM back to me, that would be much appreciated :). I'd like to read over what I wrote and check for errors, etc, before sharing it here publicly.
     
  15. Initial rotation:

    In ARS/Sega, is there a particular reason why T, L and J spawns in the playfield with the pointy end first ? (historical ? because it fills the holes more rapidly in 20G ? because it's easier to misfill a hole in 20G ?)

    Same questions with SRS ("because it's not what ARS does" is not a valid answer :D).
     
  16. Muf

    Muf

    Original Pajitnov/Gerasimov Tetris had all the initial spawn orientations with the pointy ends down (for all pointy pieces; that means JLT). My only guess is that Sega's implementation and Arika's carried over the legacy.

    The reason for SRS choosing the opposite is easily explained though; having the flat side down enables more mobility and doesn't require flipping the piece to place it on a flat surface.
     
  17. Pointy side down:
    • can clear doubles without overstacking, from the initial orientation
    • slightly favours step-reset (Sega etc.)
    • adds mobility in higher gravities with instant lock (Nintendo etc.)
    • requires strategy to maintain piece mobility
    • can more fluidly t-spin*

    Flat side down:
    • maximizes placement options, especially with the T piece

    *Pressing the same button several times in quick succession is slower/more difficult than pressing separate buttons in quick succession. With flat side down T pieces, t-spins require hitting the same button more than pointy side down. For example:

    t-spin double
    flat CW+CW vs pointy CCW+CW

    vanilla no-lines t-spin (with extra rotation required to avoid creating a hole)
    flat CW+CW+CW vs pointy CCW+CW+CW

    This would probably would make more sense if I bothered to make pictures. But hopefully it's clear that with pointy side down you have to work less hard to accomplish t-spins no matter which way you are fitting them.
     
  18. Me???:sowsuser:
     

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