I've been using the WIKI to build up all my block generation and rotation systems, and it's been wonderful. I'm currently implementing TGM's rotation system, and there's a place where the wiki's a little unclear. At the bottom of the description page it says "KAN's detailed explanation of TGM3's new I and T floorkicks ", but the page is in Japanese and I can't figure it worth a damn. Does anyone have any information about this? Also: Does TGM special case the I piece so it will kick off the left wall? It would need to kick 2 squares for that rotation to work.
Aren't the animations descriptive enough? http://web.iis.to/tetris_tgm/nr_red.html http://web.iis.to/tetris_tgm/nr_sky.html Push the button called ?? to play the animations and ?? to reset the animations so that they can be played again.
hmm interesting ! too bad TGM-ACE don't have standard ARS but infinite lock delay cancel as SRS, certainly why i never really tried to do a correlation from ACE and Ti. But finally, it certainly act the same... i can maybe at least confirm if multiple vertical wall-kick limitation act the same.
In TGM games before TGM3, the I does not wallkick. However, judging by the fact that it does kick in some ARS-based rotation systems Heboris UE, I'd say that it maybe does wallkick in TGM3. Hopefully someone here can confirm this...