ERROR on the wiki

Thread in 'Discussion' started by Amnesia, 17 Apr 2008.

  1. Amnesia

    Amnesia Piece of Cake

    Code:
          ARE DAS Lock Line clear
    
    000 - 099  18  12  30  8
    100 - 199  14  12  26  0
    200 - 299  14  11  22  0
    300 - 399  8   10  18  6
    400 - 499  7   8  15  5
    500 - 999  6   8  15  4
    line clear = 0 for DEATH 100 & 200? ??!


    Please ! change it ! Is there somebody who knows these 2 values ? [​IMG]
     
  2. Zaphod77

    Zaphod77 Resident Misinformer

    That is NOT an error.



    Clearing a line on those levels does not cost you ANY time!


    Sure, it shows the animation, but it cuts into the ARE, so it doesn't cost you any time.


    the line clear delay is actually 8, but the ARE after line clear is 8 frames lower then the ARE after a non clearing line, which gives an effective line clear delay of 0.
     
  3. johnberhenry

    johnberhenry Unregistered

    It's supposed to look like this:


    Code:
            ARE DAS Lock Line clear ARE2
    100 - 199    14  12  26    8    6
    
    Where ARE2 is the ARE after a line clear.
     
  4. Amnesia

    Amnesia Piece of Cake

    ah..


    Ok..So which value I have to enter in heboris to reproduce the DEATH 200 ?
     
  5. Edo

    Edo a.k.a. FSY

    Amnesia, refer to my user page on the wiki where I list all the internal delays for the TGM series. If you're using Heboris MINI, you need to apply the following modifiers:


    DAS + 2

    ARE + 3

    Line Clear - X (X is the number of frames of lock flash you are using)


    Also, note that in the TGM series, the spawn frame doesn't count towards lock delay, but Heboris has "LOCK DELAY" and "LOCK DELAY2" to account for this.


    So, for example, if you want to reproduce DEATH 200 speed, you need to do the following:

    Code:
    LOCK FLASH:  2 FRAMES
    
    SPEED:    5120
    SPEED TYPE:  1/256
    ARE:     15
    LINE DELAY:  4
    LOCK DELAY:  23
    DAS:     11
    LOCK DELAY2: 22
    ARE2:     9
    
     
  6. Amnesia

    Amnesia Piece of Cake

    Thank you very much !!
     
  7. tepples

    tepples Lockjaw developer

    Could someone framestep Lockjaw for GBA to see what kind of plus/minus modifiers apply to the tables?
     
  8. johnberhenry

    johnberhenry Unregistered

    Ti Shirase 200-299 oddity:


    Code:
     Level |DAS|Lock delay|ARE|ARE2|Line clear
    -------+---+----------+---+----+----------
    200-299| 6 |  17  | 10| 4 |  4
    Then ARE2 + line clear delay = 8, which is less than 10.

    [​IMG]
     
  9. johnberhenry

    johnberhenry Unregistered


    This needs an explanation.
     
  10. Zaphod77

    Zaphod77 Resident Misinformer

    again, this is absolutely correct!


    yes, this means that it's faster to clear singles then to clear tetrises!
     

  11. You're forgetting about the level bonus.
     
  12. DeHackEd

    DeHackEd green Gm

    Not really. It takes 10 pieces to make a tetris. It also takes 10 pieces to make 4 singles (in theory). All other things being equal, the time cost of dropping 10 pieces and making 4 singles with line clear delay 0 is the same as dropping 10 pieces and making on tetris with line clear delay 0.


    And if you're referring to getting 6 levels for a tetris, that's TGM3 only.
     
  13. Hmm, I thought the discussion had shifted to Shirase. As per johnberhenry's post above, ARE is shorter when you clear lines then when you don't. This may make it seem better to clear singles to maximize line clears and abuse the reduced line clear ARE. But the benefit of the +2 tetris level bonus far overshadows this.
     

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