If the default rotated position for a spawning block is illegal, but you use IRS to rotate it into a legal position, does the game end?
Specfically. Initial hold and initial rotation can both save your game. If applying initial hold will end your game, it will probably fail. I have not been able to confirm this yet. It is worth testing. It may allow it anyway, because it's possible that you may need to aply BOTH to save your game. If applying initial rotation would end your game, IT will fail. THIS is confirmed. You cannot IRS yourself to death. Again, it's pretty rare, but with the L and J pieces it's definitely possible for the rotated spawn to be invalid but the unrotated spawn to be ok. the ideal checking order should be this, if both hold and rotate are held. 1) test with IHS and IRS applied. 2) test with IHS only applied. 3) test with IRS only applied. 4) test with neither applied. If all 4 tests fail, spawn intial piece in default orientation in illegal spot and end game. If one test passes, spawn piece at that time. It is not determined if the real TI performs tests 3 and 4 on my list if both are held. Could someone who has the cabinet test this?
Thanks Zaphod. I did find a place in my code that was causing some undesired behavior at 20g (well, everywhere, but only noticeable at 20g). I'm gonna fix that soon and put up a new version.
I really like where this project is going. Unfortunately, it runs like ass on my linux machine, which I suspect is java's fault. However, I definitely like the layout and the concept.
Your SRS doesn't handle overhangs correctly, and handles 180 degree rotations in SRS with SZI incorrectly.. EDIT : If you press A and B at the same time the I piece rises up a bit. It can go out of the tetrion. EDIT : You can actually get any piece out of the tetrion. It makes Jester bug up.
What does this mean exactly? Thanks for the info. How do other versions tend to handle this? If you let me know what behavior is expected for different versions of tetris, I can implement them pretty easily. The options I have programmed in right now are: Disallow a rotation if it would push the block outside the Tetrion. Act like the tetrion is a few rows higher so the blocks can never get "outside". Bug out and break. If different versions of tetris handle this different ways I can just make it another configurable thing. Let me know what's expected and I can go from there. Thanks for the bug info though. I'm not sure what the cause of that is. . My first guess is that it's the graphics library I'm using. Could you try one of the games listed here and let me know how they run? My rendering engine is also incredibly un-optimized. That's on the TO-DO list for version 1. Hopefully that will have some positive impact on it's performance in Linux. I intend to support all platforms that Java/openGL can run on (that's the whole point of Java), it might just take me a little longer to fix platform-specific bugs in Linux and OSX. I know right now the builds I'm putting out aren't running on OSX, but I hope to troubleshoot that soon and put an end to it.
hmmm those block shapes remind me something.... anyway : - spam location for Z,S,L, J and T are wrong (must be shifted from 1 column on the left), if you want to mimic TGM of course. - rotation sfx don't work properly, but most of the time make no sound until you press CW/CCW like "autofire". -same for stack.... and lot of other sfx, probably a general bug - holding down (soft drop) during ARE, will spaw the next piece as if was in 20G. - holding up (sonic/firm? drop) during ARE, don't apply on Spawn - hmm ? there is no soft drop anymore, but work as sonic drop. - wall kick seems to be ok - didn't tried to reach 20G, the spawn on the wrong column is too much disturbing - pressing very fast the key occur sometime a lag, and a buffer late register.
Sega's Tetris (198 has a "hard ceiling": pieces enter below it, and any rotation that overlaps the ceiling is blocked. Most other games do not have a hard ceiling: the walls are considered to extend up infinitely, but the area between the walls is considered empty. Most newer games have a vanish zone: a few rows above the ceiling that exist but are not drawn. It has been shown from game data files that the well in Tetris Worlds (for PC) has four hidden rows, for a total of 24 rows. In the case of Linux, there's a possibility that nothing that uses OpenGL runs fast. A lot of Free video card drivers on Linux accelerate only 2D X operations, not OpenGL.
Thanks for the response. Can anyone verify what he's saying? This sounds like a lot of stuff I need to implement, but I want to make sure it's something that TGM does. As I understand it he's saying: All the blocks except I are spawning on square to the right. Hold Soft Drop during ARE sets the gravity to 20G for the next drop cycle Holding Firm Drop during ARE doesn't do anything. Can anyone give me more information about these features? It looks like the WIKI verifies his first point and I've already fixed it. What about the other two?
I just implemented this. Can someone verify this is the expected algorithm for TGM? I'm really trying to get full TGM compatability first and foremost. It seems to be the most particular game engine. Any information anyone has on more details about the engine for TGM1-3 I'd appreciate it.
I'm pretty sure that if IHS is used, the game forces it even if you've just killed yourself. I can test after work tonight if you want, but I woudn't worry about being faithful to this particular small detail. The game definitely won't let you IRS if it kills you though.
I've noticed that Heboris: - IRS's when it saves you from topping out - Does *not* IHS if it would save you from topping out. It's something that's bothered me for a while when playing BIG mode, and you often end up in life-threatening situations where you need to be able to recover by any means possible.
Sweet. I'd appreciate knowing either way. Does anyone know if holding soft-drop during ARE cause the next block to spawn at 20G? Which games? TGM1, TGM2, TGM3, Worlds, ???. Thanks!
La dmonstration de Tetris Grand Master 1 i'm pretty sure in all the TGM series games holding down during ARE will cause the piece to soft drop as soon as it spawns, and this input carries over from one piece to the next.
Soft drop will carry over. If we are in 20G, however, be careful about how you handle a down input. Holding down during ARE should result in a block locking 1 frame after spawning. However, a down input that was used to lock one piece under 20G cannot count toward the next; you must release and depress down once more in order to lock the subsequent piece. The locking safety only resets when the piece falls through open space (non-20G condition) or when down is released.
Alright, I was just playing some TGM for the first time. Probably a good idea when you're trying to clone a game. A few things I noticed. Let me know if this is what's expected. Holding soft-drop the whole entire time the block falls causes it to lock immediately on landing. I was requiring you to press the drop button again, tgm seems to just lock immediately (not even allowing very quick shifts after it lands). So the algorithm looks something like this: if( softDropHeld ) lockDelay = 0; else lockDelay = 30; I found this unwieldy, but I'll definitely implement it. I can't find the button for firm drop or hard drop. Do either exist in TGM1? I need unique sounds for each block. Anything else anyone can think of? I'm trying to get TGM1 pretty well emulated before I move on to different versions.