I take it all back. 1 in 2 is the most hateful Tetris I have experienced. Code: <cheat desc="Chubb Mode"> <script state="run"> <action>maincpu.pb@6064C16=14</action> <action>maincpu.pw@600594A=0400</action> <action>maincpu.pw@6005B4E=0400</action> </script> </cheat>
@colour_thief I guess you know what exactly this cheat code does? I just changed some numbers and it got hilarious pretty fast, so I'd like to know how it actually works. Here are a few examples of what I made it do: H E L L G O L D H A R D
Hmmm let me think now, I knew in the moment lol. I think some values replaced how long until the "item" block, and others were what value to write for the special block type. Instead of writing an item piece byte it writes the hard block byte.
Ok, I tried some numbers, and this seems to be how the code behaves. I may be wrong though because obviously I didn't test every possible combination. Code: <cheat desc="Chubb Mode"> <script state="run"> <action>maincpu.pb@6064C16=ALPHA</action> <action>maincpu.pw@600594A=BETA</action> <action>maincpu.pw@6005B4E=GAMMA</action> </script> </cheat> ALPHA, BETA and GAMMA are 4-digit hexadecimal numbers. If ALPHA is smaller than 0x12, the cheat code does nothing. When entering item mode, the "NEXT" flashes once, but no items appear. If ALPHA is equal to 0x12 the "NEXT" doesn't stop flashing upon entering item mode, but still no items. For values greater than 0x12, this happens: The game starts randomly picking items, but there're no item blocks. What happens instead is specified by the value of BETA, which I'll explain in a bit. The "NEXT" flashes in different rythms for different values of ALPHA as long as they're greater than 0x11. I haven't figured out what determines the rythm, but it doesn't seem to be too interesting for now anyways. GAMMA determines how often the game picks a new item. For GAMMA = 0 the game picks a new "item" every piece (except for the first piece of the game, the cheat doesn't do anything with the first piece). For a greater GAMMA, new "items" seem to appear in a less frequent manner. Although, I don't exactly know how often new "items" are picked for a given value of GAMMA just yet. Maybe I'll look into that some more... Now to the fun part: The value of BETA determines what happens when the game rolls a new item. The effect depends on the values of the four hexadecimal digits of BETA: Code: --- not making statistics, so information about the frequency of certain pieces may be wrong --- First Digit: 0 nothing unusual happens 1 only J, O, Z, and silver prerotated unrotateble I's appear 2 only L, O, Z, and silver prerotated unrotateble I's, also normal I's 3 only Z, O, and golden prerotated unrotateble I's 4 only L J O, sometimes S, textureless prerotated unrotateble I's 5 only J O and golden prerotated unrotateble I's 6 only L O and golden prerotated unrotateble I's 7 only O and golden prerotated unrotateble I's - I's seem to be a lot less frequent 8 mostly golden, also textureless and silver prerotated unrotateble I's and T's 9 mostly golden, also silver prerotated unrotateble I's A mostly golden, also silver prerotated unrotateble I's B only golden prerotated unrotateble I's C only golden and textureless(less frequent) prerotated unrotateble I's D only golden prerotated unrotateble I's E only golden prerotated unrotateble I's F only golden prerotated unrotateble I's Second Digit: doesn't do anything Third Digit: Monochrome Preview Hard Block Death Block Transform 0 no no no no 1 no no no yes 2 no no yes no 3 no no yes yes 4 no yes no no 5 no yes no yes 6 no yes yes no 7 no yes yes yes 8 yes no no no 9 yes no no yes A yes no yes no B yes no yes yes C yes* yes no no D yes* yes no yes E yes* yes yes no F yes* yes yes yes *I guess? Can't see the monochrome preview when Hard Block is enabled. Fourth Digit: Nothing Also Invisible Item Invisible 0 no no no no 1 no no no yes 2 no no yes no 3 no no yes yes 4 no yes no no 5 no yes no yes 6 no yes yes no 7 no yes yes yes 8 yes no no no 9 yes no no yes A yes no yes no B yes no yes yes C yes yes no no D yes yes no yes E yes yes yes no F yes yes yes yes To show you what some of this stuff looks like: From left to right: golden I, silver I, textureless I Monochrome preview, once the piece locks, it regains it's color. (silver) prerotated I - the silver/gold/textureless I's can't be rotated (but transformed if Transform is active). Ok, thats all I could find out. I don't claim that everything I said is correct, it's likely that I made at least some mistakes. If anything's unclear, feel free to ask, or try the code for yourself!