The I tetromino should only floorkick when rotating from horizontal to vertical, (i.e. it shouldn't floorkick when rotating from vertical to horizontal); and should only wallkick when rotating from vertical to horizontal, (i.e. it shouldn't wallkick when rotating from horizontal to vertical).
batfly: LOL. That's awesome. Too bad we can't use it. Edo: Sweet. I'm getting my first night of dedicated hacking in over a week tonight. I'll make those changes to the TGM rotation system. Thanks.
Complete floorkick rules, and I kick rules. Only T and I can floorkick. A piece can only floorkick if wallkicks fail. This matters for the T piece. The I can wallkick up to 2 squares right and 1 square left. It can wallkick as many times as needed. It only wallkicks when rotated to horizontal orientation. If an I is touching ground AND it is rotated to vertical it will kick up 1 or two spaces as needed. If it is not touching ground it will fail. This comes up a lot in big mode. If a T is rotated to upside down orientation, and wallkicks fail it may floorkick up one square. This is to let you get a t piece out of a notch that it has spawned in under 20G. If a piece is rotated after it has floorkicked, lock delay is set to zero for that piece after the rotation. Because movement is processed between rotation and gravity, if you have DAS charged before the second rotation, you can move the piece one cell before it locks. This fact means more than one floorkick is impossible, as it will lock before rotation can be processed again. Floorkicks do not reset lock delay. I believe this info is correct and complete.
So, I finally had the time to try out Jester but since it refuses to recognize my arcade stick I can't really give you any feedback on it. I really can't play with the keyboard. What's with the smooth falling animation of the blocks in the TGM modes though? Can you turn that off?
Yeah, Joy2Key definitely adds lag. Unfortunately in the case of Nullpo, I play the Swing version using Joy2Key for stick support because it's still less laggy than the SDL version. Anyway, I tried out Jester last night. I can't play extremely well using keyboard, but it looks and feels really good! Keep up the awesome work!
I'm going to be converting the input system from Swing's to Slick's before the next release. This will allow for direct joystick support (as well as fixing some bugs I have under the event-driven swing paradigm). Stay tuned. I appreciate any feedback, it's really helpful in knowing how to move forward.
I just discovered a couple quirks in the TI floorkick system. The T piece can floorkick in midair. It doesn't have the same check the I does. This makes it possible to kick the T twice. However, the second kick is useless, because the T will lock immediately after. This proves there is no actual one time only restriction on the floorkicks, it's simply a consequence of rotation after floorkick clearing out the lock delay.
Spent a long time looking for ways this could be false. Couldn't find any, and can't test. So uh... like this? http://harddrop.com/fumen/?m110@Fds...YLMEjB98AQG8CEhW98Awd?0TASY0vAAwNFAMng/DOAAAA
Nope. Test by placing an J and an L in "letter orientation" with a two column gap between them, and rotate a t such that it will point up and overlap the two tops. It will floorkick up. rotate back, let it drop one row, then do the same rotation again. It will floorkick a second time, then lock down. http://harddrop.com/fumen/?m110@7eH...DFMtxABessgbUKlbtsgbVKLcAwNKAv?L98AQ8MXEFWAAA
Zaphod: That only applies to TGM3, right? I'll definitely be implementing that info soon, thanks for the detailed analysis.
Correct. other Arika games don't allow floorkicking at all. Also, World rotation in TI has a few gotchas compared to normal SRS. 1) The I rotation logic is different, and designed to make it easier to rotate an I into a tetris hole. 2) unlike normal srs, which processed move, clockwise rotation, counterclockwise rotation, then gravity, It processed rotation before movement, and if both CW and CCW are pressed in one frame, CCW overrides CW. This applies to Classic rotation as well. Also clockwise and CCW buttons are swapped in world, so we have 2 CW and one CCW 3) both hard and soft drop lock, but if you hold down soft drop you will continue soft dropping with the next piece, but only the first one will lock.
Soft drop does not lock. Also, the input carry-over isn't quite as simple as you describe. I would go into more detail, but it's 3:30am and I just got home from being out the house all day, so I'll need some sleep first.
After much more testing it turns out that if you soft drop it locks seven frames after touching down., leaving just over 110 milliseconds to release down to abort the lock. This is coded specially for world rotation. Pressing down after the piece contacts the stack gives the same 7 frame delay. It is still protected against multiple locks in a row, though. same as with Classic rotation. you have to release down, or the next piece will lock after the normla lock delay.