speaking of can't hold the first tetromino-- what about this (functions in hebo): game's about to start, hold up, game starts, piece automatically locks.
okay, i've done some testing. two things: death+srs means hard drop soft drop roles reverse, and classic+exponential means move reset. death is easy enough to work around (rebind keys). also, i'd think classic+death would mean no step reset, which is what i was trying to get, but it behaves like step reset, i think.
The default setting (soft=slide, hard=lock) gives behavior similar to TDS 20G. Unlike in Heboris, the slide/lock settings are separate from the rotation system. If you want TGM behavior, you need to set up the slide/lock settings to be like TGM (soft=lock, hard=slide). Another thing is that Up is initial all the time when ARE is on, while Down is initial only when ARE time is less than DAS delay. I don't get this behavior consistently. Does it still happen after you restart lj.exe? Right now, Classic is supposed to mean lock delay at all: as soon as a tetromino lands, it locks, just as in Tet?is for arcade and NES and Tetris for NES and Game Boy. But this works only in Zero and Exponential speed curves. It doesn't work in the 20G curves (Rhythm and Death) because it would make them unplayable, as you'd get a column of tetrominoes effectively hard-dropped in the middle by the time you're done blinking. In these other curves, Classic is treated as Step reset. Perhaps you want another lockdown setting (No reset) where the lock delay timer just pauses while the (halfway darkened) tetromino is floating.
I could add a choice of scoring systems, but with the number of options and the different goal conditions, it becomes difficult to come up with a single grade. For instance, wouldn't it be much easier to get S9 with SRS than with TAP rotation and lockdown rules? Save states are coming.
sure it would be easier to get s9 with srs, but what you really need to do is on the score print out page state what rotation it is. what point system it has and grades.
How about a system to allow the player to choose and define "presets" to switch multiple settings in one go, a la Heboris or Gradius' weapon select? The player could conveniently choose often-used presets for general play, and go under the hood to customize individual behaviors (and maybe define a new preset) if feeling like experimenting.
i had to wipe my mac a few days ago. and i am sad to report that i might not be able to port LockJaw for a while *cry*. I can't get the dumb library to compile, and now it seems allegro is give me errors too.
LOCKJAW 0.20 is out 0.20 (2006-10-15) Fixed color system change after options (0.19 regression). Restored ability to hold first piece (0.17 regression?). Requires down to be re-pressed only when entry delay is less than sideways delay. In modes with ARE, allow initial hard drop even on first piece (requested by caffeine). Visual refresh in Game Keys. Game Keys ignores keypresses for 1/4 second after each key is set, which should fix problems with GameCube to USB adapters (requested by Caithness). All platforms use a single randomizer, whose state is associated with the playfield. ARE is a binary option again, as several speed curves ignored the old version's difference between constant and decreasing. Moved version display to title screen. Sound effect for win differs from that for game over. Sound effect for rotating a piece on its first active frame. Begun to add assertions, causing game over if they fail. Added support for saving the state of the playfield. Press [ to save or ] to load. Movies might be next. Give me a list of English descriptions of the known scoring/grading systems (or better yet describe them in the wiki), and I'll see what I can do. Another complication is that under some gravity systems, it is possible to complete more than four lines with one tetromino, and scoring systems designed for games that did not anticipate these gravity systems often don't define point values for more than four lines. I am familiar with the following systems: NES/Game Boy (limit 4) Bricklayer (extensible) The New Tetris (extensible) Tetris Jr. (extensible; also seen in NES Tetramino) Tetris Worlds (limit 4) LJ standard (limit 4) This can fit into the LJPrefs system, by defining each preset as a set of LJPrefs overrides. Want to take this to IRC or to PMs?
so how does death work exactly? if i go to marathon, i'd need to clear what? like 256 lines to finish death?
Right now, master and death are endless. But to "finish" death, just get to level 1000, or about 290 lines.
just go to the wiki page, http://www.tetrisconcept.com/wiki/index ... and_Master and look in scoring and grading.
Right, but that's only TGM1, not TAP or Ti. Doable. It'd be a set of tuples (name, value, name2, reason) such that if the option name is set to value, then name2 is grayed out, and its displayed value is replaced with reason. For instance, options.c would have a table looking like this: Code: DISABLE_OPTION(speedCurve, LJSPD_TGM, dasDelay, "Controlled by Master speed curve") DISABLE_OPTION(speedCurve, LJSPD_DEATH, dasDelay, "Controlled by Death speed curve") DISABLE_OPTION(lockReset, LJLOCK_CLASSIC, softDropLock, "Lockdown is immediate") DISABLE_OPTION(lockReset, LJLOCK_CLASSIC, hardDropLock, "Lockdown is immediate") DISABLE_OPTION(speedCurve, LJSPD_DEATH, smoothGravity, "Tetrominoes fall too fast") DISABLE_OPTION(speedCurve, LJSPD_RHYTHM, smoothGravity, "Tetrominoes fall too fast") EDIT: This is implemented in the next version. EDIT 2: And so are demos.
Death is more a matter of what level you get to. Any formula for how it might be computed? How is ARE computed in TGM2? Do you just want Off, 250ms, 500ms? A lot of players get more PPM in <1G than in 20G. TDS already punishes players for playing in <20G because it multiplies the line scores by the current level. But it's gone in the next LJ.
They aren't computed in any TGM. Rather than a bunch of arbitrary math equations, TGM uses a bunch of finely tuned tables.