I thought today, what if the SRS were even more insane? Then I thought of the Mega Rotation System. Rules of MRS: 1. Use ACE wallkicks 2. If given a choice, floor kick (rather than wall kick) If doing so will put you less tahn 4 blocks away 3. Double-floorkick/Double wall-kick if block can't rotate (and if it doesn't, move over) 4. Zangi moves 5. 180* rotation with S/Z/I automatically floor kick/wall kicks the block. Anybody know how I could code this with YGS2K?
How about herc's crazy idea where piece are allowed to jump? In fact, I think he had a dozen crazy ideas.
Oh yeah, I was thinking about the piece jumping the other day in fact. And wall kicks actually can push the piece off the wall be 4 grid pieces. XD That'd be insane.
ACE wallkicks? You mean SRS wallkicks? A floorkick is a form of wallkick but only in the vertical direction and due to vertical obstruction. The wallkick system may incorporate both horizontal and vertical shifts and occurs from horizontal obstructions. How would you have performed a wallkick rather than a floorkick anyway? A wallkick is a set of tests. If a rotation fails once, it's not going to succeed the second time. When you say move over, how will it determine where to move over? Wallkicks are what determines where it will move if the tetromino can't rotate. If the wallkick system fails, there is no place for the tetromino to move. This only requires the inclusion of firm drop. This doesn't have to be part of the system itself but can act as an option. What about the other tetrominoes? Sort everything out and perhaps I can help with some things. edo is the expert though.
The question is how is the wallkick system in ACE-SRS different than the SRS counterparts in other games. That's my question. How is that even possible? Provide me a visual situation. So you're saying L/J/T shouldn't be allowed to wallkick when rotating 180 degrees?
If you could give a more precise definition of how MRS would work I would be interested to try it, but I dont think you even know what you want. Floorkicks in SRS are not a separate kick system, they are embedded in the wallkick tables.
I'm having trouble understanding. For a floorkick to initiate, there has to be obstruction on the floor. So you're saying a floorkick should initate for obstructions on its left or right? They do? Are you sure it's not because of the two horizontal states?
Code: | | | | | | SRS | T | | - | | T | (0, 0) fail | lTT | | X-- | | lTTT | (1, 0) success | lTj | => | l j | | l j | | lljjj | | lljjj | | lljjj | | | | | | T | New system | T | | - | | TTT | (0, 0) fail | lTT | | X-- | | l | (0, 1) success | lTj | => | l j | | l j | | lljjj | | lljjj | | lljjj |
Yes, that's the reason. They have 4 rotation states, and the 2 obsolete one move the block over one space. and kick the block off the wall if it's against a wall. I don't see any way to explain the floor kick over wall kick in words, so I'm going to go make a MRS wiki article w/ a demonstration. EDIT : http://www.tetrisconcept.com/wiki/index ... ion_System There.
I Think the two horizontal states should remain. If you need to rotate 180, it's for finesse. Otherwise, there would be no need to rotate at all if there is only one horizontal state. I figured that's what you meant by floorkick instead of wallkick. So basically, this acts like a TLS except for rotations only? EDIT: I mistakenly said horizontal states when I meant the vertical states.
That's right about rotation TLS. I'll keep the 2 horizontal states. NEW VERSION! MRS-X NOW HAS IT'S OWN GRAPHICS! http://www.mediafire.com/?2mgxn81xkxw Warning : Only compatible w/ hi res!
MRSA (Methicillin Resistant Staphylococcus Aureus [it scares me that I knew that from memory]) is a hospital superbug. The joke was based on the similar acronym to your rotation system. It doesn't mean anything really, and if you'd clicked the link you would probably have seen that.
This is from the wiki. We need to make some clarifications here. Is this referring to: 1. Testing whether rotation works at (-1,0) and (1,0). This is essentially the same thing as the wallkick system. 2. Testing the wallkicks with the actual tetromino at (-1,0) and (1,0). It's not a bug. Those are the natural orientations of the tetrominoes. The only time they kick is when you're rotating into the wall but that leaves them in the same position on the field anyway.
What he wants to do is if all 4 single kicks fail, try all 16 double kicks. In other words test a kick from each of the normal kick positions. This will allow a piece to jump up to four suares in two of the directions and up to 2 squares the opposite way. it will also allow for many new diagonal wallkicks.
So I was somewhat close with my 2nd statement. Let me see if I have it down. Basically, "double kicks" are the wallkick tests at the primary wallkick positions.