# NullpoMino

Thread in 'Discussion' started by Caithness, 18 Aug 2009.

1. ### kx5

Re: NullpoMino - now with netplay!

Under 64-bit Linux, netplay doesn't seem to work for me. The secondary netplay window appears blank.
Code:
18:34:23,812 [main] DEBUG NetLobbyFrame: Failed to load server list
java.io.FileNotFoundException: config/setting/netlobby_serverlist.cfg (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(FileInputStream.java:106)
at java.io.FileInputStream.<init>(FileInputStream.java:66)
at org.game_host.hebo.nullpomino.gui.net.NetLobbyFrame.initServerSelectUI(NetLobbyFrame.java:486)
at org.game_host.hebo.nullpomino.gui.net.NetLobbyFrame.initUI(NetLobbyFrame.java:434)
at org.game_host.hebo.nullpomino.gui.net.NetLobbyFrame.init(NetLobbyFrame.java:413)
at org.game_host.hebo.nullpomino.gui.slick.StateNetGame.enter(StateNetGame.java:149)
at org.newdawn.slick.state.StateBasedGame.update(StateBasedGame.java:254)
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:657)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318)
at org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick.main(NullpoMinoSlick.java:210)
18:34:36,565 [main] DEBUG GameManager: GameManager shutdown()
18:34:36,565 [main] DEBUG NullpoMinoSlick: startObserverClient called
AL lib: alSource.c:2361: alcDestroyContext(): deleting 64 Source(s)
AL lib: alBuffer.c:1081: exit(): deleting 80 Buffer(s)

I can browse and access the supposed nonexisting file and I run nullpomino as it says in the readme.

Also, whenever I exit Nullpomino(Slick), it resets my display size. I set up multihead using xrandr and Slick seems to only detect the first monitor:
Code:
18:33:12,311 [main] INFO  NullpoMinoSlick: NullpoMinoSlick Start
18:33:13,525 [main] INFO  Slick: Slick Build #270
18:33:13,527 [main] INFO  Slick: LWJGL Version: 2.1.0
18:33:13,527 [main] INFO  Slick: OriginalDisplayMode: 1280 x 800 x 24 @60Hz
18:33:13,527 [main] INFO  Slick: TargetDisplayMode: 640 x 480 x 0 @0Hz
18:33:13,712 [main] INFO  Slick: Starting display 640x480
18:33:13,730 [main] INFO  Slick: Use Java PNG Loader = true
...

EDIT:

2. ### Kitaru

Re: NullpoMino - now with netplay!

Yeah this is not correct. There are t-spin mini singles. Criteria A, however, is correct.

A full definition:
1) The T was kicked to the final (x,y) position. See Edit3. Nothing makes sense anymore.
2) The T clears one or no lines.
3) The T ends in a non-letter orientation. (i.e. flat or either sharp rather than point down)
4) Obviously, it still needs to fulfill three-corner.
EDIT: 5) If ????? with ????? then ????? and magically this isn't a t-spin mini. Help me. All I know is that the t-spin triple kick may be involved with this bullshit. I think immobile twists are upgraded to regular t-spins if the orientation is not flat.

EDIT: My world view is ruined I just found something that conflicts with this using a t-spin triple kick one minute ugh.

EDIT2: The one thing that doesn't fit my definition:

EDIT3: I think what would normally be a t-spin mini is upgraded to a regular t-spin if it fulfills four-corner. I guess I have to do some imperial cross weirdness to test this. Fuck everything. See Edit4.

Also, I found another oddity that makes me question whether kicks are even part of the definition and if it is purely orientation based:

EDIT4: What is this I don't even.

Last edited: 20 Jul 2010
3. ### Zaphod77Resident Misinformer

Re: NullpoMino - now with netplay!

SO it' s a mini even if the final rotation did not result in the kick?

4. ### Kitaru

Re: NullpoMino - now with netplay!

Yeah, apparently.

More weirdness:

EDIT: Since I think I figured it out, here are my final cleaned up set of rules:
1) The T clears one or no lines.
2) The T ends in a non-letter orientation. (i.e. flat or either sharp rather than point down)
2b) Sharp orientation t-spins are upgraded if the piece would qualify as an immobile twist. (That is, the piece cannot be moved left, right, or up from its final position.)
3) Obviously, it still needs to fulfill three-corner.

Last edited: 20 Jul 2010
5. ### Zaphod77Resident Misinformer

Re: NullpoMino - now with netplay!

Ok i think I got it.

a) piece was rotated last (with or without kick)
b) piece fulfills 3 corner t.
c) piece has flat part against two filled corners.

Number of lines cleared does not follow into consideration.

It's simply impossible to fulfill all three and point down.

6. ### Kitaru

Re: NullpoMino - now with netplay!

As discussed in IRC, it is actually that one of the top corners -- relative to the field height, not the point of the piece -- is open. This made sense to me when I said it because of the difference between doing the TST kick that clears a single and doing the EZ TSS.

Yes it does. There is no such thing as a t-spin mini double.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Last edited: 21 Jul 2010
7. ### Kasumi

Re: NullpoMino - now with netplay!

Hey, just got around to trying this, and I've got two questions which hopefully aren't too stupid.

Two: What is G-MAX?

8. ### Kitaru

Re: NullpoMino - now with netplay!

1) http://kitaru.1101b.com/NullpoRules/ has my Classic variant that behaves like BB for the most part.
2) I believe G-MAX is the gravity denominator? For example, TAP's denominator is 256 and 5120 represents 20G.

9. ### Zaphod77Resident Misinformer

Re: NullpoMino - now with netplay!

Lines cleared doesn't enter into consideration.

it's simply physically impossible to fit all 4 rules and clear 2 lines.

The rule about pointy side being next to a cleared corner forces two holes in different rows, meaning that only one line can be cleared at most.

SO, the real rules are.

1) last move was a rotate.
2) 3 corner T
3) point of t next to an open corner.
4) if the t-spin triple twist was performed, upgrade to a full T-Spin.

It is rule 3 that prevents clearing of more than one line.

10. ### Kasumi

Re: NullpoMino - now with netplay!

Thanks Kitaru, that's exactly what I'm looking for.

11. ### Kitaru

Re: NullpoMino - now with netplay!

Are you not looking at the diagram in my last post? 3 is fulfilled, 4 is not. There is no such thing as a t-spin mini double.

@Kasumi: No problem. Glad I could help.

12. ### Zaphod77Resident Misinformer

Re: NullpoMino - now with netplay!

dammit now i have to test a case.

yup, there really are FIVE rules, there is in fact a check for 2+ lines as well

I performed the same kick and final position, and when it didn't clear 2 lines, it was scored as a mini. It seems there are three base considerations, and two upgrade cases.

Using the TST kick and clearing two or more lines both upgrade a t-spin mini to full.

SRS really is horrible...

13. ### XaeL

Re: NullpoMino - now with netplay!

I updated my java (basically i installed eclipse, and the associated java stuff to make it work) and now my play_slick.bat doesnt work! my play_sdl works, but it has very choppy framerates

14. ### Zircean

Re: NullpoMino - now with netplay!

What error are you getting? It might be bugging out if you are running a 64-bit system and trying to use a 64-bit version of java to run 32-bit Slick... if you think this is the case, you can try copying the files from the lib/LWJGL2_4_2 folder up into the lib folder and see if that makes Slick run.

15. ### SWR

Re: NullpoMino - now with netplay!

I have the exact same problem as Xael. Also Zircean, I tried that and it didn't work. I wonder if older java versions would work.

16. ### XaeL

Re: NullpoMino - now with netplay!

there is no error message. It opens the .bat and then closes immediately, without starting nullpo. no error messages.

@ zircean i tried it and it worked, THANKS ALOT <3

17. ### Zircean

Re: NullpoMino - now with netplay!

If you're still having problems, can you post the contents of the log files? Just go into the .../NullpoMino/log/ folder or whatever equivalent, and post whatever log file corresponds to the version you were having trouble with.

18. ### XaeL

Re: NullpoMino - now with netplay!

it works tho

19. ### The-Excel

Re: NullpoMino - now with netplay!

Big modes in 7.2.0 don't recognize any spins, even with the option set to ALL. Is this intentional?

Last edited: 7 Aug 2010

NullpoMino Version 7.3.0 (2010/08/09)

Finally, a new stable version is out! NullpoMino is now BSD licence.
Old replay files are not compatible anymore, so watch out.

Version 7.3.0 (2010/08/09)
#This version is NO LONGER compatible with 7.2.0 netplay server.
+Swing/Slick/SDL: When saving replays, a replay folder will be created if one is not found.
+Swing/Slick/SDL: Fixed location of NEXT piece when spawn offset is non-zero.
+Swing/Slick/SDL: Added option to display NEXT pieces on side of playfield.
+Slick: Added PERFECT FPS option (uses more CPU, does not work in menus).
+Slick: LWJGL updated to version 2.5, Slick updated to build 274
+Added COMBO RACE, SQUARE, RETRO MASTERY, AVALANCHE 1P, AVALANCHE 1P FEVER MARATHON, AVALANCHE VS-BATTLE, AVALANCHE VS FEVER MARATHON, AVALANCHE VS DIG RACE, PHYSICIAN, PHYSICIAN VS-BATTLE, and SPF VS-BATTLE modes.
Modes for other gametypes are either Release Candidate (AVALANCHE, PHYSICIAN) or Beta (SPF).
Special thanks to Puyo Nexus for supplying Fever chain data.
+Added SQUARE, AVALANCHE, PHYSICIAN, and SPF rules
+Renamed CLASSIC MARATHON to RETRO MARATHON
+Randomizer: Randomizers have been replaced. This breaks all replays prior to this release.
+Sequencer: Added "Set piece enable" dialog.
+AI: Added "Defensive" and "No Prethink" versions of PoochyBot
+Engine: Added support for AVALANCHE, PHYSICIAN, and SPF type games
+Engine: Added rainbow blocks and rainbow gem blocks support
+Engine: Added delay canceling to properly simulate DTET and STANDARD-SUPER3 rules
+Engine: Added DAS charge on blocked move, neutral DAS store and DAS redirect in delays to properly simulate NINTENDO family rules
+Engine: Added Instant DAS and shift lock
+Engine: Added hard block and hard garbage support
+NetPlay/NetServer: Added more room creation options, separated options into tabs
Garbage: B2B separation, hole change rate, toggle change rate per attack, combo block, garbage countering
Bonus: Spin check type, all clear bonus
-NetPlay: Now correctly forces 60 FPS in SDL version
-NetPlay: Saves chat logs even when game window is closed or Java process is killed
-NetPlay: You can see opponent's HOLD/NEXT pieces in any-rule 2 players game now.
-NetServer: Fixed "ghost room" bug
-Slick/SDL: Fixed bug where replay screen could crash if replays were deleted.
+Added more maps (Thanks Jenn, SecretSalamender and Magnanimous!)
*Added Mac/Linux boot scripts. (Thanks croikle!)
*Renamed Standard-GIZA rule to fit naming convention.
*Restored JRE 1.5 compability
*[Internal change] Main package changed to mu.nu.nullpo
*[Internal change] Documentation is being translated to English.