User:Rain/framecounting

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The process of a piece locking is:

  • touch stack (lock delay)
  • locking (piece can no longer be moved. the main difference between the current timing information and what i saw is the lack of info on this phase)
  • if no lines are cleared:
    • spawn delay (are)
  • if lines are cleared:
    • line clear anim
    • line spawn delay (line are)
  • 2 frames (level is incremented)
  • next piece spawns

Input isn't accepted on the first frame of a piece that just spawned:

  • in 20g, pieces don't lock down on the spawn frame (when down is held), and lock delay doesn't start until the next frame either (even though the piece spawns on the stack)
  • charged das doesn't kick in until after the spawn frame (you can't spawn one to the side by using das)

observations made by framestepping in mame

"internal values" below refers to these which afaik match the values currently listed on the TGM and TAP pages.


tgm

observed
lock delay 29
locking 4 (3 light 1 dark)
line clear 41
line are 27
are 27
das 14
vs internal values
ld -1 (due to landing on the stack decrementing the counter)
lc +1 (due to the extra frame showing the empty line before the animation plays)
la +2 (due to the 2 frames when the level is incremented)
a +2
d +0

tap master 0-99

observed
lock delay 29
locking 1 (1 dark, 2 light - the light frames overlap with the next part of the sequence)
line clear 40
line are 27
are 27
das 14
vs internal values
ld -1
lc +0
la +2
a +2
d +0

tap death 0-99

observed
lock delay 29
locking 1 (1 dark, 2 light)
line clear 12
line are 14
are 18
das 10
vs internal values
ld -1
lc +0
la +2
a +2
d +0