Heboris: Difference between revisions

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| publisher = Kenji Hosimoto
| publisher = Kenji Hosimoto
| released = 2001 (First release)
| released = 2001 (First release)
| latestrelease = 1.60 (2002-03-31)
| platform = Microsoft Windows
| platform = Microsoft Windows
| preview = 1
| preview = 1
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| hard = Yes
| hard = Yes
| system = TGM style wallkick
| system = TGM style wallkick
| title-scrn = HeborisMenu.png
| ingame-scrn = HeborisIngame.png
}}
}}


'''Heboris''' is a game developed in 2001 by Kenji Hosimoto, aka Hosiken. Many, but not all, of its behaviors bear a resemblance to [[Tetris The Absolute The Grand Master 2 PLUS]], the latest [[TGM series]] game at that point. The game was developed using [[YaneuraoGameScript 2000]] (YGS2K,) a scripting language and runtime environment created by Urao Yane.
'''Heboris''' is a game developed in 2001 by Kenji Hosimoto, aka Hosiken. Many, but not all, of its behaviors bear a resemblance to ''[[Tetris The Absolute The Grand Master 2]]'', the latest [[TGM series]] game at that point. The game was developed using [[YaneuraoGameScript 2000]] (YGS2K), which is a scripting language and runtime environment created by Urao Yane.
 
== Modes ==
=== Solo ===
==== Beginner ====
This is an easy mode with a slow gravity curve.
 
{| class="wikitable"
|+ Gravity (v1.60)
! Level !! Gravity (1/60 G) !! Level !! Gravity (1/60 G)
|-
|0||2||17||15
|-
|1||3||18||20
|-
|2||4||19||30
|-
|3||5||20||2
|-
|4||6||21||4
|-
|5||8||22||6
|-
|6||10||23||10
|-
|7||12||24||15
|-
|8||15||25||20
|-
|9||20||26||30
|-
|10||20||27||45
|-
|11||1||28||60
|-
|12||2||60||120
|-
|13||4||75||240
|-
|14||6||90||300
|-
|15||10||99||1200
|-
|16||12
|}
 
{| class="wikitable"
|+ Delays (v1.50 onwards)
! Entry !! Line clear !! Lock !! DAS
|-
|26||40||28||15
|}
 
{| class="wikitable"
|+ Gravity (v1.50)
! Level !! Gravity (1/60 G) !! Level !! Gravity (1/60 G)
|-
|0||1||17||12
|-
|1||2||18||15
|-
|2||3||19||20
|-
|3||4||20||30
|-
|4||5||21||30
|-
|5||6||22||2
|-
|6||8||23||6
|-
|7||10||24||10
|-
|8||12||25||15
|-
|9||15||26||20
|-
|10||20||27||30
|-
|11||20||28||45
|-
|12||0||29||60
|-
|13||2||60||120
|-
|14||4||75||240
|-
|15||6||90||300
|-
|16||10||99||1200
|}
 
==== Master ====
This is a harder mode with a speed curve reminiscent of TGM.
 
{| class="wikitable"
|+ Gravity (v1.50 onwards)
! Level !! Gravity (1/60 G) !! Level !! Gravity (1/60 G)
|-
|0||2||15||60
|-
|1||3||16||60
|-
|2||5||17||60
|-
|3||6||18||60
|-
|4||8||19||60
|-
|5||10||20||120
|-
|6||12||21||120
|-
|7||15||22||180
|-
|8||20||23||180
|-
|9||30||24||240
|-
|10||30||25||300
|-
|11||1||26||300
|-
|12||5||27||240
|-
|13||12||28||180
|-
|14||30||29||1200
|}
 
The following delays are ''unadjusted'' values direct from the source code.
 
{| class="wikitable"
|+ Delays (v1.50 onwards)
! Level !! Entry !! Line clear !! Lock !! DAS
|-
|0||26||40||28||15
|-
|30||27||25||28||9
|-
|33||27||22||28||9
|-
|36||27||18||28||9
|-
|39||27||15||28||9
|-
|42||18||12||28||8
|-
|45||18||10||28||8
|-
|48||16||8||28||8
|-
|51||15||6||28||8
|-
|54||14||5||28||7
|-
|57||14||4||22||7
|-
|60||13||3||15||7
|}
 
==== 20G ====
This is similar to Master but begins at 20G.
 
Delays are the same as Master except that DAS begins at 12 frames.
 
==== Devil ====
This is a high-difficulty 20G mode.
 
{| class="wikitable"
|+ Delays (v1.50 onwards)
! Level !! Entry || Line clear || Lock || DAS
|-
|0||18||13||28||10 <!-- needs check at level 0 and 1, source implies 13 DAS at 0? -->
|-
|3||16||11||26||10
|-
|6||14||10||25||10
|-
|9||12||9||23||9
|-
|12||10||8||20||9
|-
|15||9||7||16||9
|-
|18||8||7||15||9
|-
|21||8||6||14||8
|-
|24||7||6||13||7
|-
|27||6||5||13||7
|-
|30||5||5||13||7
|}
 
=== Versus ===
 
== Gameplay ==
 
While the game engine is largely similar to TGM, one notable change is that [[DAS]] happens after a piece spawns but before gravity is applied. This effectively gives additional placement options in [[20G]], making the game significantly easier since [[fundoshi]] situations are no longer threatening.
 
=== Level progression ===
 
Levels are based on internal level progression. Levels progression increases by 1 unit per piece and 20 units per line, and a level up takes place every 100 units.
 
=== Scoring ===
Scoring is similar to [[Tetris (Sega)]], but with combo bonuses.
 
: '''Line Clear Score = Scoring Rate &times; Line Multiplier &times; Gravity Multiplier
 
Scoring rate is 100 if no combo is present. A line clear that continues a combo will increase the scoring rate (this takes effect after the clear).
 
{| class="wikitable"
!Event
!Line multiplier
!Scoring rate increase
|-
|Single || 1 || +5
|-
|Double || 4 || +10
|-
|Triple || 9 || +30
|-
|Heboris || 20 || +50
|-
|}
 
{| class="wikitable"
!Gravity (G)
!Multiplier
|-
|0 - <1/3 || 1
|-
|1/3 - <1 || 2
|-
|1 - 3 || 3
|-
|4 || 4
|-
|20 || 5
|}


== Unofficial Expansion ==
== Unofficial Expansion ==
Line 20: Line 264:
''[[Heboris U.E. MINI]]''
''[[Heboris U.E. MINI]]''


Development of Heboris by Hosimoto has pretty much been in stasis since 2002. However, due to the nature of YGS2K in that it is a script language and the source code cannot be made truly inaccessible, it became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from games such as [[Tetris The Grand Master 3]], [[Tetris The Grand Master Ace]], [[Tetris DS]] and [[DTET]]. The modified version is known in western communities as Heboris Unofficial Expansion, or Heboris U.E. as short. A second modified version, [[Heboris U.E. LITE]], exists and focuses on lighter system requirements. A third modified version, [[Heboris U.E. MINI]], also exists and features a plugin system to add or remove functionality from the game.
In 2002, development of the game has been in stasis. Because of YGS2K being a script language and the source code cannot be made inaccessible, it was a target of being modified by anonymous third parties mainly in the 2ch community. It received modifications, such as new rotation systems and game modes, which later became part of its unofficial expansion.


== C++ Port ==
== C++ Port ==


As the unofficial expansion development continued, it became evident that the developers were hitting the limits of YGS2K's specifications. This was one reason the LITE version was developed, but it itself was to bear the same burden as the original modification, as it was still based on the still environment. In September 2006, an individual in the 2ch forums successfully ported Heboris and Heboris U.E. into a C++ and DirectX 9-based environment, by going through the code and re-implementing the YGS2K specific calls using DirectX. A version using the SDL library also followed shortly, and the SDL version was successfully ported over to Mac OS X as well.
As the unofficial expansion development continued, it became evident that the developers were hitting the limits of YGS2K's specifications. This was one reason the LITE version was developed, but it itself was to bear the same burden as the original modification, as it was still based on the still environment. In September 2006, an individual in the 2ch forums successfully ported ''Heboris'' and ''Heboris U.E.'' into a C++ and DirectX 9-based environment, by going through the code and re-implementing the YGS2K specific calls using DirectX. A version using the SDL library also followed shortly, and the SDL version was successfully ported over to macOS as well.


However, development of the C++ versions have stagnated since then. Contributors to the project still wrote code in YGS2K without migrating to C++, possibly due to the steeper learning curve and the hassle to set up a development environment in C++. The latest version of Heboris U.E. continues to be developed and provided in YGS2K.
However, development of the C++ versions have stagnated since then. Contributors to the project still wrote code in YGS2K without migrating to C++, possibly due to the steeper learning curve and the hassle to set up a development environment in C++. The latest version of Heboris U.E. continues to be developed and provided in YGS2K.
Line 30: Line 274:
== See also ==
== See also ==


* [[Heboris Unofficial Expansion]]
*[[Heboris Unofficial Expansion]]
* [[Game]]s
*[[GTET]]
*[[Texmaster]]
*[[NullpoMino]]


== External links ==
== External links ==
Line 40: Line 286:
* [https://www.dropbox.com/s/y1nxlx90d6uvyld/Heboris%20Collection.7z?dl=0 Heboris Collection] (All Heboris Versions)
* [https://www.dropbox.com/s/y1nxlx90d6uvyld/Heboris%20Collection.7z?dl=0 Heboris Collection] (All Heboris Versions)


[[Category:Games List]]
[[Category:Fan games]]

Latest revision as of 22:49, 23 November 2024

Heboris
Developer(s)Kenji Hosimoto
Publisher(s)Kenji Hosimoto
Platform(s)Microsoft Windows
Release2001 (First release)
Latest release1.60 (2002-03-31)
Gameplay info
Next pieces1
Playfield size10w x 21h (20h visible)
Hold pieceNone
Hard dropYes
Rotation systemTGM style wallkick

Heboris is a game developed in 2001 by Kenji Hosimoto, aka Hosiken. Many, but not all, of its behaviors bear a resemblance to Tetris The Absolute The Grand Master 2, the latest TGM series game at that point. The game was developed using YaneuraoGameScript 2000 (YGS2K), which is a scripting language and runtime environment created by Urao Yane.

Modes

Solo

Beginner

This is an easy mode with a slow gravity curve.

Gravity (v1.60)
Level Gravity (1/60 G) Level Gravity (1/60 G)
0 2 17 15
1 3 18 20
2 4 19 30
3 5 20 2
4 6 21 4
5 8 22 6
6 10 23 10
7 12 24 15
8 15 25 20
9 20 26 30
10 20 27 45
11 1 28 60
12 2 60 120
13 4 75 240
14 6 90 300
15 10 99 1200
16 12
Delays (v1.50 onwards)
Entry Line clear Lock DAS
26 40 28 15
Gravity (v1.50)
Level Gravity (1/60 G) Level Gravity (1/60 G)
0 1 17 12
1 2 18 15
2 3 19 20
3 4 20 30
4 5 21 30
5 6 22 2
6 8 23 6
7 10 24 10
8 12 25 15
9 15 26 20
10 20 27 30
11 20 28 45
12 0 29 60
13 2 60 120
14 4 75 240
15 6 90 300
16 10 99 1200

Master

This is a harder mode with a speed curve reminiscent of TGM.

Gravity (v1.50 onwards)
Level Gravity (1/60 G) Level Gravity (1/60 G)
0 2 15 60
1 3 16 60
2 5 17 60
3 6 18 60
4 8 19 60
5 10 20 120
6 12 21 120
7 15 22 180
8 20 23 180
9 30 24 240
10 30 25 300
11 1 26 300
12 5 27 240
13 12 28 180
14 30 29 1200

The following delays are unadjusted values direct from the source code.

Delays (v1.50 onwards)
Level Entry Line clear Lock DAS
0 26 40 28 15
30 27 25 28 9
33 27 22 28 9
36 27 18 28 9
39 27 15 28 9
42 18 12 28 8
45 18 10 28 8
48 16 8 28 8
51 15 6 28 8
54 14 5 28 7
57 14 4 22 7
60 13 3 15 7

20G

This is similar to Master but begins at 20G.

Delays are the same as Master except that DAS begins at 12 frames.

Devil

This is a high-difficulty 20G mode.

Delays (v1.50 onwards)
Level Entry Line clear Lock DAS
0 18 13 28 10
3 16 11 26 10
6 14 10 25 10
9 12 9 23 9
12 10 8 20 9
15 9 7 16 9
18 8 7 15 9
21 8 6 14 8
24 7 6 13 7
27 6 5 13 7
30 5 5 13 7

Versus

Gameplay

While the game engine is largely similar to TGM, one notable change is that DAS happens after a piece spawns but before gravity is applied. This effectively gives additional placement options in 20G, making the game significantly easier since fundoshi situations are no longer threatening.

Level progression

Levels are based on internal level progression. Levels progression increases by 1 unit per piece and 20 units per line, and a level up takes place every 100 units.

Scoring

Scoring is similar to Tetris (Sega), but with combo bonuses.

Line Clear Score = Scoring Rate × Line Multiplier × Gravity Multiplier

Scoring rate is 100 if no combo is present. A line clear that continues a combo will increase the scoring rate (this takes effect after the clear).

Event Line multiplier Scoring rate increase
Single 1 +5
Double 4 +10
Triple 9 +30
Heboris 20 +50
Gravity (G) Multiplier
0 - <1/3 1
1/3 - <1 2
1 - 3 3
4 4
20 5

Unofficial Expansion

Main Articles:
Heboris Unofficial Expansion
Heboris U.E. LITE
Heboris U.E. MINI

In 2002, development of the game has been in stasis. Because of YGS2K being a script language and the source code cannot be made inaccessible, it was a target of being modified by anonymous third parties mainly in the 2ch community. It received modifications, such as new rotation systems and game modes, which later became part of its unofficial expansion.

C++ Port

As the unofficial expansion development continued, it became evident that the developers were hitting the limits of YGS2K's specifications. This was one reason the LITE version was developed, but it itself was to bear the same burden as the original modification, as it was still based on the still environment. In September 2006, an individual in the 2ch forums successfully ported Heboris and Heboris U.E. into a C++ and DirectX 9-based environment, by going through the code and re-implementing the YGS2K specific calls using DirectX. A version using the SDL library also followed shortly, and the SDL version was successfully ported over to macOS as well.

However, development of the C++ versions have stagnated since then. Contributors to the project still wrote code in YGS2K without migrating to C++, possibly due to the steeper learning curve and the hassle to set up a development environment in C++. The latest version of Heboris U.E. continues to be developed and provided in YGS2K.

See also

External links