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| == Definitions ==
| | Hey. I edit stuff on this wiki and program things. I'm sysop, so if there's administrative tasks that need doing, like page deletion or moving, just ask me. I have [[User:NightmareciBot | a bot]], so if you find something that would be done best by a bot, I can probably hook something up to make it happen. |
| In this page, the very top row is row number 0, the row below the top row is row number 1, and so on, until 20 (TGM1 has 20 visible rows + 1 vanish zone row). This listing may help:
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| <ol start=0>
| | == Various Contributions == |
| <li>[[Playfield#Vanish_zone|Vanish zone]]</li>
| | * Using [[User:NightmareciBot | my bot]] and [http://botwiki.sno.cc/wiki/Main_Page pywikipedia], I converted pages using [[Template:Pfstart | playfield templates]] to the new [[Help:Playfield | playfield parser extension]]; this is easier on the server and wiki editors. |
| <li>First visible row</li>
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| <li>Second visible row</li>
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| ...
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| <li value=19>19th visible row</li>
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| <li>20th visible row (last)</li>
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| </ol>
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| == Tetris The Grand Master == | | == My Own Pages == |
| Some of the following information may not be consistent with other wiki pages; where this applies, simply ignore the information elsewhere in the wiki. Corrections to this information by others are only accepted if supported by examples. Information here is still work in progress.
| | [[User:Nightmareci/Detailed description of Tetris The Grand Master | Detailed description of Tetris The Grand Master]] |
| === Gravity ===
| |
| Directly from [[Tetris The Grand Master]], here is the gravity curve:
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| {| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
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| |+'''Internal Gravity'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]
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| !bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Interal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
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| |-align = center
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| |bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220|||32
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| |-align = center
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| |bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64
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| |-align = center
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| |bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96
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| |-align = center
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| |bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128
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| |-align = center
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| |bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160
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| |-align = center
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| |bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192
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| |-align = center
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| |bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224
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| |-align = center
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| |bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)
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| |-align = center
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| |bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)
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| |-align = center
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| |bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)
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| |-align = center
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| |bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)
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| |-align = center
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| |bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)
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| |-align = center
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| |bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)
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| |-align = center
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| |bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)
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| |-align = center
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| |bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)
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| |}
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| This is also based on a timings table in [[Tetris The Grand Master]], but is modified to better fit observations I've made:
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| {| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
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| |+'''Delays'''
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| ! |Level
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| ! |[[DAS]]<br>(frames)
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| ! |[[Lock delay|Lock]]<br>(frames)
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| ! |Lock flash<br>(frames)
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| ! |[[Line clear]]<br>(frames)
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| ! |[[ARE]]<br>(frames)
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| |- align = center
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| | |000 - 999 || |14 || |30 || |4 || |41 || |27
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| |}
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| The different ordering is chosen such that it somewhat represents the order in which each delay happens, left being first, right being last, although DAS charging can occur during ARE.
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| In the following, "gravity_count" is the current Gravity Count; "gravity" is the current Gravity Speed, and is equal to one of the Internal Gravity entries in the above table; das_counter is the current count of DAS charge frames. A % is used to represent a "remainder of division" operator (commonly known as "modulo", i.e. 13 % 5 == 3). All division has the fractional part truncated, as in ISO C (60/256 == 0, 252/256 == 0, 260/256 == 1).
| | [[User:Nightmareci/SRS | SRS]] |
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| When I say uninteractive, I mean that any input the player sends results in no observable behavioral changes with the game. ARE is technically an interactive period of the game, as you can charge DAS. IRS is not processed in ARE, but on the very first frame of piece display.
| | [[User:Nightmareci/Vaguely Tetris-like Games | Vaguely Tetris-like Games]] |
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| TGM1 only accepts 1 rotation input per frame; if multiple rotation inputs are pressed down on the same frame, then no rotation input is registered. The only way to send a rotation input with no empty frames between inputs is to alternate between separate rotation buttons, be it A/B or A/C.
| | == Other Stuff == |
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| At the start of a game, there is a single "READY, GO" sequence; it is a special case, in this description:
| | Nothing right now. |
| # Begin "READY, GO" sequence:
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| #* 170 frames of uninteractive display until the first pieces' first frame TODO: Expand this after more observations (how long "READY" displays, etc.)
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| After the "READY, GO" sequence, every frame the following is processed from top to bottom, until the game ends:
| | <playfield> |
| # If this is in-field play:
| | ZZZ. |
| <!-- Begin In-Field --> | | Z..Z |
| <!-- Begin First Frame -->
| | ZZZ. |
| ## If this is the first frame of this piece:
| | Z..Z |
| ### If a single rotation input is pressed down this frame:
| | </playfield> |
| #### Basic Rotation (Sega Rotation, essentially)
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| #### If the piece is not intersecting the stack rotated:
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| ##### Play IRS sound
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| #### Else:
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| ##### Switch back to initial spawn orientation
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| ### Place the piece in row number 1
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| ### If the piece is not intersecting the stack:
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| #### While the piece is in a row number < (gravity % 256 + 1):
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| ##### If placing the piece 1 row down would cause stack intersection:
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| ###### Break out of this loop
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| ##### Else:
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| ###### Place the piece in the next row
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| ### Else:
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| #### Game over
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| <!-- End First Frame -->
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| ## Else:
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| <!-- Begin Other Frames -->
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| <!-- Begin Rotation -->
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| ### If a single rotation input is pressed down this frame:
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| #### TGM Rotation
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| <!-- End Rotation -->
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| <!-- Begin Shift -->
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| ### If left/right shift is read and matches last frame's or last frame was no left/right:
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| #### If das_counter == 0 or das_counter == 14 + 1:
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| ##### Shift left/right 1 column
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| #### If das_counter <= 14:
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| ##### Increment das_counter by 1
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| ### Else:
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| #### das_counter = 0
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| <!-- End Shift -->
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| <!-- End Other Frames -->
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| <!-- End In-Field -->
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| # Else:
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| <!-- Begin ARE -->
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| ## ARE TODO: Fill this out, sufficient data right now
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| <!-- End ARE -->
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| # Render frame
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| | |
| VERY BIG TODO: Create a ton of examples showing specific points of behavior, i.e. interaction of gravity/soft drop.
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| | |
| <!-- Begin Gravity explanation, needs to be inserted into the above
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| # Preparation for the pieces' first displayed frame (such as during ARE):
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| #* If Gspeed > 256:
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| #** Gcount = Gspeed % 256
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| #* Else:
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| #** Gcount = 0
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| #* Gspeed is set to the appropriate value for the current level
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| #* Attempt to place the piece in row number 1 + Gspeed / 256, higher if necessary
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| # Every frame this piece is displayed:
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| #* If soft drop is pressed:
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| #** If Gspeed < 256:
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| #*** Attempt to drop one line
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| #** If the piece has blocks beneath it now:
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| #*** Lock the piece
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| #** Go to 3.
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| #* If there are blocks below this piece:
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| #** Set Gcount to Gspeed
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| #* If Gcount is greater than or equal to 256:
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| #** Attempt to drop Gcount / 256 lines
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| #** Gcount %= 256
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| #* Increase Gcount by Gspeed
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| #* Go to 3.
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| # Further processing after gravity (processing will come back to 2. if the piece hasn't locked)
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| In the above, the first If...Else sequence may appear curious, as all Internal Gravity values in the TGM series are either <256 or an even multiple of 256, but it's purpose is to properly support gravity speeds such as 4.5G; none of the TGM games have gravity like this, but this makes this description more general. If your implementation is only conforming to actual TGM gravity, the sequence can be replaced with "Gcount = 0".
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| End Gravity explanation -->
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