Talk:Super Rotation System: Difference between revisions
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where the L tetromino rotates around its center (represented here as a yellow block). --[[User:Tepples|Tepples]] 12:57, 21 June 2006 (EDT) | where the L tetromino rotates around its center (represented here as a yellow block). --[[User:Tepples|Tepples]] 12:57, 21 June 2006 (EDT) | ||
:Thanks CT for fixing it. But in my experience even at slower levels (TDS standard marathon level 1 and 11), the difference seems to be related to the game's slow ass DAS rather than a difference in processing order, as I get one or two frames of the "intermediate" state visible on the screen. --[[User:Tepples|Tepples]] 15:08, 21 June 2006 (EDT) | :Thanks CT for fixing it. But in my experience even at slower levels (TDS standard marathon level 1 and 11), the difference seems to be related to the game's slow ass DAS rather than a difference in processing order, as I get one or two frames of the "intermediate" state visible on the screen. --[[User:Tepples|Tepples]] 15:08, 21 June 2006 (EDT) | ||
::Thanks for the comments Tepples. Lots of TGM clones (all using 60 fps DAS) get this detail wrong because of misordering, so I may have been quick to jump to conclusions. After further testing it seems you are right, it is related to slow DAS. Well, it could be any number of DAS things really... Charge time, repeat rate... In TGM, a charged DAS will move on the first frame it can, while in TDS I think it waits for an amount equal to the repeat rate. This means the move will work as long as gravity is below (1/repeat rate)g. I've found that if you tap both rotation buttons with one continuous slide, such that you rotate on 2 successive frames, you can do the move in the example even up to speed 12. This rotates twice before the piece can fall, which gives you a 1 block height advantage. So the piece can fall 1 space before DAS kicks in and the move will still work. This allows the move to work while gravity is below (2/repeat rate)g. Did that make sense at all? What's you opinion? It would be nice if you could do some testing to compare notes before we edit the wiki further. --[[User:Colour thief|Colour Thief]] 20:38, 21 June 2006 (EDT) |
Revision as of 00:38, 22 June 2006
That's TGM, not SRS
In the 20g section, colour_thief added the example:
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That's TGM rotation, not SRS. SRS would process it like this:
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where the L tetromino rotates around its center (represented here as a yellow block). --Tepples 12:57, 21 June 2006 (EDT)
- Thanks CT for fixing it. But in my experience even at slower levels (TDS standard marathon level 1 and 11), the difference seems to be related to the game's slow ass DAS rather than a difference in processing order, as I get one or two frames of the "intermediate" state visible on the screen. --Tepples 15:08, 21 June 2006 (EDT)
- Thanks for the comments Tepples. Lots of TGM clones (all using 60 fps DAS) get this detail wrong because of misordering, so I may have been quick to jump to conclusions. After further testing it seems you are right, it is related to slow DAS. Well, it could be any number of DAS things really... Charge time, repeat rate... In TGM, a charged DAS will move on the first frame it can, while in TDS I think it waits for an amount equal to the repeat rate. This means the move will work as long as gravity is below (1/repeat rate)g. I've found that if you tap both rotation buttons with one continuous slide, such that you rotate on 2 successive frames, you can do the move in the example even up to speed 12. This rotates twice before the piece can fall, which gives you a 1 block height advantage. So the piece can fall 1 space before DAS kicks in and the move will still work. This allows the move to work while gravity is below (2/repeat rate)g. Did that make sense at all? What's you opinion? It would be nice if you could do some testing to compare notes before we edit the wiki further. --Colour Thief 20:38, 21 June 2006 (EDT)