User:Arcorann/Rotation: Difference between revisions

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The centre column rule is ignored if the piece kicks off a block in a row above the appropriate centre column block, but not below (presumably due to block precedence.
The centre column rule is ignored if the piece kicks off a block in a row above the appropriate centre column block, but not below (presumably due to block precedence.
== 180 degree rotations in SRS ==
Due to how the rotations in SRS are constructed, 180 degree rotations are well defined in SRS, though no official game implements them.
{| border="1" cellspacing="0"
|+'''J, L, S, T, Z Tetromino Wall Kick Data'''
|- align = center
! width="45"|
! bgcolor="#80A3F8" width="60"|Test 1
! bgcolor="#80A3F8" width="60"|Test 2
! bgcolor="#80A3F8" width="60"|Test 3
! bgcolor="#80A3F8" width="60"|Test 4
! bgcolor="#80A3F8" width="60"|Test 5
|- align = center
| bgcolor="#80A3F8"|0->2||<tt>( 0, 0)</tt>
|- align = center
| bgcolor="#80A3F8"|2->0||<tt>( 0, 0)</tt>
|- align = center
| bgcolor="#80A3F8"|L->R||<tt>( 0, 0)</tt>
|- align = center
| bgcolor="#80A3F8"|R->L||<tt>( 0, 0)</tt>
|}
{| border="1" cellspacing="0"
|+'''I Tetromino Wall Kick Data'''
|- align = center
! width="45"|
! bgcolor="#80A3F8" width="60"|Test 1
! bgcolor="#80A3F8" width="60"|Test 2
! bgcolor="#80A3F8" width="60"|Test 3
! bgcolor="#80A3F8" width="60"|Test 4
! bgcolor="#80A3F8" width="60"|Test 5
|- align = center
| bgcolor="#80A3F8"|0->2||<tt>( 0, 0)</tt>
|- align = center
| bgcolor="#80A3F8"|2->0||<tt>( 0, 0)</tt>
|- align = center
| bgcolor="#80A3F8"|L->R||<tt>( 0, 0)</tt>
|- align = center
| bgcolor="#80A3F8"|R->L||<tt>( 0, 0)</tt>
|}

Revision as of 00:55, 6 March 2020

I

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4
2-state, upper-right Original Rotation System, Sega Rotation
....
IIII
....
....
..I.
..I.
..I.
..I.
2-state, lower-right Tetris (NES, Nintendo)
....
....
IIII
....
..I.
..I.
..I.
..I.
2-state, lower-left Tetris (Game Boy)
Tetris (Famicom)
....
....
IIII
....
.I..
.I..
.I..
.I..
2-state, upper-left Magical Tetris Challenge
....
IIII
....
....
.I..
.I..
.I..
.I..
4-state BPS, SRS
....
IIII
....
....
..I.
..I.
..I.
..I.
....
....
IIII
....
.I..
.I..
.I..
.I..

J

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4
Centre SRS and related systems
J..
JJJ
...
.JJ
.J.
.J.
...
JJJ
..J
.J.
.J.
JJ.
Bottom Sega and related systems
...
J..
JJJ
.JJ
.J.
.J.
...
JJJ
..J
.J.
.J.
JJ.
Outside Magical Tetris Challenge
..J
..J
.JJ
...
J..
JJJ
JJ.
J..
J..
JJJ
..J
...
2 by 2
..J.
..J.
.JJ.
....
....
.J..
.JJJ
....
....
.JJ.
.J..
.J..
....
JJJ.
..J.
....

L

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4
Centre SRS/related
..L
LLL
...
.L.
.L.
.LL
...
LLL
L..
LL.
.L.
.L.

O

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4
1-state Almost everything
....
.OO.
.OO.
....
4-state, offset Tetris 64 (with Rotation Center turned on)
.OO
.OO
...
...
.OO
.OO
...
OO.
OO.
OO.
OO.
...

S

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4

T

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4
Centre BPS, SRS
.T.
TTT
...
.T.
.TT
.T.
...
TTT
.T.
.T.
TT.
.T.
Bottom Sega
...
.T.
TTT
.T.
.TT
.T.
...
TTT
.T.
.T.
TT.
.T.
Outside
...
.T.
TTT
T..
TT.
T..
TTT
.T.
...
..T
.TT
..T

Z

Rotation type Notable usage Diagram
State 1 State 2 State 3 State 4

Rotations by game

Game Directions I J L O S T Z Kicks?
Original Rotation System
Tetris (ZX Spectrum, V.A. Baliasov)
CCW UR (h) Centre (d) Centre (d) 1-state LR (h) Centre (d) LR (h) No
Tetris (ZX Spectrum, Andic Software) CW Centre (u) Centre (r) Centre (l) 1-state LR (v) Centre (l) LL (v)
Tetris (Mirrorsoft)#ZX_Spectrum_Version CCW UL (h) Centre (u) Centre (u) 1-state UL (h) Centre (u) UL (h)
Tetris (PC, Spectrum HoloByte) CCW UR (h) Bottom (d) Bottom (d) 1-state LR (h) Centre (d) LR (h) No
Aint CW Propeller (l) Centre (d) Centre (d) 1-state Centre (l) Centre (d) Centre (l)
EGAint Both Propeller (l) Centre (d) Centre (d) 1-state Centre (l) Centre (d) Centre (l)
The Son of Tetris Project CCW UL (h) UL (d) UL (d) 1-state UL (h) Centre (d) UL (h)
Sega Rotation CCW UR (h) Bottom (d) Bottom (d) 1-state LL (h) Bottom (d) LR (h) No
Tetris (Atari) CCW TL (h) UL (d) UL (d) 1-state UL (h) UL (d) UL (h) Yes
Vs. Tetris Both TL (h) UL (d) UL (d) 1-state UL (h) UL (d) UL (h) Yes
Tetris (BPS)
Tetris (Famicom)
CCW LL (*) Centre (*) Centre (*) 1-state LR (*) Centre (*) LR (*) No
Tetris (NES, Tengen) Both TL (h) UL (d) UL (d) 1-state UL (h) UL (d) UL (h) Yes
Tetris (Mega Drive) Both UR (h) Bottom (d) Bottom (d) 1-state LL (h) Bottom (d) LR (h) No
Tetris (Game Boy) Both LL (h) Centre (d) Centre (d) 1-state LL (h) Centre (d) LL (h)
Tetris (NES, Nintendo) Both LR (h) Centre (d) Centre (d) 1-state LR (h) Centre (d) LR (h)
Tetris (Microsoft Entertainment Pack for Windows) CCW DownwardR (h) Centre (d) Centre (d) 1-state UR (h) Centre (d) UL (h)
Super Tetris CCW UL (h) Centre (d) Centre (d) 1-state UL (h) Centre (d) UL (h)
Tetris 2 + Bombliss Both Centre (u) Centre (d) Centre (d) 1-state Centre (d) Centre (d) Centre (d)
Tetris Classic Both (buggy) UR (h) Bottom (d) Bottom (d) 1-state LR (h) Centre (d) LR (h) No
Tetris Battle Gaiden Both Centre-Rev (d) Centre (u) Centre (u) 1-state Centre (d) Centre (u) Centre (d)
Super Tetris 3 Both Centre (u) Centre (u) Centre (u) 1-state Centre (d) Centre (u) Centre (d) No
Tetris X
Tetris 4D
Both Centre-Rev (d) Centre (u) Centre (u) 1-state Centre (u) Centre (u) Centre (u) No
Tetris DX Both Centre (u) Centre (d) Centre (d) 1-state Centre (u) Centre (d) Centre (u) Yes
SuperLite 1500 Series: The Tetris Both Centre (d) Centre (u) Centre (u) 1-state Centre (u) Centre (u) Centre (u) Yes
SRS Both Centre (u) Centre (u) Centre (u) 1-state Centre (u) Centre (u) Centre (u) Yes
Tetris 64 (Rotation Center on) Both Propeller (l) Centre (d) Centre (d) Offset (ur) Centre (u) Centre (d) Centre (d)
The New Tetris Both LL (h) UR (d) UL (d) 1-state UR (h) Centre (u) UL (h)
Magical Tetris Challenge Both UL (v) Outside (l) Outside (r) 1-state Centre (l) Centre (d) Centre (r)
PokΓ©mon Tetris Both Centre (u) Centre (d) Centre (d) 1-state Centre (d) Centre (d) Centre (d)
Face to Face CCW UR (h) Centre (d) Centre (d) 1-state UL (h) Centre (d) UL (h)
Yet Another Tetris Both Centre (*) Centre (*) Centre (*) 1-state Centre (*) Centre (*) Centre (*)
Zentris Selectable UL (v) LR (l) LR (r) 1-state LR (v) LR (d) LR (v) No
Klotz CCW UR (h) Centre Centre 1-state LL (h) Centre UL (h)
Emlith Selectable LL (v) Centre (l) Centre (r) 1-state LR (v) Centre (r) LR (v) Yes
Wintris CCW Centre-Rev (*) Outside (*) Outside (*) 1-state LR (*) Outside (*) LR (*)
Tetanus On Drugs (PC ver.) Both LL (h) Centre (d) Centre (d) 1-state LL (h) Centre (u) LR (h)
Futilitris Both UL (2) 2 by 2 (right) 2 by 2 (right) 1-state UL (2) Centre (up) LR (2)
Craptris Both
Shirase Rotation System Both ...

Pentomino rotations by game

Reserved.

Shirase Rotation System

A joke rotation system made by Makiki99. Take the wallkick system from SRS, then apply offsets to each of the rotation states. Luckily for us, the offsets are consistent:

State Offset
Up 1 left
Right 1 up
Down 1 right
Left 1 down

ARS kick diagrams

Rotation Counterclockwise Clockwise
Right Left Right Left
S, h -> v
.1-..
.1TT.
.TT-.
-12..
--TT.
.TT2.
S, v -> h
.T...
.TT--
.1T-.
.T...
.TT1.
--T..
Z, h -> v
...1-
.SS--
..SS.
..-..
.SS1.
.-SS.
..-12
.SS.2
.-SS.
Z, v -> h
...S.
.1SS.
..S--
...S.
--SS.
.-S1.
L, d Impossible
..X-.
.LLL.
.LX--
*
.-X..
.LLL.
.L-1.
*
.1--.
.LLL.
.L.-.
Impossible
--X..
.LLL.
.LX..
L, l
.LL..
.1L--
.1L..
.LL..
--L1.
-.L..
.LL..
--L.2
-1L..
.LL..
..L1-
.1L--
.LL..
..L..
--L1.
.LL..
..L12
--L.2
L, u *
.1--.
...L.
.LLL.
Impossible
--X..
.-XL.
.LLL.
Impossible
..X-.
..XL.
.LLL-
Impossible
.-X..
.-XL.
.LLL.
L, r
..L..
..L1-
.1LL-
..L..
..L12
--LL2
..L..
.1L--
.1LL.
..L..
--L1.
-.LL.
..L..
--L.2
-1LL.
J, d Impossible
..X--
.JJJ.
..XJ.
.--1.
.JJJ.
.-.J.
*
..X-.
.JJJ.
.1-J.
Impossible
.-X..
.JJJ.
--XJ.
J, l
..J..
.1J--
.JJ1-
..J..
--J1.
.JJ..
..J..
--J.2
.JJ12
..J..
.1J..
.JJ--
..J..
-.J..
-JJ1.
..J..
-1J..
-JJ.2
J, u Impossible
..X-.
.JX-.
.JJJ.
Impossible
.-X..
.JX..
-JJJ.
Impossible
..X--
.JX-.
.JJJ.
*
.--1.
.J...
.JJJ.
J, r
..JJ.
.1J..
.1J--
..JJ.
-.J..
--J1.
..JJ.
-1J..
--J.2
..JJ.
.1J--
..J1-
..JJ.
--J1.
..J..
..JJ.
--J.2
..J12
T, d Impossible
..X-.
.III-
..I-.
Impossible
.-X..
.III.
.-I..
Impossible
..X-.
.III.
..I-.
Impossible
.-X..
-III.
.-I..
T, l Impossible
..I..
.II--
..I-.
..I..
-II1.
.-I..
..I..
.II-.
.1I--
..I..
.II..
--I1.
T, u *
..X-.
.1I-.
.III.
Impossible
.-X..
--I..
.III.
Impossible
..X-.
..I--
.III.
*
.-X..
.-I1.
.III.
T, r
..I..
..II.
.1I--
..I..
.-II.
--I1.
..I..
.1II-
..I-.
Impossible
..I..
--II.
.-I..

The centre column rule is ignored if the piece kicks off a block in a row above the appropriate centre column block, but not below (presumably due to block precedence.

180 degree rotations in SRS

Due to how the rotations in SRS are constructed, 180 degree rotations are well defined in SRS, though no official game implements them.

J, L, S, T, Z Tetromino Wall Kick Data
Test 1 Test 2 Test 3 Test 4 Test 5
0->2 ( 0, 0)
2->0 ( 0, 0)
L->R ( 0, 0)
R->L ( 0, 0)


I Tetromino Wall Kick Data
Test 1 Test 2 Test 3 Test 4 Test 5
0->2 ( 0, 0)
2->0 ( 0, 0)
L->R ( 0, 0)
R->L ( 0, 0)