User:Nightmareci: Difference between revisions

From TetrisWiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
== Definitions ==
== Definitions ==
In this page, row numbering follows this convention:
Terms in [[TGM legend]] and [[Glossary]] will be used in my pages, with the original definitions. If you encounter a confusing term, look in TGM legend first, then Glossary if it's not in TGM legend.
 
=== Row Numbering ===
In my pages, row numbering follows this convention:


<ol start=0>
<ol start=0>
Line 13: Line 16:
Row number 0 is the topmost row and successive rows are beneath it. In the listing above (which is TGM1's row configuration), there is a total of 21 usable rows.
Row number 0 is the topmost row and successive rows are beneath it. In the listing above (which is TGM1's row configuration), there is a total of 21 usable rows.


== 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:
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Interal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
|-align = center
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220|||32
|-align = center
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64
|-align = center
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96
|-align = center
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128
|-align = center
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160
|-align = center
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192
|-align = center
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224
|-align = center
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)
|-align = center
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)
|-align = center
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)
|-align = center
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)
|-align = center
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)
|-align = center
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)
|-align = center
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)
|-align = center
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)
|}
This is also based on a timings table in [[Tetris The Grand Master]], but is modified to better fit observations I've made:
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Delays'''
! |Level
! |[[DAS]]<br>(frames)
! |[[Lock delay|Lock]]<br>(frames)
! |Lock flash<br>(frames)
! |[[Line clear]]<br>(frames)
! |[[ARE]]<br>(frames)
|- align = center
| |000 - 999 || |14 || |29 || |4 || |41 || |27
|}
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.
 
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; lock_frames is the current number of lock delay 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).
 
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.
 
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.
 
At the start of a game, there is a single "READY, GO" sequence; it is a special case, in this description:
# Begin "READY, GO" sequence:
## 170 frames of uninteractive display until the first pieces' first frame TODO: Expand this after more observations (how long "READY" displays, etc.)
## das_counter = 0
 
After the "READY, GO" sequence, every frame the following is processed from top to bottom, until the game ends:
# If this is in-field play:
<!-- Begin In-Field -->
<!-- Begin Pre-DAS -->
## If left/right shift is read and does not match the previous frame's left/right:
### das_counter = 0
<!-- End Pre-DAS -->
<!-- Begin First Frame -->
## If this is the first frame of this piece:
### Set gravity to the correct value
### If gravity > 256:
#### gravity_count = gravity % 256
### Else:
#### gravity_count = 0
### lock_frames = 0
### Place the piece in row number 1
### If a single rotation input is pressed down this frame:
#### Basic Rotation (Sega Rotation, essentially)
#### If the piece is not intersecting the stack rotated:
##### Play IRS sound
#### Else:
##### Switch back to initial spawn orientation
### If the piece is not intersecting the stack:
#### While the piece is in a row number < (gravity % 256 + 1):
##### If placing the piece 1 row down would cause stack intersection:
###### Break out of this loop
##### Else:
###### Place the piece in the next row
### Else:
#### Game over
<!-- End First Frame -->
## Else:
<!-- Begin Other Frames -->
<!-- Begin Rotation -->
### If a single rotation input is pressed down this frame:
#### TGM Rotation
<!-- End Rotation -->
<!-- Begin Shift -->
### If left/right shift is read and das_counter == 0 or das_counter > 14:
#### Shift left/right 1 column
<!-- End Shift -->
<!-- Begin Soft Drop and Gravity -->
### If soft drop is read:
#### If gravity < 256:
##### Attempt to drop one line
#### If the piece has blocks beneath it now:
##### Lock the piece, end in-field play
### Else:
#### gravity_count += gravity
<!-- End Soft Drop and Gravity -->
<!-- Begin Gravity and Lock Delay -->
### If gravity_count >= 256:
#### Attempt to drop gravity_count / 256 lines
#### gravity_count %= 256
### If this piece has changed lines this frame:
#### lock = 0
### If there are blocks below this piece:
#### If lock == 0:
##### Play the Secchi 1 sound
#### If lock < 29:
##### lock++
#### Else:
##### Lock the piece, end in-field play
#### gravity_count = gravity
<!-- End Gravity and Lock Delay -->
<!-- Begin Post-DAS -->
## If left/right shift is read and das_counter <= 14:
### das_counter++
<!-- End Post-DAS -->
<!-- End In-Field -->
# Else:
<!-- Begin ARE -->
## &nbsp;
<!-- End ARE -->
# Render frame
 
VERY BIG TODO: Create a ton of examples showing specific points of behavior, i.e. interaction of gravity/soft drop.

Revision as of 22:19, 21 March 2009

Definitions

Terms in TGM legend and Glossary will be used in my pages, with the original definitions. If you encounter a confusing term, look in TGM legend first, then Glossary if it's not in TGM legend.

Row Numbering

In my pages, row numbering follows this convention:

  1. Vanish zone
  2. First visible row
  3. Second visible row
  4. ...
  5. Nineteenth visible row
  6. Twentieth visible row (last)

Row number 0 is the topmost row and successive rows are beneath it. In the listing above (which is TGM1's row configuration), there is a total of 21 usable rows.

My Own Pages

Detailed description of Tetris The Grand Master