User:Nightmareci: Difference between revisions

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# Begin "READY, GO" sequence:
# 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.)
## 170 frames of uninteractive display until the first pieces' first frame TODO: Expand this after more observations (how long "READY" displays, etc.)
## gravity =  
## gravity = 4
## gravity_count = gravity % 256
## gravity_count = gravity % 256


Line 140: Line 140:


VERY BIG TODO: Create a ton of examples showing specific points of behavior, i.e. interaction of gravity/soft drop.
VERY BIG TODO: Create a ton of examples showing specific points of behavior, i.e. interaction of gravity/soft drop.
<!-- Begin Gravity explanation, needs to be inserted into the above
# Preparation for the pieces' first displayed frame (such as during ARE):
#* If Gspeed > 256:
#** Gcount = Gspeed % 256
#* Else:
#** Gcount = 0
#* Gspeed is set to the appropriate value for the current level
#* Attempt to place the piece in row number 1 + Gspeed / 256, higher if necessary
# Every frame this piece is displayed:
#* If soft drop is pressed:
#** If Gspeed < 256:
#*** Attempt to drop one line
#** If the piece has blocks beneath it now:
#*** Lock the piece
#** Go to 3.
#* If there are blocks below this piece:
#** Set Gcount to Gspeed
#* If Gcount is greater than or equal to 256:
#** Attempt to drop Gcount / 256 lines
#** Gcount %= 256
#* Increase Gcount by Gspeed
#* Go to 3.
# Further processing after gravity (processing will come back to 2. if the piece hasn't locked)
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".
End Gravity explanation -->

Revision as of 08:24, 1 March 2009

Definitions

In this page, 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.

Tetris The Grand Master

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.

Gravity

Directly from Tetris The Grand Master, here is the gravity curve:

Internal Gravity[1]
Level Interal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 220 32
30 6 230 64
35 8 233 96
40 10 236 128
50 12 239 160
60 16 243 192
70 32 247 224
80 48 251 256 (1G)
90 64 300 512 (2G)
100 80 330 768 (3G)
120 96 360 1024 (4G)
140 112 400 1280 (5G)
160 128 420 1024 (4G)
170 144 450 768 (3G)
200 4 500 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:

Delays
Level DAS
(frames)
Lock
(frames)
Lock flash
(frames)
Line clear
(frames)
ARE
(frames)
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. 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:

  1. Begin "READY, GO" sequence:
    1. 170 frames of uninteractive display until the first pieces' first frame TODO: Expand this after more observations (how long "READY" displays, etc.)
    2. gravity = 4
    3. gravity_count = gravity % 256

After the "READY, GO" sequence, every frame the following is processed from top to bottom, until the game ends:

  1. If this is in-field play:
    1. If this is the first frame of this piece:
      1. If a single rotation input is pressed down this frame:
        1. Basic Rotation (Sega Rotation, essentially)
        2. If the piece is not intersecting the stack rotated:
          1. Play IRS sound
        3. Else:
          1. Switch back to initial spawn orientation
      2. Place the piece in row number 1
      3. If the piece is not intersecting the stack:
        1. While the piece is in a row number < (gravity % 256 + 1):
          1. If placing the piece 1 row down would cause stack intersection:
            1. Break out of this loop
          2. Else:
            1. Place the piece in the next row
      4. Else:
        1. Game over
    2. Else:
      1. If a single rotation input is pressed down this frame:
        1. TGM Rotation
      2. If left/right shift is read:
        1. If this input does not match the previous frame's:
          1. das_counter = 0
        2. If das_counter == 0 or das_counter > 14:
          1. Shift left/right 1 column
        3. If das_counter <= 14:
          1. Increment das_counter by 1
      3. Else:
        1. das_counter = 0
      4. If soft drop is read:
        1. If gravity < 256:
          1. Attempt to drop one line
        2. If the piece has blocks beneath it now:
          1. Lock the piece, end in-field play
      5. Else:
        1. gravity_count += gravity
      6. If there are blocks below this piece:
        1. gravity_count = gravity
      7. If gravity_count >= 256:
        1. Attempt to drop gravity_count / 256 lines
        2. gravity_count %= 256
  2. Else:
    1. ARE TODO: Fill this out, sufficient data right now
  3. Render frame

VERY BIG TODO: Create a ton of examples showing specific points of behavior, i.e. interaction of gravity/soft drop.