From Hard Drop Tetris Wiki
Inter-frame processing order
Here are a few tests conducted to reverse-engineer the order in which inputs are handled:
- Left + right simultaneously - piece shifts right
- Left + harddrop - piece hard drops, no shift
- Rotate + harddrop - piece rotates then hard drops
Using this test data, we can assume that input is processed in this order:
- Rotation
- Hard drop
- Shifting
- ? Where DAS/Auto-shifting occurs is unknown at this point
Entry Delay / ARE
- DAS can be charged during Entry Delay
- Hard drop inputs during Entry Delay are ignored
- Tapping Left/Right inputs during Entry Delay are ignored (however, the keyheld event is processed - DAS can be charged)
- Hold inputs during Entry Delay ignored
- Rotation inputs during Entry Delay are ignored
DAS Double-Charging
DAS is charged on two separate counters. It is possible to charge both DAS counters at once.
E.g.
- DAS first piece to right wall. Drop
- Hold left, do not release right.
- Das second piece to left wall. Drop. (Left and Right DAS are both charged)
- Release left key. Piece will go right with DAS Charged.
Input muxing
Puyo Puyo Tetris allows you to bind multiple physical inputs to one logical input.
The game engine handles this many-to-one relationship between inputs and actions with what one could consider just one "virtual input" per action. If an input for an action is already held, pressing the alternate input will not trigger that action again. (e.g., simultaneously pressing two movement/rotation buttons will not trigger a double tap shift or 180 rotation). Moreover, if both inputs for an action are held, releasing one of them will not do anything special; the game considers the action to have been continuously held.