Talk:SRS: Difference between revisions

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[[Special:Contributions/108.66.233.150|108.66.233.150]] 06:42, 10 August 2017 (PDT)
[[Special:Contributions/108.66.233.150|108.66.233.150]] 06:42, 10 August 2017 (PDT)
: What do you think of this system? [[Special:Contributions/108.71.123.1|108.71.123.1]] 08:43, 10 August 2017 (PDT)


If you want to propose a rotation system, create one like above and put it in article, and this article in list.
If you want to propose a rotation system, create one like above and put it in article, and this article in list.

Revision as of 15:43, 10 August 2017

That's TGM, not SRS

In the 20g section, colour_thief added the example:

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGTet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.png
GGLLLTet.pngTet.pngTet.pngTet.pngTet.png
GGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngLLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGTet.pngLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGTet.pngLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

That's TGM rotation, not SRS. SRS would process it like this:

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGTet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.png
GGLOLTet.pngTet.pngTet.pngTet.pngTet.png
GGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGLLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGTet.pngOTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

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)


This, however, is more like SRS.

Tet.pngLLTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.png--LTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngLLLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.png-Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

108.66.233.243 07:14, 1 August 2017 (PDT)

About one of the c2 kicks

I got that srs kick on tetris.com. 108.66.234.163 11:32, 15 July 2017 (PDT)

The above-mentioned kick is shown here.

Tet.pngTet.pngTet.pngzzTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngzzTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png


Tet.pngTet.pngTet.pngz-Tet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngzz--Tet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngzTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

108.66.234.160 15:18, 29 July 2017 (PDT)

Is this an srs kick?

I did a 180 on tetris.com:

Tet.pngTet.pngTet.pngjjTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngjTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngjTet.pngTet.pngTet.pngTet.pngTet.pngTet.png


Tet.pngTet.pngTet.png-jTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.png-jTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngjjTet.pngTet.pngTet.pngTet.pngTet.png

108.66.234.160 12:53, 29 July 2017 (PDT)

Another peculiar tetris.com wall kick

Is this for both srs and c2, or just the latter?

Tet.pngTet.pngTet.pngjjjTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngjTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png


Tet.pngTet.pngTet.png--jTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngjTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngjjTet.pngTet.pngTet.pngTet.png

108.66.234.160 15:17, 29 July 2017 (PDT)

180° rotation is not defined in SRS. The kick above is not in SRS.

If you move your mouse the right way on tetris.com, you can rotate the j or l-tetrimino 180 degrees! 108.66.234.160 05:15, 30 July 2017 (PDT)
Moving mouse is just moving to x position of mouse and predicting the orientation. Piotr Grochowski 05:53, 30 July 2017 (PDT)

SRS+

NullpoMino also has SRS+ as a rotation system, but I don't know the wall kicks. Should we split this page into SRS and SRS+? 108.66.234.160 13:49, 31 July 2017 (PDT)


Proposed srs successors

What are your proposed srs successors, and why? Be sure to include a kick table. 108.66.232.29 13:55, 8 August 2017 (PDT)

Piotr Grochowski used to propose Piotr's rotation system, but then made a better rotation system - Tetris Best rotation system. Piotr Grochowski (talk) (contribs) 21:49, 8 August 2017 (PDT)

Also, why do you use title-like headline? Piotr Grochowski (talk) (contribs) 21:50, 8 August 2017 (PDT)

It's because this headline exists (!) and I want to make it stand out. 108.65.80.37 05:32, 9 August 2017 (PDT)

Other systems

I know that Piotr used to have his own system. I have my system too. I call it the Tetris Best 2 rotation system (there are 2).

What are your proposed systems? Include the following:

  • Basic rotation
  • Kick table(s)

108.71.123.17 09:08, 9 August 2017 (PDT)

List of proposed systems:

I don't mean list Piotr's rotation systems, I mean that others should come up with their own systems too. 108.71.123.17 10:24, 9 August 2017 (PDT)
It's a general list. People can add their entries too. Piotr Grochowski (talk) (contribs) 22:19, 9 August 2017 (PDT)

Example

I have a proposed srs successor. The basic rotation stages are exactly like SRS, except for O. The o-tetrimino rotates the same way as in true rotation, but this is not corrected. Therefore o-spins are possible.

This system uses what you might call "super kicks." These kicks are as follows:

  • For all tetriminoes except I, the set of kicks for J, L, S, T, and Z are used. (If the 4 kicks for one rotation fail, it tries the next four, until all 16 kicks have been tried).
    • There are four extended wallkicks: (0,-1), (0,1), (1,0), (-1,0). It tries a different order for each of the eight rotations.
  • For the i-tetrimino, the I kicks are used. If the 4 kicks for one rotation fail, it tries the next four until all 16 kicks have been tried.
    • There are also extended wallkicks for the i-tetrmino. These wallkicks for the i-tetrimino are as follows:
      • I2 ccw wallkicks: (1,0), (0,-1), (1,-2), (0,1), (1,0), (1,1), (-1,0), (0,1), (-1,0), (0,-1), (-1,0), (-1,1)
      • I2 cw wallkicks: (0,-1), (-1,0), (-1,-1), (1,0), (0,-1), (1,0), (0,1) (1,0), (1,-1), (-1,0), (0,1), (-1,2)
      • I3 ccw wallkicks: (1,0), (-1,0), (0,0), (0,0), (-1,0), (1,0), (0,-1), (0,1), (-1,0) (1,0), (0,2), (0,-2), (1,0), (-1,0), (0,-1), (0,1)
        • A different order is used in the I3 cw wallkicks,
    • These kicks try a different order for each rotation.

108.66.233.150 06:42, 10 August 2017 (PDT)

What do you think of this system? 108.71.123.1 08:43, 10 August 2017 (PDT)

If you want to propose a rotation system, create one like above and put it in article, and this article in list.