S/Z rotation

Started by GoldPlatedDish, August 11, 2009, 02:19:27 PM

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KevinDDR

Quote from: zaphod77
This is where ACE screws up, and gets it wrong.

ACE doesn't get anything "wrong". It's just a revision to streamline things a bit. Kicks are now symmetric so some weird situations where you could only Tetris on the left and such aren't an issue anymore.

Kitaru

#16
Quote from: KevinDDR
ACE doesn't get anything "wrong". It's just a revision to streamline things a bit. Kicks are now symmetric so some weird situations where you could only Tetris on the left and such aren't an issue anymore.
BPS SRS is designed so any wall kick can be reversed, -- try rotating in and out of a t-spin triple, for example -- which is a property that Arika SRS loses in a few situations.

EDIT: To be clear, only the I-piece behavior is different in Arika SRS. I didn't mean to say you couldn't reverse a t-spin triple kick with Arika's and you could with BPS's.

EDIT2: [!--quoteo--][div class=\\\'quotetop\\\']QUOTE[/div][div class=\\\'quotemain\\\'][!--quotec--](3:42:43 PM) Edo: that property is what they were possibly trying to go for when they were designing SRS, but they quite obviously didn't achieve it. Look at the infinite I rotation
(3:43:04 PM) Edo: if you rotate one way, and then back again, there's no guarantee that the kick will be reversed[/quote]
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