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9580 members and stacking!
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After 10+ years, the Hard Drop forums are now retired. It will remain here as an archive. For more active discussions visit our Discord. Thanks for the memories - Blink (10/17/2019)
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17.50 |
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MicroBlizz |
Jun 2 2015, 09:15 PM
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Tetris Apprentice

Posts: 126
Joined: 26-August 09

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QUOTE(XaeL @ Jun 2 2015, 03:09 AM)  QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM)  If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...
this already exists... What are the key binds?
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☠ MicroBlizz
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XaeL |
Jun 3 2015, 01:02 AM
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Tetris God

Posts: 2,918
Joined: 30-June 09

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QUOTE(MicroBlizz @ Jun 2 2015, 09:15 PM)  QUOTE(XaeL @ Jun 2 2015, 03:09 AM)  QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM)  If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...
this already exists... What are the key binds? https://sites.google.com/site/xaelous/finesseIn terms of a more regular setup: Current: left rotate, right rotate, hold, 180 rotate hard drop, left, right, firmdrop This uses 8 fingers. Discluding firmdrop you have 7 fingers. If you added an Instant das key (i.e. a button that charges your das instead of waiting 4 frames) that would be a keybind that uses 9 fingers (8 discluding firmdrop) I plan on someday implementing Instant DAS into nullpomino. I think it should be fairly easy to master and should drop times by a significant amount. On top of that, nullpo has a fixed frame rate of 60fps. Ideally, you would want an update rate of infinity (or more realistically, whatever your OS lets you get away with, either 10ms or 1ms). For example, your time was 17.50. Since nullpo only updates once every 1/60, your times are rounded UP to the nearest 1/60. By doing ABSOLUTELY nothing, your time could have actually been (up to) 15.99 milliseconds faster. Also due to the fact that nullpo ends the game the frame AFTER you actually finish, thats actually 31.99 milliseconds faster. That's only 0.03 seconds, but still. Having variable update rate means you can also have non 60hz das - imagine 3.5 frames (i.e. 0.0583...) of das rather than having to choose between 3 (0.05s) and 4 (0.06...s)
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 QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM) Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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MicroBlizz |
Jun 4 2015, 04:20 AM
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Tetris Apprentice

Posts: 126
Joined: 26-August 09

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QUOTE(XaeL @ Jun 2 2015, 09:02 PM)  QUOTE(MicroBlizz @ Jun 2 2015, 09:15 PM)  QUOTE(XaeL @ Jun 2 2015, 03:09 AM)  QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM)  If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...
this already exists... What are the key binds? https://sites.google.com/site/xaelous/finesseIn terms of a more regular setup: Current: left rotate, right rotate, hold, 180 rotate hard drop, left, right, firmdrop This uses 8 fingers. Discluding firmdrop you have 7 fingers. If you added an Instant das key (i.e. a button that charges your das instead of waiting 4 frames) that would be a keybind that uses 9 fingers (8 discluding firmdrop) I plan on someday implementing Instant DAS into nullpomino. I think it should be fairly easy to master and should drop times by a significant amount. On top of that, nullpo has a fixed frame rate of 60fps. Ideally, you would want an update rate of infinity (or more realistically, whatever your OS lets you get away with, either 10ms or 1ms). For example, your time was 17.50. Since nullpo only updates once every 1/60, your times are rounded UP to the nearest 1/60. By doing ABSOLUTELY nothing, your time could have actually been (up to) 15.99 milliseconds faster. Also due to the fact that nullpo ends the game the frame AFTER you actually finish, thats actually 31.99 milliseconds faster. That's only 0.03 seconds, but still. Having variable update rate means you can also have non 60hz das - imagine 3.5 frames (i.e. 0.0583...) of das rather than having to choose between 3 (0.05s) and 4 (0.06...s) Is there a client I can play on that supports instant das for the moment or nah? Mmm I think 3.5 frames would help a lot. 4 is getting slow and 3 is still too fast.
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☠ MicroBlizz
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simonlc |
Jun 5 2015, 04:12 AM
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Tetris Apprentice

Posts: 168
Joined: 31-October 12

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QUOTE(MicroBlizz @ Jun 4 2015, 04:20 AM)  QUOTE(XaeL @ Jun 2 2015, 09:02 PM)  QUOTE(MicroBlizz @ Jun 2 2015, 09:15 PM)  QUOTE(XaeL @ Jun 2 2015, 03:09 AM)  QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM)  If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...
this already exists... What are the key binds? https://sites.google.com/site/xaelous/finesseIn terms of a more regular setup: Current: left rotate, right rotate, hold, 180 rotate hard drop, left, right, firmdrop This uses 8 fingers. Discluding firmdrop you have 7 fingers. If you added an Instant das key (i.e. a button that charges your das instead of waiting 4 frames) that would be a keybind that uses 9 fingers (8 discluding firmdrop) I plan on someday implementing Instant DAS into nullpomino. I think it should be fairly easy to master and should drop times by a significant amount. On top of that, nullpo has a fixed frame rate of 60fps. Ideally, you would want an update rate of infinity (or more realistically, whatever your OS lets you get away with, either 10ms or 1ms). For example, your time was 17.50. Since nullpo only updates once every 1/60, your times are rounded UP to the nearest 1/60. By doing ABSOLUTELY nothing, your time could have actually been (up to) 15.99 milliseconds faster. Also due to the fact that nullpo ends the game the frame AFTER you actually finish, thats actually 31.99 milliseconds faster. That's only 0.03 seconds, but still. Having variable update rate means you can also have non 60hz das - imagine 3.5 frames (i.e. 0.0583...) of das rather than having to choose between 3 (0.05s) and 4 (0.06...s) Is there a client I can play on that supports instant das for the moment or nah? Mmm I think 3.5 frames would help a lot. 4 is getting slow and 3 is still too fast. I could make a Tetr.js - MicroBlizz variant, with any feature you want.
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caffeine |
Jun 6 2015, 12:10 AM
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Tetris Grand Master

Posts: 1,752
Joined: 27-June 09

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QUOTE(simonlc @ Jun 5 2015, 08:04 AM)  It's also now possible to implement microsecond accuracy. With an event based system, and more accurate time, we can get a more exact reading of time. We can even go to the nano second level, though not on a webpage.
Let's say the current world record was accomplished on a centisecond game with a time of 17.00. Then, someone plays on a millisecond game and gets a record of 17.009. Who would have the world record? Obviously, if the game runs at 60 FPS, then it won't make any difference to count milliseconds. If the game runs at 100+ FPS or is event-based, and it counts milliseconds, then crafty players will prefer playing on games that don't count milliseconds. Who wants to get 17.009 when they could've got 17.00 for finishing at the same exact second? So one option would be, for the sake of comparison, to assume all centisecond records end in xx.xx9. I don't know how popular this idea would be. Actually, it might be possible to find a lower bound by dividing the total number of frames a game lasted by 60. (But now we're entering unsettling territory--if you take too close a look at how some FPS games round down/up their record, you may realize you don't really have the record you think you should.) Another option would be to allow for milliseconds, but then to round down to the centisecond only for comparing with other game records.
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farter |
Jun 7 2015, 05:08 AM
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Tetris Expert

Posts: 303
Joined: 19-April 11

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QUOTE(MicroBlizz @ Jun 7 2015, 11:12 AM)  How would a game that can run in higher fps impact the gameplay exactly? I wasn't clear on that ._.
more accurate DAS delay timing that may let you use even lower delay value. because 60fps based game always give +-16ms random error, in cases the arrow key being pressed for same amount of time which is near the das delay defined (x * 16.6ms), sometimes it shifts and sometimes it does'nt. obviously that's not what you want. so using higher frame rate reduces the error range, like 1000fps for 1ms error. or event based system (best on theory but harder to implement)
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XaeL |
Jun 9 2015, 01:53 AM
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Tetris God

Posts: 2,918
Joined: 30-June 09

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QUOTE(myndzi @ Jun 8 2015, 08:25 PM)  Javascript
Does javascript have an efficient/fast graphics/input library? Just wondering since we want maximal performance. I'm thinking of writing a simple one in Unity3D. Wouldn't be too hard. Also, seems like a lot of libraries die at > 1000fps lol. (just had quick look at unity)
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 QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM) Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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