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== Definitions ==
== Definitions ==
In this page, the very top row is row number 0, the row below the top row is row number 1, and so on, until 20 (TGM1 has 20 visible rows + 1 vanish zone row).
Terms in [[TGM legend]] and [[Hard Drop Tetris Wiki:Glossary|Glossary]] will be used in my pages, with the original definitions. If you encounter a confusing term, look in TGM legend first, then Glossary if it's not in TGM legend.
== 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:
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Interal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
|-align = center
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220|||32
|-align = center
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64
|-align = center
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96
|-align = center
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128
|-align = center
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160
|-align = center
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192
|-align = center
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224
|-align = center
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)
|-align = center
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)
|-align = center
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)
|-align = center
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)
|-align = center
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)
|-align = center
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)
|-align = center
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)
|-align = center
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|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:
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Delays'''
! |Level
! |[[DAS]]<br>(frames)
! |[[Lock delay|Lock]]<br>(frames)
! |Lock flash<br>(frames)
! |[[Line clear]]<br>(frames)
! |[[ARE]]<br>(frames)
|- align = center
| |000 - 999 || |14 || |30 || |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).
=== Row Numbering ===
In my pages, row numbering follows this convention:


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.
<ol start=0>
<li>[[Playfield#Vanish_zone|Vanish zone]]</li>
<li>First visible row</li>
<li>Second visible row</li>
...
<li value=19>Nineteenth visible row</li>
<li>Twentieth visible row (last)</li>
</ol>


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.
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.


At the start of a game, there is a single "READY, GO" sequence; it is a special case, in this description:
== My Own Pages ==
# Begin "READY, GO" sequence:
[[User:Nightmareci/Detailed description of Tetris The Grand Master | Detailed description of Tetris The Grand Master]]
#* 170 frames of uninteractive display until the first pieces' first frame TODO: Expand this after more observations (how long "READY" displays, etc.)


After the "READY, GO" sequence, every frame the following is processed from top to bottom, until the game ends:
[[User:Nightmareci/Playing forever | Copy of the Playing forever page]]
# Interactive gameplay (piece is in field and in control):
<!-- Begin First Frame -->
#* If this is the first frame of this piece:
#** If placing the piece in row number 1 causes stack intersection:
#*** Game over
#** Else:
#*** Place the piece in row number 1
#*** While the piece is in a row number < (gravity % 256 + 1):
#**** If placing the piece 1 row down would cause stack intersection:
#***** Break out of this loop
#**** Else:
#***** Place the piece in the next row
#** If a single rotation input is pressed down this frame:
#*** TGM Rotation
#*** Play the IRS sound
#** Skip to frame render
<!-- End First Frame -->
<!-- Begin Rotation -->
#* If a single rotation input is pressed down this frame:
#** TGM Rotation
<!-- End Rotation -->
<!-- Begin Shift -->
#* If left/right shift is read this frame:
#** If das_counter == 0 or das_counter == 14:
#*** Shift left/right 1 column
#** Else if das_counter < 14:
#*** Increment das_counter by 1
#* Else:
#** das_counter = 0
<!-- End Shift -->
# Uninteractive delays (lock flash, line clear, ARE):
#* TODO: Fill this up (have enough data currently, just sort it out)
 
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 -->

Latest revision as of 15:51, 18 October 2023

Definitions

Terms in TGM legend and Glossary will be used in my pages, with the original definitions. If you encounter a confusing term, look in TGM legend first, then Glossary if it's not in TGM legend.

Row Numbering

In my pages, 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.

My Own Pages

Detailed description of Tetris The Grand Master

Copy of the Playing forever page