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Tetris


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#1 atari2600land OFFLINE  

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Posted Thu Dec 11, 2008 6:46 AM

Problem: Once a line is filled, the line doesn't disappear until the next shape has hit the bottom, then the line disappears and the remaining blocks go down, but the current shape disappears. No matter what I do, it always has to be this way. Help would be appreciated. Also, the only shape I programmed in so far is the long one.

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Edited by atari2600land, Thu Dec 11, 2008 6:47 AM.


#2 atari2600land OFFLINE  

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Posted Thu Dec 11, 2008 10:48 AM

I figured it out. It should be fully operational. The next thing I need to do is add more shapes.

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#3 ginnidog OFFLINE  

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Posted Thu Dec 11, 2008 12:17 PM

looks okay, but can you make the shape smaller ??

#4 ginnidog OFFLINE  

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Posted Thu Dec 11, 2008 12:34 PM

I figured it out. It should be fully operational. The next thing I need to do is add more shapes.



Here`s a score font for ya........ i tried to make it as close as to some of the Tetris shapes in a game

good luck.........

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  • tetris_score_2600_font.JPG


#5 atari2600land OFFLINE  

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Posted Thu Dec 11, 2008 1:05 PM

I found a bug. :mad: When the line you clear isn't the bottom one, the falling blocks get all weird. Could someone please fix this for me? I've tried and I can't figure out how to do this.

#6 atari2600land OFFLINE  

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Posted Wed Apr 29, 2009 4:52 AM

I tried to program Tetris again. The result so far is this. It works OK, but looks a bit weird. There's only one shape so far, so you can get Tetris after Tetris. If I finish this, it looks like I'll have to make it 8k (probably).

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#7 atari2600land OFFLINE  

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Posted Wed Apr 29, 2009 4:07 PM

Now it can handle you removing multiple lines at once, but there may be a few bugs still to work out.

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#8 atari2600land OFFLINE  

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Posted Thu Apr 30, 2009 2:49 AM

I think all the bugs have been removed, but i'll let you know if i find any more. Next up, adding more shapes and making the game 8k.

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#9 yuppicide OFFLINE  

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Posted Thu Apr 30, 2009 11:46 AM

Great to see work on this again. Will try it when I get home from work.

#10 atari2600land OFFLINE  

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Posted Thu Apr 30, 2009 7:39 PM

All 7 shapes added, with the random shape generator number added. If you find a bug, please tell me.

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#11 atari2600land OFFLINE  

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Posted Fri May 1, 2009 1:07 AM

Lots of changes with this update.
Added title screen.
Colors change every 10 lines.
Game automatically ends once you reach the top and goes back to the title screen which displays your score from the game that just ended.

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#12 yuppicide OFFLINE  

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Posted Fri May 1, 2009 11:50 AM

Wonder how Tetris would have been with a paddle? I bet players would be much faster dropping pieces.

#13 atari2600land OFFLINE  

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Posted Fri May 1, 2009 11:56 AM

Next piece option added. You can turn it off by having the left difficulty switch set to A at the title screen. B has it on. I also had to up the size to 16k.

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#14 sandmountainslim OFFLINE  

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Posted Fri May 1, 2009 5:01 PM

Would love to see this finished.
I have always wanted a copy of Tetris or Edtris for my VCS but the little Randy/Ed situation has kept me from owning one.
Wp

#15 atari2600land OFFLINE  

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Posted Fri May 1, 2009 6:02 PM

Funny you should mention that. I've always wanted Edtris, but didn't know how to go about getting it and didn't want to go the Hozer route. Borrowing some notes from the title screen of this unreleased game, I've made a little title screen ditty. Also, if you got 60 lines, the color didn't change back to green. I've fixed this. The color scheme is as follows:
0-9 green, 10-19 yellow, 20-29 orange, 30-39 red, 40-49 purple, 50-59 blue, and it loops back to green at 60 lines.

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#16 yuppicide OFFLINE  

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Posted Fri May 1, 2009 6:39 PM

Finally got around to trying it. Pretty nice. How come the playfield is so narrow? Would have been cooler to see it wider.

Does it get faster as time goes on? I only played it for a short while. Not sure when the next level came.

#17 atari2600land OFFLINE  

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Posted Wed Jun 17, 2009 5:03 PM

I don't know why I quit working on this, but I did, and now I'm back to this again. I'd really like this to see a release, seeing as how Edtris is no longer available, and the Tetris clones seem to not be working on any more (Chetiry, NIRB). So what do I need to do next in order to make this releasable? By the way, I'm not going to have the blocks drop faster over time since there's only 10 rows.

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#18 atari2600land OFFLINE  

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Posted Thu Jun 18, 2009 8:08 AM

New version.
+ Fixed the triple/Tetris bug
+ Added SFX for turning, piece landing, and line clearing.

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#19 atari2600land OFFLINE  

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Posted Thu Jun 18, 2009 5:58 PM

What's new pussycat? Whoaoaoaoooa? I'll tell you.
+ There was a bug where the top row wasn't moving down like it should. I fixed it.
+ Added a game over screen.
+ Changed a few notes in the title screen music.

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#20 atari2600land OFFLINE  

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Posted Sat Jun 20, 2009 4:35 PM

I'd really appreciate some feedback on version 13.

#21 SeaGtGruff OFFLINE  

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Posted Sat Jun 20, 2009 7:38 PM

I'd really appreciate some feedback on version 13.

I like the title screen-- the way you use the Tetris pieces as letters and numbers.

I like the title music. I wonder if you could add another "verse"? Like have the first part repeat a few times, then the next part plays to give a little variation, then it switches back to the first part, etc. Maybe change the key for the second part?

The controls seem sluggish and unresponsive. I was trying to move left and right, or rotate the pieces, and it seemed difficult. I think rotating the pieces seemed especially difficult.

Since you're using the playfield to draw the pieces, and the playfield pixels are taller than they are wide, some of the pieces change dramatically when you rotate them-- in particular, the long piece, ****. You're using 16k, so I think if you were to switch to 16kSC, and move the playfield to Superchip RAM, you could change the height of the playfield pixels to make them squares. Then the pieces would look the same when you rotate them. This would also give you more rows.

Good work so far! :thumbsup:

Michael

#22 atari2600land OFFLINE  

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Posted Sat Jun 20, 2009 7:52 PM

The controls seem sluggish and unresponsive. I was trying to move left and right, or rotate the pieces, and it seemed difficult. I think rotating the pieces seemed especially difficult.

Since you're using the playfield to draw the pieces, and the playfield pixels are taller than they are wide, some of the pieces change dramatically when you rotate them-- in particular, the long piece, ****. You're using 16k, so I think if you were to switch to 16kSC, and move the playfield to Superchip RAM, you could change the height of the playfield pixels to make them squares. Then the pieces would look the same when you rotate them. This would also give you more rows.

I thought about changing it to use Superchip RAM. For something that I'd really want to release someday, how much more expensive would it cost to produce and sell? I'll change it to Superchip for now, but I'll leave the option of a non-Superchip version on the table. I'll change the controls so they'll be faster and (hopefully) more responsive.
Thanks for the feedback.

#23 atari2600land OFFLINE  

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Posted Sat Jun 20, 2009 8:38 PM

Here's a 16k Superchip version. I (tried to) change the controls so they'd be more responsive. I left the music alone for now, but will change it.

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#24 atari2600land OFFLINE  

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Posted Sun Jun 21, 2009 2:49 PM

New version. I'm going ahead with the Superchip version unless there are any objections. This will make the game more expensive in the end, so I'd like to hear as much feedback as possible to ensure that the game is the best it can be.

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#25 RevEng OFFLINE  

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Posted Sun Jun 21, 2009 4:48 PM

It's very promising. The music and the giant "game over" is gold, and the control is definitely better than the previous versions!

But on the subject of control, I've got a few relatively minor suggestions:

* Some tetris clones don't allow you to rotate a long piece near a wall, others push out the piece to make the rotation happen. You're using the former technique, but I think the latter technique adds to playability.
* A lot of tetrises allow you to tap the joystick to move faster than the "hold the stick" speed. Playability++, especially when the drop speed gets frantic.
* I think the pull-down speed is a bit slow compared to the other tetrises.
* IMO the rotation should be debounced, rather than having a speed. ie. press fire once=one rotation, until you let go and press again.

If you're looking for an easy game variation to add in, you might try alternate shaped pieces. I wrote a tetris clone in the early 90's, and the alternate pieces would mess up all of the "tetris pattern matching" cells in your brain.

(Ignore the dots. They're for spacing)

.#
#
#
.#


# (four blocks on top of each other, which my engine didn't care about)


# (this one fits into the top one)
.
.
#


Edited by RevEng, Sun Jun 21, 2009 4:58 PM.





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