* ACTris! 1.2 by Hayden Doan *
Finally! It has been quite a few years since I have been able to get back to programming on the beloved Atari 800. During a brief moment of inspiration, I continued working on my CTetris program. I think that the new name ACTris! 1.2 is the most appropriate for the program. It's short for Atari Tetris in Action! (my favorite Atari language). Since the program already has one of the best and most responsive gaming engine (IMHO) for the Atari 8-bit Computers, I concentrated on making the refinements that have been on my list for a long time now. There are quite a bit of history in the previous release notes below. But, I'll highlight the important points here for quick reference.
So when you have the urge to get into some solid Classic Tetris action and stack endless falling Tetriminos to set a new high score, please give the new ACTris! 1.2 a spin for a fun and exciting challenge
ACTris! 1.2 was developed on the excellent Altirra 2.80_test38_x64 Emulator which substantially improved compilation time with the CPU = 65C816 (21.48MHz) and other various acceleration options. Thank you, phaeron for your dedication to the Atari community and for your great support. You're the best!
Thanks to pps for his suggestion to adjust the Game Speed to NTSC/PAL computer systems way back in 2009!
And, thanks to flashjazzcat for his prompt help with my PAL detection questions.
What's New in ACTris! 1.2:
* Improved the Title Screen
* Improved the High Score Screen
* Muted the Bass Pedal Notes which can cause disharmonies with the Bass Lines
* Two consecutive identical Tetriminos are now allowed by the improved Random Generator
* Adjusted Joystick Auto-Repeat Delay and Repeat Rate for a faster response
* Added some new Sound Effects for even a better gaming experience
* 2x Draw Speed improvement of the Game Screen & the Atari Fuji Logo Segments
- Nothing will slow the game down now!
* NTSC/PAL computer detection for automatic Game Speed adjustment
- It should work for standard build computers by reading the PAL Register at address $D014
- You must restart ACTris! for the program to recognize an NTSC/PAL system change
- Speed adjustment is not perfect since PAL systems are by design 12% slower than NTSC
- I learned from flashjazzcat and phaeron that a more robust method is to use VCOUNT
- But, I'm not going further with the VCOUNT method at this time
* The Atari Fuji Logo Segments can now only be completed with the exact number of Lines
- For example, if there are three segments left on the Atari Fuji Logo,
- exactly three lines of connected Tetriminos will be needed to complete the logo.
- If Sound Effects are On, a "Chirp" alert will sound when the Atari Fuji Logo is four or less segments within completion
- A Bonus of 500 points will be awarded for the completion of the Atari Fuji Logo
- Once the Atari Fuji Logo is completed, the (P)ause command will display a "Rainbow" effect for the Atari Fuji Logo
- If Sound Effects are On, a "Warble" sound that I borrowed from "Fill'Er Up" by Tom Hudson will also play
- The "Rainbow" effect is one of my favorite graphic effects on the Atari
- Also, the "Warble" sound is one of my favorite sound effects on the Atari
* Fixed the memory reservation for the Custom Fonts which may have caused a program crash
* Please experiment with the Color Palette Presets (on Emulators) for the best color results
- I prefer the "Authentic NTSC" Palette Preset on the Altirra Emulator
* Ultra Fast & Responsive program written mainly in OSS Action! with emphasis on game playability
* Some graphics subroutines were written in OSS MAC65 Assembly for optimum speed and performance
* Automatic High Scores Load & Save (Please leave disk in drive for updates)
* Full Color with Sound Effects & Background Music
* "Dissolve" graphics effect for connected line(s) in the color of the last played Tetriminos
* Keyboard Commands for Program Options
* Automatic Joystick recognition (by Joystick movement detection) for additional Joystick Configurations
* Automatic NTSC/PAL computer detection for automatic speed compensation
* Game Pause / Resume feature
* Custom Fonts
Minimum System Requirements:
* 48KB RAM Atari Computer with GTIA Chip for Graphics Mode 10 support
* Disk Drive for saving High Scores
* Joystick (Recommended)
Move Left - Keyboard: 'Left' | Joystick: Left
Move Right - Keyboard: 'Right' | Joystick: Right
Rotate - Keyboard: 'Up' | Joystick: Up
SoftDrop - Keyboard: 'Down' | Joystick: Down (Configurable as 'Hard Drop' or 'Soft Drop')
HardDrop - Keyboard: 'Space' | Joystick: Fire Button (configurable as 'Rotate' or 'Hard Drop')
HardDrop - (Continued) | Joystick: <Down & Fire Button> (at the same time)
Joystick "Rotate" is user configurable as 'Single' or 'Auto-Repeat'
Pause - Keyboard: 'P' or 'Esc' (Toggles Pause / Resume)
Next - Keyboard: 'N' (Toggles Next Block Display)
Quit - Keyboard: 'Q'
Drop Sound - Keyboard: 'D' (Toggles Object Drop Sound On/Off)
Sound Effects - Keyboard: 'E' (Toggles Sound Effects On/Off. A 'Chirp' sound indicates Sound Effects are 'On').
Background Music - Keyboard: 'M' (Toggles Background Music On/Off.)
1) The Default Sound settings are: Music ('On'), Sound Effects ('On'), and Drop Sound ('Off').
2) Setting Music 'Off' will also turn both Drop Sound & Sound Effects back to 'On'. You can still use the "D" and "E" keys to individually set your sound effects preferences.
3) The user input cursor will wrap around from End to End (instead of remaining at the End positions).
4) The "Next" object window is defaulted to 'On'. Use the "N" key to toggle the "Next" object display window On/Off.
5) The High Score Screen will flash the "HALL OF FAME" text ONLY if the the player sets a new High Score.
Maximum possible points for the Tetriminos:
|Levels | 0 1 2 3 4 5 6 7 8 9|
|Points | 24 26 28 30 32 34 36 38 40 42|
One point is subtracted for each timed drop (Beep) and also for each SoftDrop. Therefore, the sooner you HardDrop the blocks into place, the more points you'll get for that block.
When three or four lines are connected at one time, you will hear chime sounds counting the number of connected lines and receive the following Bonus Points:
Three Lines - 50+50+50 = 150 Bonus Points
Four Lines - 50+50+50+100 = 250 Bonus Points
Also, the completion of the Atari Fuji Logo will yield 500 Bonus Points.
|Levels | 0 1 2 3 4 5 6 7 8 9|
|Lines | 0 10 10 10 15 15 15 20 20 20|
The number of connected lines needed for the next game level is displayed within the "[ ]" brackets.