tgmsim's People
tgmsim's Issues
COOLs are shown too early
In TGM3, COOLs are shown from level 80-90. In TGMsim, they're shown from 70-80.
T block causes crashes
need to investigate. oob placement or checks?
Garbage messes with line clears
If a line is cleared at the same time as garbage is generated, the field will be pushed up but the lines above the cleared line won't be pushed down.
Shown here
Konoha accuracy problems
Ghost piece is constant. 20G is reachable at level 200. This is not the case in TGMsim.
Section times are set to 1:00 instead of 1:30
Section times (by default) are 90 seconds, instead of the 60 seconds in TGMsim
Scores do not work in TGM2, TAP, nor TGM3
Despite still being IN the game, just not important to grading, TGMsim reports a score of 0 in TGM2, TAP and TGM3 no matter what.
Issue: Project targets .NET 4.5.
version 4.6.1 is the earliest one that actually installs on windows 10.
So if possible, i recommend switching the target to that, and retesting yourself.
My visuals studio asked me to get the targetting pack for 4.5, but the 4.5 developer pack is no longer even offered for download.
VS offered to update the solution to 4.6.1, which i let it do, and the it did compile.
Shirase regrets absent
Shirase currently doesn't test for regrets.
Shirase's border is red, not blue
In TGMsim, the border for Shirase is blue. In TGM3, the border is red.
Piece Generator Konoha Mode Slow Down Potential
The piece generator when in konoha mode can select an unusable piece randomly from the set of all tets, not just those for konoha mode. While unlikely, this can cause slow down/stutters as the game has to keep hunting for a "correct" piece, potentially hitting unusable pieces enough time to make the frame's processing time longer than a single frame.
Solution: have the piece generator select from a modified selection of pieces that only include the usable pieces.
Restarting a Master mode game doesn't reset delays.
Death and Shirase correctly reset delays, but not Master mode.
Issue is non-applicable to TGM1 Master.
Timer bug - ARE during active piece
The active timer is only set to Lock when the piece is touching the stack, otherwise it's set to ARE. This also has the side effect of playing the contact sound effect when the timer transitions from ARE to Lock, which isn't intended behaviour and will need fixing when this main bug is fixed. A further error that went unnoticed due to all this shenanigans is that the sound effects for contact and lock have been flipped in both their assignments and usage.
This is all fixed in dev branch.
I-kicks in 20G practice mode crashes the game
The game responds with an alpha value of 260, which the Drawing library complains about.
Login drops inputs while the sound when the letter changes is played
In TGM3, you can select letters while holding left/right to scroll through letters.
In TGMsim, you cannot. It seems that there is only 1 frame you can select a letter while left/right is being held.
Readme is blank
at least put the controls in it you dummy
Edit Controls mapped to wrong menu entry
currently you have to select the lag toggle to enter the control editor. needs to be fixed
I-floorkicks and T-floorkicks in TGM3 lock instantly
When the I and T pieces kick when going from flat to vertical, they lock instantly instead of continuing counting down the lock delay.
shirase garbage is inaccurate
currently it's set to raise every 10 pieces. instead it should be using a table based on the section.
scoring is innacurate
my first tetris in the game jumps me up form grade 9 to 4; I feel this is inaccurate and needs more looking into.
Login missing characters
add as needed from TGM, TAP, and TI
Up and Down inputs flipped in replay visuals
in the stick visual for replays, down is up and up is down!
Holding soft drop while over 1G makes the speed 1G
If the speed is more than 1G, holding soft drop while a piece is dropping will slow it down to 1G
Sounds ignore the Windows Mixer
When you start the game or change the mode (main menu/mode select/game/title screen etc.) the sound will go back to 100%, even when the Windows Mixer is set to 1%...
TGM4 Spawn Location
In tgm4, pieces spawn with their bottom row at row 21. This is not the case in TGMsim.
Tets get deleted in credits during godmode
check what the cells are being set too, and what triggers screenclear
Phasing at high gravities
seen around gravity level 22, some blocks (I block at minimum) are able to phase through a layer of blocks. investigation needed.
Grade Up sound plays excessively
should play a maximum of once per block placed.
Initial Tetromino movement
in TGMsim, a tet can be moved the same frame it spawns. It shouldn't be able to.
Garbled audio at the beginning of a game
the .wav sounds play when they're loaded, need to figure a way to fix this without introducing latency
IRS will save you from dying
IRS will bump the piece up in TGM3 if the piece would kill you if it spawned normally.
Crashes when a replay is the first game
need to change from resetting the field to replaying the recording, else last time you're in mode select is used. if you haven't been in mode select yet, this crashes TGMsim.
Mastering Time for TGM1 is the final time
In TGM1, the mastering time is the time when you got the grade you ended with.
In TGMsim, the mastering time is just the time when you died.
If prerotation fails, it still makes the noise for prerotation
if the prerotation would result in a game over, TGM doesn't rotate it and doesn't play the sound. TGMsim still plays the sound.
Some characters don't work in usernames
characters like ! or ? cause the save and read functions to have a fit.
Crashes with erroneous login history
if the last logged in profile doesn't have a .usr file, the game crashes upon reaching the login screen.
You can hold pieces in any mode.
if you hold the hold button during ARE, you can pre-hold in any game mode. Was pretty hilarious when i first found it.
Lock Delay shouldn't be counted down the frame a tet spawns
in both 20G and when stacked high, if the tet makes contact with a floor the frame it spawns, it shouldn't decrement the Lock Delay timer.
fixed in dev branch.
cheat menu empty
J and L tetrominoes have incorrect kicks
J and L in spawn orientation use correct kick restrictions and exceptions, but in upside-down orientation are unable to utilize the exception.
fixed in dev branch
The first tetromino spawned raises the level
in all arika tetris games, the first piece spawned should not raise the level to 1.
honestly not sure how this went unnoticed by me for so long
Okay. full description on bloxeed RNG gameflow.
At mode select, there's 1 pull to seed piece sequence. second pull is for player 1's first piece's item (which cant' ever happen) third pull is for second player's first piece's item even if the second player isn't playing yet) the fourth pull would then be for the first player to start's second piece, if playe 2 starts the item seed will advance once, when player2's second piece is generated.
Given that, to actually generate the poweron item sequence, the starting seed for that should be 6037B943, assuming game windows do not interact in TGMSIm.
Timing the 8th item for a powerup block at height below 9 (not too difficult) gives you a Flicky this way.
Yes, this does mean that the powerups are actually determined by your piece sequence the first time through without continuing, and that your next game if nto cotinued gets a piece seequence that depends on how many pieces yo place. an incredibly clever player could do some silly stuff by playing a specific number of pieces for each game before their maxout attempt.
all modes share the same highscore board per game
for example, death hiscores save onto the leaderboard alongside master. different modes should have different boards?
Compress replays
already planned for, just need to implement frame compression into the replay format. existing replays as of current version should be fully compatible, no need for upver.
Game crashes when holding a direction and entering the last letter of a profile name.
When selecting a profile and holding left/right, if you select the last letter while still holding a direction, the game will crash.
BUG: Bloxeed piece generator innacurrate.
Explanation.
- Bloxeed doesn't loop at 1000
- Bloxeed runs the main randomizer once to provide a seed to the piece generator (main randomizer is from Sega Tetris, but uses a default seed 1 higher)
- Bloxeed ands the result from the piece generator with 0x7f, not 0x3f.
- before doing a modulo 7, it checks the three high bits of the ANDed result (looks for a 7 there)
- if found, set s/z conversion flag, otherwise clear it.
- after doing modulo 7, if conversion flag is set, replace 1 and 2 with 0 (transform S and Z to I).
- the main randomizer is used to choose items. it is advanced ce per piece, and a lookup table based on the lower 6 bits of the result and the height of the center 4 columns of the stack is used to determine items.
https://tetris.wiki/Bloxeed#Power_Blocks
info on how to get powerups working.
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