Disch wrote:
I thought Dr. Mario did that on purpose so you could clearly see when the piece has "set".
Some Tetris games visually indicate lockdown by making the active piece brighter (PC Tetris 3.12, Tetris The Grand Master) or changing the texture (Tetris for SNES, Bombliss/Tetris Blast, LJ65) or flashing it white (Tetris The Grand Master). Lockjaw for PC can actually be set up to do all three.
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I always hated when I thought a piece has set and I try moving the next upcoming piece, only to find the piece didn't set yet and I just moved it and screwed myself.
Inadvertent slides are sometimes called "jiznickery". They happen more often in games with a fairly long lock delay but no manual lock, such as The New Tetris for N64.
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Happens to me ALL THE TIME in Tetris, but never happens to me in Dr. Mario.
Another thing that helps is that Dr. Mario has
ARE. This slows the game down, but it provides a clean break between one piece and the next. Some games (TGM, Tetris DS, LJ65) have "manual lock", where the player can press Down once the piece has landed to cause the piece to lock down immediately. Other games (Tetris 3.12, Tetris Worlds, Tetris DS, Tetris Party, Dr. Mario Online Rx, LJ65) have "
hard drop", allowing the player to move a piece down as far as it can go and lock it into place immediately with one press.
Enough Tetris, let's get back to sprite rendering:UncleSporky wrote:
What I meant was you can check that relative data for zeroes and if so, skip the add. Or would that "beq" slow down the process enough that it wouldn't be worth the savings?
It wouldn't be worth it.