Thx...
Yes..well that could be a project in the future.
Making some new graphic. So you could emulate many tetris versions which were released in the past.
TETRIS
Re: TETRIS
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!
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Re: TETRIS
Neat! An update to MegaTris but 1 player.
Mode 1 has 6x8 and 8x8 tiles available. You could go 8x8. In graphics editors, such as GIMP you can put an 8x8 grid.
What changes to MegaTris are you planning? If you take advantage of SPI RAM you could store many title screens and graphics. I don't know how you would do that without ram tiles but I'm sure there must be a way. You can also get the tile data from the SD card.
Mode 1 has 6x8 and 8x8 tiles available. You could go 8x8. In graphics editors, such as GIMP you can put an 8x8 grid.
What changes to MegaTris are you planning? If you take advantage of SPI RAM you could store many title screens and graphics. I don't know how you would do that without ram tiles but I'm sure there must be a way. You can also get the tile data from the SD card.
Re: TETRIS
Mh... don't know if it is really necessary to have different tiles stored on the SD or different titles.
What I don't like are Tetris versions which are different to the original one and contain features like exploding tiles, aliens who put more tiles on the screen and so on.
What I really wanna do is to make a clone of the Gameboy Tetris. Same graphics, same gameplay but in color instead of monochrom.
What I don't like are Tetris versions which are different to the original one and contain features like exploding tiles, aliens who put more tiles on the screen and so on.
What I really wanna do is to make a clone of the Gameboy Tetris. Same graphics, same gameplay but in color instead of monochrom.
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!
Re: TETRIS
I second that, I think Tetris just needs to stay within the ROM, it should be a nice compact game which really shouldn't need SPI RAM. What it may use is a 16 color mode without sprites, just so more graphics assets fit in the same space, although currently there is no really good mode for this as we were concentrated a lot more on either high-res or modes supporting sprites. If you think you would benefit from a simple no sprites, no scrolling 16 color mode (possibly with 2 bytes / tile VRAM like Mode 0) and you don't want to meddle with assembler, just ask me.
Re: TETRIS
I love Assembler!
If I don't have to use it!
I think a Gameboy version would be cool in order to get the retro feeling back. Then we would have 3 Tetris versions. Megatris, Tetris with Megatris graphics and a retro Tetris.
If I don't have to use it!
I think a Gameboy version would be cool in order to get the retro feeling back. Then we would have 3 Tetris versions. Megatris, Tetris with Megatris graphics and a retro Tetris.
The last digit of Pi is 7! I calculated this, as I counted to infinity yesterday!
Re: TETRIS
I did a quick feasibility study on a 16 color Mode 1 with 6 pixels wide tiles (as used in Megatris). It is possible. The scanline core is a sequential code stream as follows:
This takes at around 1800 bytes. Not much. If you have only one full 6x8 tileset and assumed the Mode 1 scanline code taking up no space, you would win more than 4K of ROM already with this. If you needed title screens etc., then of course it only gets better.
For RAM it has to be noted that this requires a 256 byte palette bank, which requirement is not present with Mode 1 (so you have less RAM for the game). Hopefully this is not such a big deal for Tetris. Also like with most of the modes I designed, I can add an optional Color 0 replacement for every scanline (needing 224 bytes RAM for full height), so you could create rasterbar-like backdrops (FoaD sky or the sky in the Lisunov Li-2 demo), which is characteristic to paletted modes, and may look neat for Tetris too.
Code: Select all
; Warmup
pop ZL
pop ZH
add ZL, r24 ; Row adjustment, low (0, 3, 6, 9, 12, 15, 18, 21)
adc ZH, r25 ; Row adjustment, high (0)
lpm YL, Z+
; Scanline
lpm XL, Z+
ld r0, Y
out PIXOUT, r0 ; Px. 0
swap YL
ld r1, Y
ld r0, X
out PIXOUT, r1 ; Px. 1
lpm YL, Z+
ld r1, Y
out PIXOUT, r0 ; Px. 2
swap XL
ld r0, X
pop ZL
out PIXOUT, r1 ; Px. 3
swap YL
ld r1, Y
pop ZH
out PIXOUT, r0 ; Px. 4
add ZL, r24 ; Row adjustment, low (0, 3, 6, 9, 12, 15, 18, 21)
adc ZH, r25 ; Row adjustment, high (0)
lpm YL, Z+
out PIXOUT, r1 ; Px. 5
lpm XL, Z+
ld r0, Y
out PIXOUT, r0 ; Px. 0
(...)
out PIXOUT, r1 ; Px. 3
swap YL
ld r1, Y
rjmp .
out PIXOUT, r0 ; Px. 4
rjmp .
lpm ZL, Z
out PIXOUT, r1 ; Px. 5
rjmp .
rjmp .
ldi ZL, 0
out PIXOUT, ZL ; Zero, end of display line
For RAM it has to be noted that this requires a 256 byte palette bank, which requirement is not present with Mode 1 (so you have less RAM for the game). Hopefully this is not such a big deal for Tetris. Also like with most of the modes I designed, I can add an optional Color 0 replacement for every scanline (needing 224 bytes RAM for full height), so you could create rasterbar-like backdrops (FoaD sky or the sky in the Lisunov Li-2 demo), which is characteristic to paletted modes, and may look neat for Tetris too.