![]() Start at level 12, advance to level 13 at 100 lines, advance to level 14 at 110 lines.Start at level 5, advance to level 6 at 60 lines, advance to level 7 at 70 lines.In Marathon (called A-TYPE), when the player line clear ( startLevel × 10 + 10) or max(100, ( startLevel × 10 - 50)) lines, whatever comes first, the level advances by 1.Īfter this, the level advances by 1 for every 10 lines. The following table of gravity speeds was observed and later found to be stored at $898E (offset $099E in the iNES format ROM): If the first roll fails, it progresses to a second roll that generates a value 0-6 and deals that piece. The first roll generates a value 0-7 and will accept and deal on any value other than the previous piece dealt or the dummy value of 7. The randomizer features a slight protection against direct repetition. This means that any DAS charge left over from the previous piece can be redirected during ARE. While tapping or changing direction during active time would reset the counter, inputting left or right during ARE or the line clear animation has no effect on the value of the counter. As a consequence, the first step of the line clear animation is not always a set number of frames.ĭAS charging is completely dead during ARE and line clear. line clear delay is an additional 17~20 frames depending on the frame that the piece locks the animation has 5 steps that advance when the global frame counter modulo 4 equals 0. The DAS counter does not reset to zero when the d-pad returns to neutral, but when left or right is first pressed.ĪRE is 10~18 frames depending on the height at which the piece locked pieces that lock in the bottom two rows are followed by 10 frames of entry delay, and each group of 4 rows above that has an entry delay 2 frames longer than the last. On top of that, the DAS counter is instantly set to 16 if a tap shift is blocked. If the DAS counter reaches 16 and the piece cannot shift, nothing is subtracted from the counter. Lock delay, wall kick, and hard drop are not present.ĭAS initial delay is 16 frames, and then every 6 frames through subtraction from the DAS counter. Rotation system is a right-handed Nintendo Rotation System. The Nintendo Entertainment System is specified to run at 60.0988 frames per second. ![]()
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