annotate BUGS.txt @ 1:38c62fded078

initial builds (linux and lj.nds)
author paulo@localhost
date Fri, 13 Mar 2009 01:10:13 -0700
parents
children
rev   line source
paulo@0 1 bug 0001: Dual Marathon gimmick
paulo@0 2
paulo@0 3 The keys control both a platform game (in the top window) and a
paulo@0 4 tetromino stacking game (in the bottom window). If you die on
paulo@0 5 either window, you lose.
paulo@0 6
paulo@0 7
paulo@0 8 bug 0002: Customizable top out behavior
paulo@0 9 Parity: Tetris (NES), freepuzzlearena
paulo@0 10
paulo@0 11 A rule can dictate that "top out" occurs when the following happens:
paulo@0 12 * Overlap or lock out: Entry overlapping blocks, or lock entirely
paulo@0 13 above ceiling (current behavior)
paulo@0 14 * Partial lock out: Lock with any block above ceiling
paulo@0 15 * Garbage out: Entry with any block above ceiling
paulo@0 16 * Loose block out: Lock overlapping blocks; block can be shifted
paulo@0 17 out of the way in some cases (like Tetris for NES)
paulo@0 18
paulo@0 19
paulo@0 20 bug 0003: Mode 7 style blitter for PC
paulo@0 21 Platform: PC
paulo@0 22 Parity: TOD
paulo@0 23
paulo@0 24 Extend blitField(LJView *) to scale and rotate the field as it's
paulo@0 25 being copied to the screen.
paulo@0 26
paulo@0 27
paulo@0 28 bug 0004: Mode 7 style blitter for GBA and DS
paulo@0 29 Platform: GBA
paulo@0 30
paulo@0 31 Extend blitField(LJView *) to calculate scaling and rotation factors
paulo@0 32 for each scanline, and extend other functions to start DMA.
paulo@0 33
paulo@0 34
paulo@0 35 bug 0005: Port Lockjaw: The Overdose (TOD)
paulo@0 36 Requires: 0002, 0003, 0004
paulo@0 37 Parity: TOD
paulo@0 38
paulo@0 39 TOD used Carbon Engine. I want to migrate away from Carbon Engine.
paulo@0 40
paulo@0 41
paulo@0 42 bug 0006: Ridin' Spinners
paulo@0 43 Requires: 0003, 0004
paulo@0 44 SRS and Infinity are turned on. If you abuse lock delay, or you make
paulo@0 45 a "spin triple" twist, the screen begins to spin, and the music
paulo@0 46 changes to a cover of "Ridin' Spinners" by Three 6 Mafia.
paulo@0 47
paulo@0 48
paulo@0 49 bug 0007: Improve Items gimmick
paulo@0 50 Requires: 0008
paulo@0 51 Votes: Caithness
paulo@0 52 Parity: Tetris DS
paulo@0 53
paulo@0 54 Give only one item at a time in the early stages.
paulo@0 55
paulo@0 56
paulo@0 57 bug 0008: Prerotated next queue
paulo@0 58 Parity: Tetris DS
paulo@0 59
paulo@0 60 Store the orientation of each piece in the next queue.
paulo@0 61
paulo@0 62
paulo@0 63 bug 0009: TDS 4-player worldwide simulation
paulo@0 64 Parity: Tetris DS
paulo@0 65
paulo@0 66 3/4 of the time you start it, it will play annoying music for
paulo@0 67 two minutes, give an 86420 error, and quit. The rest of the
paulo@0 68 time, it will play annoying music for between 15 seconds and
paulo@0 69 two minutes and then switch to Items gimmick.
paulo@0 70
paulo@0 71
paulo@0 72 bug 0010: Colored blocks
paulo@0 73 Parity: freepuzzlearena
paulo@0 74
paulo@0 75 In active, hold, and next, have each block store its color.
paulo@0 76
paulo@0 77
paulo@0 78 bug 0011: H&R Blocks scoring method
paulo@0 79 Parity: freepuzzlearena
paulo@0 80
paulo@0 81 First spotted in freepuzzlearena Tetanus. Each piece is either
paulo@0 82 entirely dark or entirely light. A line of all dark or all light
paulo@0 83 scores as 2 lines. Score for n lines with one piece is n*(n+1)*50.
paulo@0 84
paulo@0 85
paulo@0 86 bug 0012: Two physical keys per vkey
paulo@0 87 Platform: PC
paulo@0 88
paulo@0 89 Allow the player to set more than one key that operates a given,
paulo@0 90 game function, like StepMania does.
paulo@0 91
paulo@0 92
paulo@0 93 bug 0013: Two-player mode
paulo@0 94 Parity: freepuzzlearena
paulo@0 95
paulo@0 96 Allow two players to play at once, and allow garbage to be sent back
paulo@0 97 and forth.
paulo@0 98
paulo@0 99
paulo@0 100 bug 0014: Store and display assertion text
paulo@0 101
paulo@0 102 Lockjaw Engine has ljassert(). If an assertion fails, have some way
paulo@0 103 for front-ends to retrieve the text.
paulo@0 104
paulo@0 105
paulo@0 106 bug 0015: Rotation system should be array of structs
paulo@0 107
paulo@0 108 A single struct should describe all aspects of a rotation system.
paulo@0 109 The descriptions in wktables.c should be an array of structs, not
paulo@0 110 struct of arrays. While you're at it, extend the kick tables
paulo@0 111 from 5 to 8 positions.
paulo@0 112
paulo@0 113
paulo@0 114 bug 0016: Rotation system editor
paulo@0 115 Platform: PC
paulo@0 116 Requires: 0015
paulo@0 117 Votes: Needle, DIGITAL, (RA) Red Star, jujube, fnord
paulo@0 118
paulo@0 119 Before developing Lockjaw Engine, I described Wall Kick Explorer, an
paulo@0 120 editor for rotation systems. Make this.
paulo@0 121 * initial shift and orientation of each piece
paulo@0 122 * kick tables for +90deg and +270deg
paulo@0 123
paulo@0 124 <tepples>
paulo@0 125 0.44 inverts rotation systems into a format that a loader might be
paulo@0 126 able to produce.
paulo@0 127
paulo@0 128
paulo@0 129 bug 0017: Adjustable window size
paulo@0 130 Votes: Bloodstar
paulo@0 131 Resolution: Fixed in 0.42
paulo@0 132
paulo@0 133 The skin should control the screen resolution or the size of the
paulo@0 134 window. This would make camstudio recording on older PCs feasible.
paulo@0 135
paulo@0 136
paulo@0 137 bug 0018: Store keypress count in .ljm
paulo@0 138
paulo@0 139 Replays should store the number of keypresses, so that Baboo! result
paulo@0 140 screens are correct.
paulo@0 141
paulo@0 142
paulo@0 143 bug 0019: Start recording .ljm only during ARE
paulo@0 144
paulo@0 145 It would probably simplify the code to start a replay only during
paulo@0 146 entry delay. This would also allow playback to become slightly
paulo@0 147 more resilient to game engine changes, as the viewer would at least
paulo@0 148 be able to view block placements.
paulo@0 149
paulo@0 150
paulo@0 151 bug 0020: Option for fractional row kick
paulo@0 152 Parity: Tetris DX
paulo@0 153
paulo@0 154 Right now, a floor kick will move a piece by the minimal amount
paulo@0 155 needed to place a block in the correct row. This means downward
paulo@0 156 kicks move to the top of the row, and upward kicks move to the bottom
paulo@0 157 and immediately start lock delay. Other games don't do this.
paulo@0 158 To simulate Tetris DX properly, we need a new option:
paulo@0 159
paulo@0 160 Fractional floor kick
paulo@0 161 Unchanged
paulo@0 162 > Minimal move (current behavior)
paulo@0 163 Move to top (Tetris DX behavior)
paulo@0 164
paulo@0 165
paulo@0 166 bug 0021: Double buffer entire screen
paulo@0 167 Platform: PC
paulo@0 168 Votes: 4matsy
paulo@0 169
paulo@0 170 On some video cards, the score flashes. Double buffering the entire
paulo@0 171 screen, not just the well, would fix this.
paulo@0 172
paulo@0 173
paulo@0 174 bug 0022: Automatic exit on Vista
paulo@0 175 Platform: PC
paulo@0 176 Resolution: Fixed in 0.42
paulo@0 177
paulo@0 178 One machine running Windows Vista had Esc perform an immediate exit
paulo@0 179 rather than a pause > exit.
paulo@0 180
paulo@0 181 <tepples>
paulo@0 182 Might it have been caused by vsync() returning immediately?
paulo@0 183 If so, 0.42 fixes that.
paulo@0 184
paulo@0 185
paulo@0 186 bug 0023: Draw internal preview without clipping to well edge
paulo@0 187 Requires: 0020
paulo@0 188 Votes: 4matsy
paulo@0 189
paulo@0 190 Internal preview should extend outside the well if the piece is close
paulo@0 191 enough to the wall.
paulo@0 192
paulo@0 193
paulo@0 194 bug 0024: Improve garbage options
paulo@0 195 Votes: Bloodstar, Lardarse
paulo@0 196 Parity: Tetris (NES)
paulo@0 197
paulo@0 198 Add option for garbage density, especially for B-type
paulo@0 199
paulo@0 200 Garbage density
paulo@0 201 Half
paulo@0 202 Two holes
paulo@0 203 > One hole
paulo@0 204
paulo@0 205 Add option for garbage randomness (1-100)
paulo@0 206
paulo@0 207
paulo@0 208 bug 0025: Internet play
paulo@0 209 Requires: 0013
paulo@0 210 Votes: Bloodstar
paulo@0 211 Parity: Tetris DS
paulo@0 212
paulo@0 213 Allow sending garbage over the Internet.
paulo@0 214
paulo@0 215
paulo@0 216 bug 0026: FreeType font support
paulo@0 217 Platform: PC
paulo@0 218 Votes: Bloodstar
paulo@0 219
paulo@0 220 Use TrueType fonts instead of bitmapped fonts.
paulo@0 221
paulo@0 222
paulo@0 223 bug 0027: AVI export
paulo@0 224 Platform: PC
paulo@0 225 Votes: Bloodstar
paulo@0 226 Parity: Tetris (NES) in emulation
paulo@0 227
paulo@0 228 FCE Ultra and Nestopia can convert a replay to an AVI.
paulo@0 229 Lockjaw should too.
paulo@0 230
paulo@0 231
paulo@0 232 bug 0028: Game_Music_Emu music support
paulo@0 233 Platform: PC
paulo@0 234 Votes: Bloodstar
paulo@0 235 Parity: Tetris (NES) in emulation
paulo@0 236
paulo@0 237 I'd like to play nsf/sid/spc music without having to
paulo@0 238 convert it to .ogg first.
paulo@0 239
paulo@0 240
paulo@0 241 bug 0029: Height-sensitive music
paulo@0 242 Platform: PC
paulo@0 243 Votes: Bloodstar
paulo@0 244 Parity: Tetris (NES), Tetris (GB)
paulo@0 245
paulo@0 246 Tetris DX changes the music when the stack surpasses a certain
paulo@0 247 height. Lockjaw should too.
paulo@0 248
paulo@0 249
paulo@0 250 bug 0030: Music on GBA
paulo@0 251 Platform: GBA
paulo@0 252 Votes: Bloodstar
paulo@0 253 Parity: TOD
paulo@0 254
paulo@0 255 GBA has sound effects. I'd like some sort of music too. Pimpmobile?
paulo@0 256
paulo@0 257
paulo@0 258 bug 0031: Debrief on handhelds
paulo@0 259 Platform: GBA, DS
paulo@0 260 Votes: Bloodstar, zzo38computer
paulo@0 261 Resolution: Fixed in 0.43
paulo@0 262
paulo@0 263 PC has a result screen. I want this on GBA and DS
paulo@0 264
paulo@0 265 <tepples>
paulo@0 266 Fixed in 0.42 for DS. To get this onto the GBA, we'd have to
paulo@0 267 eliminate three lines of text from the result screen.
paulo@0 268
paulo@0 269 <tepples>
paulo@0 270 kesiev gave me a few ideas of how I could slim it down. Fixing.
paulo@0 271
paulo@0 272
paulo@0 273 bug 0032: Baboo! should force infinite lock delay
paulo@0 274 Votes: caffeine
paulo@0 275
paulo@0 276 right now, Baboo! is defined by use of 0g. it should be
paulo@0 277 infinite lock delay instead.
paulo@0 278
paulo@0 279 <tepples>
paulo@0 280 Why? It would add an extra keystroke to Zangi-moves.
paulo@0 281
paulo@0 282
paulo@0 283 bug 0033: Move all skin-related files to a folder
paulo@0 284 Platform: PC
paulo@0 285 Votes: caffeine
paulo@0 286 Resolution: Fixed in 0.43
paulo@0 287
paulo@0 288 Skin-related files should be kept together in the folder "skin".
paulo@0 289
paulo@0 290
paulo@0 291 bug 0034: Configure console buttons
paulo@0 292 Platform: PC
paulo@0 293 Votes: caffeine, 4matsy
paulo@0 294 Parity: StepMania
paulo@0 295
paulo@0 296 Escape to pause, [ to record, ] to play should be configurable.
paulo@0 297
paulo@0 298 <tepples>
paulo@0 299 4matsy said that MenuUp, MenuDown, MenuLeft, MenuRight,
paulo@0 300 MenuStart, and MenuBack also being configurable might help.
paulo@0 301
paulo@0 302
paulo@0 303 bug 0035: skip ready go and game over animations
paulo@0 304 Votes: caffeine
paulo@0 305
paulo@0 306 I like to kill and restart games when I make one little mistake,
paulo@0 307 and startingAnimation and gameOverAnimation slow me down.
paulo@0 308 I want to skip them, even though each is less than 2 seconds.
paulo@0 309
paulo@0 310
paulo@0 311 bug 0036: Skip to mistakes
paulo@0 312 Platform: PC
paulo@0 313 Votes: caffeine
paulo@0 314
paulo@0 315 While watching a replay, I want to skip to a piece that increases
paulo@0 316 the number of holes or whose active time is greater than three
paulo@0 317 times the average.
paulo@0 318
paulo@0 319
paulo@0 320 bug 0037: Hide active times in results
paulo@0 321 Votes: caffeine
paulo@0 322
paulo@0 323 The Quadra-style "active time" statistics confuse me. I want to
paulo@0 324 see stats based on wall time only.
paulo@0 325
paulo@0 326
paulo@0 327 bug 0038: Result time unit
paulo@0 328 Votes: caffeine
paulo@0 329
paulo@0 330 I'd like to control whether statistics are expressed per minute
paulo@0 331 or per second.
paulo@0 332
paulo@0 333 <tepples>
paulo@0 334 Why? DDR is measured in beats per minute, and gasoline engine speed
paulo@0 335 is measured in revolutions per minute.
paulo@0 336
paulo@0 337
paulo@0 338 bug 0039: More garbage options
paulo@0 339 Votes: Caithness
paulo@0 340
paulo@0 341 I want more realistic garbage.
paulo@0 342
paulo@0 343 <tepples>
paulo@0 344 In what way?
paulo@0 345
paulo@0 346
paulo@0 347 bug 0040: Custom speed curves
paulo@0 348 Votes: Caithness, caffeine, Ezzelin, zzo38computer, DIGITAL, mushroom
paulo@0 349
paulo@0 350 Let the user modify speed curves: for example, user should be
paulo@0 351 able to make rhythm speed up slower
paulo@0 352
paulo@0 353 <tepples>
paulo@0 354 0.45 introduces a new speed curve format
paulo@0 355
paulo@0 356
paulo@0 357 bug 0041: Saved rule sets
paulo@0 358 Votes: Needle, kotetsu213, jujube, DIGITAL, Rich Nagel, Deets
paulo@0 359 Votes: Kukuunen
paulo@0 360 Parity: Tetris Worlds, Heboris
paulo@0 361
paulo@0 362 Let the user create sets of options that override the user's
paulo@0 363 current options, and replace the gimmick selection screen
paulo@0 364 with preset selection.
paulo@0 365
paulo@0 366 <tepples>
paulo@0 367 0.42 adds scenario support for the PC. A scenario editor and
paulo@0 368 scenario support for handhelds will have to wait.
paulo@0 369
paulo@0 370
paulo@0 371 bug 0042: Release Lockjaw XLII
paulo@0 372 Requires: 0041
paulo@0 373
paulo@0 374 Lockjaw 0.42 won't be released until noticeable progress is made
paulo@0 375 on these issues.
paulo@0 376
paulo@0 377 <tepples>
paulo@0 378 As of Monday, January 28, 2008, scenario support is in, so Lockjaw
paulo@0 379 will be released the morning before the Super Bowl.
paulo@0 380
paulo@0 381
paulo@0 382 bug 0043: More rotation systems
paulo@0 383 Requires: 0016
paulo@0 384 Votes: herc
paulo@0 385
paulo@0 386 Once the rotation system editor is in place, create these:
paulo@0 387 * Flat-up SRS
paulo@0 388
paulo@0 389
paulo@0 390 bug 0044: Vanish zone
paulo@0 391 Platform: PC
paulo@0 392 Votes: DIGITAL
paulo@0 393
paulo@0 394 The skin should allow showing the vanish zone.
paulo@0 395
paulo@0 396
paulo@0 397 bug 0045: Handheld skin support
paulo@0 398 Platform: GBA
paulo@0 399 Votes: Dood77, matt_hatter83
paulo@0 400 Parity: TOD
paulo@0 401
paulo@0 402 GBA and DS should have skins too.
paulo@0 403
paulo@0 404
paulo@0 405 bug 0046: Pussy 20G
paulo@0 406 Votes: herc, DIGITAL
paulo@0 407
paulo@0 408 Option for moving a piece up 1 cell when shifting it,
paulo@0 409 counting it as a floor kick.
paulo@0 410
paulo@0 411
paulo@0 412 bug 0047: Pentominoes
paulo@0 413 Votes: Dood77, jujube, colour_thief, Lardarse
paulo@0 414 Parity: Bombliss
paulo@0 415
paulo@0 416 Add the 5-block pieces.
paulo@0 417
paulo@0 418
paulo@0 419 bug 0048: Bastet randomizer
paulo@0 420 Votes: zzo38computer
paulo@0 421 Parity: Abandoned Blocks
paulo@0 422
paulo@0 423 In bastet, AI plays each possible next piece in each
paulo@0 424 possible position and gives one of the worst 3.
paulo@0 425
paulo@0 426
paulo@0 427 bug 0049: lj-contrib as skins
paulo@0 428 Platform: PC
paulo@0 429 Votes: Rich Nagel
paulo@0 430
paulo@0 431 lj-contrib was written before .skin files were done.
paulo@0 432
paulo@0 433
paulo@0 434 bug 0050: Next above shadow (faint)
paulo@0 435 Platform: PC
paulo@0 436 Votes: cdsboy
paulo@0 437
paulo@0 438 Draw next above shadow, but draw it semitransparent.
paulo@0 439
paulo@0 440
paulo@0 441 bug 0051: Separate keys for initial actions
paulo@0 442 Votes: DIGITAL
paulo@0 443
paulo@0 444 I like initial actions, but not ARE. Can I get separate
paulo@0 445 keys to perform initial actions on the next piece before
paulo@0 446 this one locks down?
paulo@0 447
paulo@0 448
paulo@0 449 bug 0052: Speed graph in debrief
paulo@0 450 Platform: PC
paulo@0 451 Votes: Cubicz
paulo@0 452 Parity: StepMania
paulo@0 453
paulo@0 454 Screen 1 is results. Screen 2 is settings.
paulo@0 455 Why not put a speed graph on screen 3?
paulo@0 456
paulo@0 457
paulo@0 458 bug 0053: High score table
paulo@0 459 Requires: 0041
paulo@0 460 Votes: Cubicz, Ezzelin, Rich Nagel, Kuukunen
paulo@0 461
paulo@0 462 For each ruleset, keep the highest scores achieved on that
paulo@0 463 ruleset.
paulo@0 464
paulo@0 465
paulo@0 466 bug 0054: Disable ljconn
paulo@0 467 Platform: PC
paulo@0 468 Votes: kotetsu213, Needle
paulo@0 469 Parity: Tetris The Grand Master, The New Tetris
paulo@0 470
paulo@0 471 The skin should be able to turn off ljconn for falling pieces
paulo@0 472 (as opposed to blocks in the stack). That would improve
paulo@0 473 accuracy of TNT and TGM simulation.
paulo@0 474
paulo@0 475
paulo@0 476 bug 0055: Skin control for sound effects
paulo@0 477 Platform: PC
paulo@0 478 Votes: Cubicz, Needle
paulo@0 479 Parity: Lumines
paulo@0 480
paulo@0 481 Allow skins to specify a .dat file or set of .wav files used
paulo@0 482 for sound effects.
paulo@0 483
paulo@0 484
paulo@0 485 bug 0056: Bleep gimmick
paulo@0 486 Votes: Lardarse
paulo@0 487
paulo@0 488 Player must clear row 1, 2, 1, 3, 1, 4, 1, 5, 1, ..., 20, 1.
paulo@0 489
paulo@0 490
paulo@0 491 bug 0057: Bravo
paulo@0 492 Votes: Lardarse
paulo@0 493 Parity: Luminesweeper
paulo@0 494
paulo@0 495 Several other falling block games display "BRAVO!" or another similar
paulo@0 496 message when there are no blocks left in the well after a line clear,
paulo@0 497 and award lots of bonus points. Detect and score for this situation.
paulo@0 498
paulo@0 499
paulo@0 500 bug 0058: Vs. Elite garbage
paulo@0 501 Votes: PetitPrince
paulo@0 502
paulo@0 503 you get 7 garbages after random(1,7) seconds, then random(3,5)
paulo@0 504 garbage every random (5,20) seconds
paulo@0 505
paulo@0 506
paulo@0 507 bug 0059: Wall kick control for IRS
paulo@0 508 Votes: jagorochi
paulo@0 509 Parity: TGM
paulo@0 510
paulo@0 511 In TGM, initial rotation does not perform kicks.
paulo@0 512 Change the IRS option:
paulo@0 513
paulo@0 514 Initial rotation
paulo@0 515 Off: do not IRS (current behavior)
paulo@0 516 On, no kick: if collision, fail
paulo@0 517 > On: if collision, try wall kick (current behavior)
paulo@0 518
paulo@0 519 <tepples>
paulo@0 520 0.43 disallows IRS kick entirely, changing the current behavior
paulo@0 521 from "On" to "On, no kick", by adding a new argument to
paulo@0 522 doRotateLeft and doRotateRight. The change to this option (search
paulo@0 523 for !isFirstFrame) could be used to implement this option.
paulo@0 524
paulo@0 525
paulo@0 526 bug 0060: Menu background
paulo@0 527 Platform: PC
paulo@0 528 Votes: lvankeulen, Kuukunen
paulo@0 529 Parity: Tetris (NES)
paulo@0 530
paulo@0 531 The skin should specify a background image to be drawn behind
paulo@0 532 the menu text.
paulo@0 533
paulo@0 534
paulo@0 535 bug 0061: Frame stepping
paulo@0 536 Platform: PC
paulo@0 537 Votes: jagorochi
paulo@0 538 Parity: Tetris (NES) in emulation
paulo@0 539
paulo@0 540 To check the event loop for off-by-one errors that affect
paulo@0 541 accuracy against other games, it would be useful to be able
paulo@0 542 to step the game engine forward by one frame at a time.
paulo@0 543
paulo@0 544
paulo@0 545 bug 0062: Replay stepping by piece
paulo@0 546 Platform: PC
paulo@0 547 Votes: Lardarse
paulo@0 548
paulo@0 549 Pause demo playback (with well still visible) with hold button;
paulo@0 550 advance to next lock with rotate button
paulo@0 551
paulo@0 552
paulo@0 553 bug 0063: Option for goal
paulo@0 554 Votes: Lardarse, caffeine, Rosti LFC, fnord, M.Bison
paulo@0 555
paulo@0 556 Separate goal and countdown code out of gimmicks into an option,
paulo@0 557 controlled by LJField::goalType. Goals include none, lines,
paulo@0 558 level, score, time, and keys, which activate comparisons against
paulo@0 559 goalCount. This would obsolete many gimmicks.
paulo@0 560
paulo@0 561
paulo@0 562 bug 0064: Fill in missing sound effects on handhelds
paulo@0 563 Platform: GBA, DS
paulo@0 564 Votes: Lardarse
paulo@0 565
paulo@0 566 These sounds are missing:
paulo@0 567 GBA: Ready, go, countdown
paulo@0 568 DS: Ready, go, lose, distinct countdown
paulo@0 569
paulo@0 570 <tepples>
paulo@0 571 0.42 adds "lose" on DS
paulo@0 572
paulo@0 573
paulo@0 574 bug 0065: Bombliss game mode
paulo@0 575 Requires: 0010
paulo@0 576 Votes: Joshua
paulo@0 577 Parity: Bombliss
paulo@0 578
paulo@0 579 When game mode is set to Bombliss, line clears no longer remove
paulo@0 580 lines from the field. Instead, one block of each piece is
paulo@0 581 colored differently and explodes, removing blocks, when in a
paulo@0 582 line clear.
paulo@0 583
paulo@0 584
paulo@0 585 bug 0066: Dr. Mario clone
paulo@0 586 Requires: 0010
paulo@0 587 Votes: Lardarse
paulo@0 588 Parity: freepuzzlearena
paulo@0 589
paulo@0 590 You made Vitamins. Can you make domino rotation, color matching,
paulo@0 591 and floating garbage with fast DAS, IRS, and 20G?
paulo@0 592
paulo@0 593
paulo@0 594 bug 0067: Puyo clone
paulo@0 595 Requires: 0010
paulo@0 596 Votes: Lardarse
paulo@0 597 Parity: freepuzzlearena
paulo@0 598
paulo@0 599 You made a puyo clone in FPA. Can you port it to LJ?
paulo@0 600
paulo@0 601
paulo@0 602 bug 0068: Preload hold piece
paulo@0 603 Votes: Lardarse
paulo@0 604
paulo@0 605 Option to load a specific piece (such as I or T) into the hold box
paulo@0 606 at game start.
paulo@0 607
paulo@0 608
paulo@0 609 bug 0069: Bag with good start
paulo@0 610 Votes: Rosti LFC
paulo@0 611 Parity: Tetris The Grand Master ACE
paulo@0 612
paulo@0 613 Randomizer should always give a "preferred piece" (e.g. I, J, L, T)
paulo@0 614 first, like history does.
paulo@0 615
paulo@0 616
paulo@0 617 bug 0070: Small skins shouldn't hide the score
paulo@0 618 Votes: Rich Nagel
paulo@0 619 Platform: PC
paulo@0 620
paulo@0 621 Make wiki.skin (and other small-blkW skins) not hide the score
paulo@0 622
paulo@0 623
paulo@0 624 bug 0071: Preview at left
paulo@0 625 Votes: DIGITAL
paulo@0 626 Platform: PC
paulo@0 627
paulo@0 628 Skin should specify that the vertical preview ("Next at right")
paulo@0 629 can be moved to the left side of the playfield.
paulo@0 630
paulo@0 631
paulo@0 632 bug 0072: Volume for sfx
paulo@0 633 Votes: DIGITAL
paulo@0 634 Platform: PC
paulo@0 635
paulo@0 636 Skin should specify volume for sound effects, as it does for music.
paulo@0 637
paulo@0 638
paulo@0 639 bug 0073: Make PC use GBA options
paulo@0 640 Votes: jujube
paulo@0 641 Platform: PC
paulo@0 642 Resolution: Fixed in 0.43
paulo@0 643
paulo@0 644 Move non-GBA/DS specific code from gbaopt.c to options.c,
paulo@0 645 then take out everything in old_pc_options.c that isn't
paulo@0 646 load, save, or LJPCView related
paulo@0 647
paulo@0 648 <tepples>
paulo@0 649 0.42 takes some steps in this direction.
paulo@0 650
paulo@0 651
paulo@0 652 bug 0074: Macro editor
paulo@0 653 Votes: deepdorp
paulo@0 654
paulo@0 655 Make the actions performed by the macro vkeys editable.
paulo@0 656
paulo@0 657
paulo@0 658 bug 0075: Pattern randomizer
paulo@0 659 Votes: Rich Nagel
paulo@0 660
paulo@0 661 Allow the player to define a piece sequence, such as the Sega
paulo@0 662 power-on pattern, and deal that. It could replace iCheat(tm).
paulo@0 663
paulo@0 664
paulo@0 665 bug 0076: Skin should vary per section
paulo@0 666 Votes: Needle, Rich Nagel, DIGITAL
paulo@0 667 Parity: freepuzzlearena, Luminesweeper
paulo@0 668
paulo@0 669 For speed curves that have sections, it should be possible for a
paulo@0 670 skin to specify a background image and music for each section.
paulo@0 671
paulo@0 672 <Rich Nagel>
paulo@0 673 Option to load all skin files before the game starts, so as not to
paulo@0 674 make an unpredictable ARE at the start of a section.
paulo@0 675
paulo@0 676
paulo@0 677 bug 0077: Define conditions that trigger initial drop
paulo@0 678 Votes: Needle
paulo@0 679 Parity: Tetris The Absolute The Grand Master 2 PLUS
paulo@0 680
paulo@0 681 In TAP, initial hard drop and initial soft drop don't get turned on
paulo@0 682 in Master 900+ or in Death 0+. Find an appropriate rule for whether
paulo@0 683 to do initial hard drop, and document it.
paulo@0 684
paulo@0 685
paulo@0 686 bug 0078: Set random seed
paulo@0 687 Votes: Rich Nagel, colour_thief, Lardarse
paulo@0 688 Parity: FreeCell
paulo@0 689
paulo@0 690 For competition purposes, it should be possible to seed the
paulo@0 691 randomizer to a constant value. Note that this differs from the
paulo@0 692 "power on pattern" proposal of bug 0075.
paulo@0 693
paulo@0 694
paulo@0 695 bug 0079: Customizable speedometer sample window
paulo@0 696 Votes: matt_hatter83
paulo@0 697
paulo@0 698 The speedometer uses a sliding window of 10 pieces. Can one make it
paulo@0 699 shorter in options?
paulo@0 700
paulo@0 701
paulo@0 702 bug 0080: Portrait monitor support
paulo@0 703 Votes: PetitPrince
paulo@0 704
paulo@0 705 Skin setting to rotate the entire playfield by 90 degrees.
paulo@0 706
paulo@0 707
paulo@0 708 bug 0081: DTET rotation system
paulo@0 709 Requires: 0015
paulo@0 710 Votes: cdsboy, caffeine, fnord
paulo@0 711 Parity: DTET
paulo@0 712
paulo@0 713 Implement the rotation system of DTET, as described on the wiki.
paulo@0 714 This includes a third set of wall kick tables for each piece in each
paulo@0 715 rotation system for +180 (in addition to existing +90 and +270).
paulo@0 716
paulo@0 717
paulo@0 718 bug 0082: Paged options on PC
paulo@0 719 Votes: Cubicz
paulo@0 720 Resolution: Fixed in 0.43
paulo@0 721
paulo@0 722 Break the PC options menu into pages like it is on the handhelds.
paulo@0 723
paulo@0 724
paulo@0 725 bug 0083: Undo
paulo@0 726 Votes: Kuukunen
paulo@0 727
paulo@0 728 Press a button to take back one drop. Useful for training.
paulo@0 729
paulo@0 730
paulo@0 731 bug 0084: Manual entry delay
paulo@0 732 Votes: Kuukunen
paulo@0 733
paulo@0 734 Pause after each piece with game displayed. Press a button to
paulo@0 735 resume. Useful for training.
paulo@0 736
paulo@0 737
paulo@0 738 bug 0085: Forward progress lock delay reset
paulo@0 739 Votes: zaphod77
paulo@0 740
paulo@0 741 Keep track of the lowest space that this piece has fallen to.
paulo@0 742 A floor kick should never reset lock delay, and only a net
paulo@0 743 downward movement below where it was when the lock delay was
paulo@0 744 last reset should reset lock delay.
paulo@0 745
paulo@0 746
paulo@0 747 bug 0086: Carbon Engine style lock delay reset
paulo@0 748 Parity: TOD
paulo@0 749
paulo@0 750 Carbon Engine implemented lock delay as follows: When a piece
paulo@0 751 rotates or shifts from landed to falling, recharge one row's
paulo@0 752 worth of lock delay for each row that the piece moves down.
paulo@0 753
paulo@0 754 To implement this in Lockjaw Engine, move the piece down by
paulo@0 755 (lockDelay - stateTime). If the piece is less than
paulo@0 756 (lockDelay - stateTime) * gravity above the shadow, only add
paulo@0 757 (y - shadowY) / gravity to stateTime.
paulo@0 758
paulo@0 759
paulo@0 760 bug 0087: Blackjack randomizer framework
paulo@0 761 Votes: Lardarse
paulo@0 762
paulo@0 763 Lardarse and tepples described a language for describing randomizers
paulo@0 764 on tetrisconcept.com's wiki. It is called Blackjack.
paulo@0 765
paulo@0 766
paulo@0 767 bug 0088: Option for piece color
paulo@0 768 Votes: Lardarse
paulo@0 769 Requires: 0010
paulo@0 770
paulo@0 771 Once we have colors per block, add an option for piece colors,
paulo@0 772 which might replace the ljconnSRS vs. ljconnSega divide.
paulo@0 773 Skins would always be in Guideline order.
paulo@0 774
paulo@0 775 > Set by rotation system (current behavior)
paulo@0 776 SRS
paulo@0 777 Sega
paulo@0 778 Dualism (formerly H&R)
paulo@0 779 Shuffle (randomize at game start)
paulo@0 780 Super Shuffle (randomize every piece)
paulo@0 781
paulo@0 782
paulo@0 783 bug 0089: Long debrief lines are clipped
paulo@0 784 Requires: 0031
paulo@0 785 Votes: Lardarse, kesiev
paulo@0 786 Resolution: Fixed in 0.43
paulo@0 787
paulo@0 788 The DS doesn't have a small font, so any debrief line longer than
paulo@0 789 about 48 characters will get clipped. But in order to make this
paulo@0 790 line shorter, I need to move things around anyway.
paulo@0 791
paulo@0 792
paulo@0 793 bug 0089: Merge preliminary GNU/Linux support
paulo@0 794 Requires: 0091
paulo@0 795 Votes: kesiev
paulo@0 796 Resolution: Fixed in 0.43
paulo@0 797
paulo@0 798 kesiev wrote a patch to let Lockjaw work with separate read-only
paulo@0 799 and read-write folders, as is often the case in GNU/Linux.
paulo@0 800 Merge these changes.
paulo@0 801
paulo@0 802 <tepples>
paulo@0 803 kesiev's patch adds a function called 'turnslash' that turns '\' into
paulo@0 804 '/' in all path names. In fact, I can use this on all platforms:
paulo@0 805 Mac and Linux use '/' as the native path separator, and the Windows
paulo@0 806 API accepts it even if some legacy command-line programs do not.
paulo@0 807
paulo@0 808 LJVorbis_close: I must have missed that line in the ov_clear
paulo@0 809 documentation.
paulo@0 810
paulo@0 811
paulo@0 812 bug 0090: Process IRS before checking for block out
paulo@0 813 Votes: Kitaru
paulo@0 814 Parity: TGM series
paulo@0 815 Resolution: Fixed in 0.43
paulo@0 816
paulo@0 817 TGM allows the player to IRS out of a block out situation. So don't check for block out on the last frame of NEW_PIECE. Instead, check at
paulo@0 818 the end of the first frame (LJSND_SPAWN|LJSND_HOLD) of FALLING_PIECE.
paulo@0 819
paulo@0 820
paulo@0 821 bug 0091: Read-only vs. read-write directories
paulo@0 822 Votes: Ezzelin, kesiev
paulo@0 823 Resolution: Fixed in 0.43
paulo@0 824
paulo@0 825 Lockjaw for PC currently runs as a "portable application". But it
paulo@0 826 should support being installed in the same way as any other program
paulo@0 827 for Windows or Linux. If an empty file called "installed" is in the
paulo@0 828 same folder as argv[0], switch to installed mode.
paulo@0 829
paulo@0 830 Installed mode ignores the working directory when loading .dat,
paulo@0 831 .skin, .ini, etc. Instead, it loads from the save data folder
paulo@0 832 ($HOME/.lockjaw on Linux; %APPDATA%/Pin Eight/Lockjaw on Windows)
paulo@0 833 and then from the folder that contains argv[0].
paulo@0 834
paulo@0 835 The program would usually be installed to /opt/Lockjaw under Linux
paulo@0 836 or %ProgramFiles%/Lockjaw under Windows.
paulo@0 837
paulo@0 838
paulo@0 839 bug 0092: Option to limit IRS to 90 degrees
paulo@0 840 Votes: jujube
paulo@0 841 Parity: TGM series
paulo@0 842
paulo@0 843 Rotation limit
paulo@0 844 90 degrees
paulo@0 845 > Unlimited (current behavior)
paulo@0 846
paulo@0 847 And make Master and Death use 90 degrees.
paulo@0 848
paulo@0 849
paulo@0 850 bug 0093: Option to disable instant shifting
paulo@0 851 Parity: TGM series
paulo@0 852
paulo@0 853 Add an option only to scenarios that limits shifting to 1G,
paulo@0 854 disallowing cheating with far left, far right, DAS=Instant.
paulo@0 855
paulo@0 856
paulo@0 857 bug 0094: World reverse
paulo@0 858 Votes: jujube
paulo@0 859 Parity: Ti
paulo@0 860
paulo@0 861 Option in Game Keys to reverse rotation directions when playing
paulo@0 862 rotation systems that start the T flat-down (SRS, TOD M4).
paulo@0 863
paulo@0 864
paulo@0 865 bug 0095: Move mouse pointer out of the way
paulo@0 866 Votes: jujube
paulo@0 867 Resolution: Fixed in 0.43
paulo@0 868
paulo@0 869 Some players navigate Lockjaw for PC entirely with the keyboard.
paulo@0 870 For these people, the mouse gets in the way after it has been used
paulo@0 871 in Replay or Skin (or, soon, Options and Game Keys). Drop it to
paulo@0 872 the bottom of the window when the player goes to a screen that
paulo@0 873 doesn't use the mouse.
paulo@0 874
paulo@0 875
paulo@0 876 bug 0096: Allow options to "underride" skin settings
paulo@0 877 Votes: Rich Nagel
paulo@0 878
paulo@0 879 Allow the user to change shift sound scale, next piece position,
paulo@0 880 playfield position, as it was in 0.41. The game would use the
paulo@0 881 skin setting, or the user setting only if the skin does not specify.
paulo@0 882
paulo@0 883
paulo@0 884 bug 0097: Package as Windows installer
paulo@0 885 Requires: 0091
paulo@0 886
paulo@0 887 Package the Windows executable as an installer that automatically
paulo@0 888 puts itself in %ProgramFiles%/Lockjaw.
paulo@0 889
paulo@0 890
paulo@0 891 bug 0098: Reactive speed curve and scoring
paulo@0 892 URL: http://www.jenovachen.com/flowingames/flowtheory.htm
paulo@0 893 Votes: herc
paulo@0 894
paulo@0 895 Start with zero speed. Track the player's speed using the existing
paulo@0 896 speedometer code. Then once the player has dropped a few pieces,
paulo@0 897 start scaling up the delays and such so that entry + (20/gravity) +
paulo@0 898 lock delay equals the average time that the player took to place
paulo@0 899 a piece. Then multiply all line clear scores by the current speed.
paulo@0 900
paulo@0 901
paulo@0 902 bug 0100: Import old bugs
paulo@0 903 Parity: bugzilla.mozilla.org
paulo@0 904
paulo@0 905 Bring some order to the old 'todo.txt' enhancement list.
paulo@0 906