Mercurial > hg > index.fcgi > lj > lj046-2players
diff BUGS.txt @ 0:c84446dfb3f5
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author | paulo@localhost |
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date | Fri, 13 Mar 2009 00:39:12 -0700 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/BUGS.txt Fri Mar 13 00:39:12 2009 -0700 1.3 @@ -0,0 +1,906 @@ 1.4 +bug 0001: Dual Marathon gimmick 1.5 + 1.6 +The keys control both a platform game (in the top window) and a 1.7 +tetromino stacking game (in the bottom window). If you die on 1.8 +either window, you lose. 1.9 + 1.10 + 1.11 +bug 0002: Customizable top out behavior 1.12 +Parity: Tetris (NES), freepuzzlearena 1.13 + 1.14 +A rule can dictate that "top out" occurs when the following happens: 1.15 +* Overlap or lock out: Entry overlapping blocks, or lock entirely 1.16 + above ceiling (current behavior) 1.17 +* Partial lock out: Lock with any block above ceiling 1.18 +* Garbage out: Entry with any block above ceiling 1.19 +* Loose block out: Lock overlapping blocks; block can be shifted 1.20 + out of the way in some cases (like Tetris for NES) 1.21 + 1.22 + 1.23 +bug 0003: Mode 7 style blitter for PC 1.24 +Platform: PC 1.25 +Parity: TOD 1.26 + 1.27 +Extend blitField(LJView *) to scale and rotate the field as it's 1.28 +being copied to the screen. 1.29 + 1.30 + 1.31 +bug 0004: Mode 7 style blitter for GBA and DS 1.32 +Platform: GBA 1.33 + 1.34 +Extend blitField(LJView *) to calculate scaling and rotation factors 1.35 +for each scanline, and extend other functions to start DMA. 1.36 + 1.37 + 1.38 +bug 0005: Port Lockjaw: The Overdose (TOD) 1.39 +Requires: 0002, 0003, 0004 1.40 +Parity: TOD 1.41 + 1.42 +TOD used Carbon Engine. I want to migrate away from Carbon Engine. 1.43 + 1.44 + 1.45 +bug 0006: Ridin' Spinners 1.46 +Requires: 0003, 0004 1.47 +SRS and Infinity are turned on. If you abuse lock delay, or you make 1.48 +a "spin triple" twist, the screen begins to spin, and the music 1.49 +changes to a cover of "Ridin' Spinners" by Three 6 Mafia. 1.50 + 1.51 + 1.52 +bug 0007: Improve Items gimmick 1.53 +Requires: 0008 1.54 +Votes: Caithness 1.55 +Parity: Tetris DS 1.56 + 1.57 +Give only one item at a time in the early stages. 1.58 + 1.59 + 1.60 +bug 0008: Prerotated next queue 1.61 +Parity: Tetris DS 1.62 + 1.63 +Store the orientation of each piece in the next queue. 1.64 + 1.65 + 1.66 +bug 0009: TDS 4-player worldwide simulation 1.67 +Parity: Tetris DS 1.68 + 1.69 +3/4 of the time you start it, it will play annoying music for 1.70 +two minutes, give an 86420 error, and quit. The rest of the 1.71 +time, it will play annoying music for between 15 seconds and 1.72 +two minutes and then switch to Items gimmick. 1.73 + 1.74 + 1.75 +bug 0010: Colored blocks 1.76 +Parity: freepuzzlearena 1.77 + 1.78 +In active, hold, and next, have each block store its color. 1.79 + 1.80 + 1.81 +bug 0011: H&R Blocks scoring method 1.82 +Parity: freepuzzlearena 1.83 + 1.84 +First spotted in freepuzzlearena Tetanus. Each piece is either 1.85 +entirely dark or entirely light. A line of all dark or all light 1.86 +scores as 2 lines. Score for n lines with one piece is n*(n+1)*50. 1.87 + 1.88 + 1.89 +bug 0012: Two physical keys per vkey 1.90 +Platform: PC 1.91 + 1.92 +Allow the player to set more than one key that operates a given, 1.93 +game function, like StepMania does. 1.94 + 1.95 + 1.96 +bug 0013: Two-player mode 1.97 +Parity: freepuzzlearena 1.98 + 1.99 +Allow two players to play at once, and allow garbage to be sent back 1.100 +and forth. 1.101 + 1.102 + 1.103 +bug 0014: Store and display assertion text 1.104 + 1.105 +Lockjaw Engine has ljassert(). If an assertion fails, have some way 1.106 +for front-ends to retrieve the text. 1.107 + 1.108 + 1.109 +bug 0015: Rotation system should be array of structs 1.110 + 1.111 +A single struct should describe all aspects of a rotation system. 1.112 +The descriptions in wktables.c should be an array of structs, not 1.113 +struct of arrays. While you're at it, extend the kick tables 1.114 +from 5 to 8 positions. 1.115 + 1.116 + 1.117 +bug 0016: Rotation system editor 1.118 +Platform: PC 1.119 +Requires: 0015 1.120 +Votes: Needle, DIGITAL, (RA) Red Star, jujube, fnord 1.121 + 1.122 +Before developing Lockjaw Engine, I described Wall Kick Explorer, an 1.123 +editor for rotation systems. Make this. 1.124 +* initial shift and orientation of each piece 1.125 +* kick tables for +90deg and +270deg 1.126 + 1.127 +<tepples> 1.128 +0.44 inverts rotation systems into a format that a loader might be 1.129 +able to produce. 1.130 + 1.131 + 1.132 +bug 0017: Adjustable window size 1.133 +Votes: Bloodstar 1.134 +Resolution: Fixed in 0.42 1.135 + 1.136 +The skin should control the screen resolution or the size of the 1.137 +window. This would make camstudio recording on older PCs feasible. 1.138 + 1.139 + 1.140 +bug 0018: Store keypress count in .ljm 1.141 + 1.142 +Replays should store the number of keypresses, so that Baboo! result 1.143 +screens are correct. 1.144 + 1.145 + 1.146 +bug 0019: Start recording .ljm only during ARE 1.147 + 1.148 +It would probably simplify the code to start a replay only during 1.149 +entry delay. This would also allow playback to become slightly 1.150 +more resilient to game engine changes, as the viewer would at least 1.151 +be able to view block placements. 1.152 + 1.153 + 1.154 +bug 0020: Option for fractional row kick 1.155 +Parity: Tetris DX 1.156 + 1.157 +Right now, a floor kick will move a piece by the minimal amount 1.158 +needed to place a block in the correct row. This means downward 1.159 +kicks move to the top of the row, and upward kicks move to the bottom 1.160 +and immediately start lock delay. Other games don't do this. 1.161 +To simulate Tetris DX properly, we need a new option: 1.162 + 1.163 +Fractional floor kick 1.164 + Unchanged 1.165 +> Minimal move (current behavior) 1.166 + Move to top (Tetris DX behavior) 1.167 + 1.168 + 1.169 +bug 0021: Double buffer entire screen 1.170 +Platform: PC 1.171 +Votes: 4matsy 1.172 + 1.173 +On some video cards, the score flashes. Double buffering the entire 1.174 +screen, not just the well, would fix this. 1.175 + 1.176 + 1.177 +bug 0022: Automatic exit on Vista 1.178 +Platform: PC 1.179 +Resolution: Fixed in 0.42 1.180 + 1.181 +One machine running Windows Vista had Esc perform an immediate exit 1.182 +rather than a pause > exit. 1.183 + 1.184 +<tepples> 1.185 +Might it have been caused by vsync() returning immediately? 1.186 +If so, 0.42 fixes that. 1.187 + 1.188 + 1.189 +bug 0023: Draw internal preview without clipping to well edge 1.190 +Requires: 0020 1.191 +Votes: 4matsy 1.192 + 1.193 +Internal preview should extend outside the well if the piece is close 1.194 +enough to the wall. 1.195 + 1.196 + 1.197 +bug 0024: Improve garbage options 1.198 +Votes: Bloodstar, Lardarse 1.199 +Parity: Tetris (NES) 1.200 + 1.201 +Add option for garbage density, especially for B-type 1.202 + 1.203 +Garbage density 1.204 + Half 1.205 + Two holes 1.206 +> One hole 1.207 + 1.208 +Add option for garbage randomness (1-100) 1.209 + 1.210 + 1.211 +bug 0025: Internet play 1.212 +Requires: 0013 1.213 +Votes: Bloodstar 1.214 +Parity: Tetris DS 1.215 + 1.216 +Allow sending garbage over the Internet. 1.217 + 1.218 + 1.219 +bug 0026: FreeType font support 1.220 +Platform: PC 1.221 +Votes: Bloodstar 1.222 + 1.223 +Use TrueType fonts instead of bitmapped fonts. 1.224 + 1.225 + 1.226 +bug 0027: AVI export 1.227 +Platform: PC 1.228 +Votes: Bloodstar 1.229 +Parity: Tetris (NES) in emulation 1.230 + 1.231 +FCE Ultra and Nestopia can convert a replay to an AVI. 1.232 +Lockjaw should too. 1.233 + 1.234 + 1.235 +bug 0028: Game_Music_Emu music support 1.236 +Platform: PC 1.237 +Votes: Bloodstar 1.238 +Parity: Tetris (NES) in emulation 1.239 + 1.240 +I'd like to play nsf/sid/spc music without having to 1.241 +convert it to .ogg first. 1.242 + 1.243 + 1.244 +bug 0029: Height-sensitive music 1.245 +Platform: PC 1.246 +Votes: Bloodstar 1.247 +Parity: Tetris (NES), Tetris (GB) 1.248 + 1.249 +Tetris DX changes the music when the stack surpasses a certain 1.250 +height. Lockjaw should too. 1.251 + 1.252 + 1.253 +bug 0030: Music on GBA 1.254 +Platform: GBA 1.255 +Votes: Bloodstar 1.256 +Parity: TOD 1.257 + 1.258 +GBA has sound effects. I'd like some sort of music too. Pimpmobile? 1.259 + 1.260 + 1.261 +bug 0031: Debrief on handhelds 1.262 +Platform: GBA, DS 1.263 +Votes: Bloodstar, zzo38computer 1.264 +Resolution: Fixed in 0.43 1.265 + 1.266 +PC has a result screen. I want this on GBA and DS 1.267 + 1.268 +<tepples> 1.269 +Fixed in 0.42 for DS. To get this onto the GBA, we'd have to 1.270 +eliminate three lines of text from the result screen. 1.271 + 1.272 +<tepples> 1.273 +kesiev gave me a few ideas of how I could slim it down. Fixing. 1.274 + 1.275 + 1.276 +bug 0032: Baboo! should force infinite lock delay 1.277 +Votes: caffeine 1.278 + 1.279 +right now, Baboo! is defined by use of 0g. it should be 1.280 +infinite lock delay instead. 1.281 + 1.282 +<tepples> 1.283 +Why? It would add an extra keystroke to Zangi-moves. 1.284 + 1.285 + 1.286 +bug 0033: Move all skin-related files to a folder 1.287 +Platform: PC 1.288 +Votes: caffeine 1.289 +Resolution: Fixed in 0.43 1.290 + 1.291 +Skin-related files should be kept together in the folder "skin". 1.292 + 1.293 + 1.294 +bug 0034: Configure console buttons 1.295 +Platform: PC 1.296 +Votes: caffeine, 4matsy 1.297 +Parity: StepMania 1.298 + 1.299 +Escape to pause, [ to record, ] to play should be configurable. 1.300 + 1.301 +<tepples> 1.302 +4matsy said that MenuUp, MenuDown, MenuLeft, MenuRight, 1.303 +MenuStart, and MenuBack also being configurable might help. 1.304 + 1.305 + 1.306 +bug 0035: skip ready go and game over animations 1.307 +Votes: caffeine 1.308 + 1.309 +I like to kill and restart games when I make one little mistake, 1.310 +and startingAnimation and gameOverAnimation slow me down. 1.311 +I want to skip them, even though each is less than 2 seconds. 1.312 + 1.313 + 1.314 +bug 0036: Skip to mistakes 1.315 +Platform: PC 1.316 +Votes: caffeine 1.317 + 1.318 +While watching a replay, I want to skip to a piece that increases 1.319 +the number of holes or whose active time is greater than three 1.320 +times the average. 1.321 + 1.322 + 1.323 +bug 0037: Hide active times in results 1.324 +Votes: caffeine 1.325 + 1.326 +The Quadra-style "active time" statistics confuse me. I want to 1.327 +see stats based on wall time only. 1.328 + 1.329 + 1.330 +bug 0038: Result time unit 1.331 +Votes: caffeine 1.332 + 1.333 +I'd like to control whether statistics are expressed per minute 1.334 +or per second. 1.335 + 1.336 +<tepples> 1.337 +Why? DDR is measured in beats per minute, and gasoline engine speed 1.338 +is measured in revolutions per minute. 1.339 + 1.340 + 1.341 +bug 0039: More garbage options 1.342 +Votes: Caithness 1.343 + 1.344 +I want more realistic garbage. 1.345 + 1.346 +<tepples> 1.347 +In what way? 1.348 + 1.349 + 1.350 +bug 0040: Custom speed curves 1.351 +Votes: Caithness, caffeine, Ezzelin, zzo38computer, DIGITAL, mushroom 1.352 + 1.353 +Let the user modify speed curves: for example, user should be 1.354 +able to make rhythm speed up slower 1.355 + 1.356 +<tepples> 1.357 +0.45 introduces a new speed curve format 1.358 + 1.359 + 1.360 +bug 0041: Saved rule sets 1.361 +Votes: Needle, kotetsu213, jujube, DIGITAL, Rich Nagel, Deets 1.362 +Votes: Kukuunen 1.363 +Parity: Tetris Worlds, Heboris 1.364 + 1.365 +Let the user create sets of options that override the user's 1.366 +current options, and replace the gimmick selection screen 1.367 +with preset selection. 1.368 + 1.369 +<tepples> 1.370 +0.42 adds scenario support for the PC. A scenario editor and 1.371 +scenario support for handhelds will have to wait. 1.372 + 1.373 + 1.374 +bug 0042: Release Lockjaw XLII 1.375 +Requires: 0041 1.376 + 1.377 +Lockjaw 0.42 won't be released until noticeable progress is made 1.378 +on these issues. 1.379 + 1.380 +<tepples> 1.381 +As of Monday, January 28, 2008, scenario support is in, so Lockjaw 1.382 +will be released the morning before the Super Bowl. 1.383 + 1.384 + 1.385 +bug 0043: More rotation systems 1.386 +Requires: 0016 1.387 +Votes: herc 1.388 + 1.389 +Once the rotation system editor is in place, create these: 1.390 +* Flat-up SRS 1.391 + 1.392 + 1.393 +bug 0044: Vanish zone 1.394 +Platform: PC 1.395 +Votes: DIGITAL 1.396 + 1.397 +The skin should allow showing the vanish zone. 1.398 + 1.399 + 1.400 +bug 0045: Handheld skin support 1.401 +Platform: GBA 1.402 +Votes: Dood77, matt_hatter83 1.403 +Parity: TOD 1.404 + 1.405 +GBA and DS should have skins too. 1.406 + 1.407 + 1.408 +bug 0046: Pussy 20G 1.409 +Votes: herc, DIGITAL 1.410 + 1.411 +Option for moving a piece up 1 cell when shifting it, 1.412 +counting it as a floor kick. 1.413 + 1.414 + 1.415 +bug 0047: Pentominoes 1.416 +Votes: Dood77, jujube, colour_thief, Lardarse 1.417 +Parity: Bombliss 1.418 + 1.419 +Add the 5-block pieces. 1.420 + 1.421 + 1.422 +bug 0048: Bastet randomizer 1.423 +Votes: zzo38computer 1.424 +Parity: Abandoned Blocks 1.425 + 1.426 +In bastet, AI plays each possible next piece in each 1.427 +possible position and gives one of the worst 3. 1.428 + 1.429 + 1.430 +bug 0049: lj-contrib as skins 1.431 +Platform: PC 1.432 +Votes: Rich Nagel 1.433 + 1.434 +lj-contrib was written before .skin files were done. 1.435 + 1.436 + 1.437 +bug 0050: Next above shadow (faint) 1.438 +Platform: PC 1.439 +Votes: cdsboy 1.440 + 1.441 +Draw next above shadow, but draw it semitransparent. 1.442 + 1.443 + 1.444 +bug 0051: Separate keys for initial actions 1.445 +Votes: DIGITAL 1.446 + 1.447 +I like initial actions, but not ARE. Can I get separate 1.448 +keys to perform initial actions on the next piece before 1.449 +this one locks down? 1.450 + 1.451 + 1.452 +bug 0052: Speed graph in debrief 1.453 +Platform: PC 1.454 +Votes: Cubicz 1.455 +Parity: StepMania 1.456 + 1.457 +Screen 1 is results. Screen 2 is settings. 1.458 +Why not put a speed graph on screen 3? 1.459 + 1.460 + 1.461 +bug 0053: High score table 1.462 +Requires: 0041 1.463 +Votes: Cubicz, Ezzelin, Rich Nagel, Kuukunen 1.464 + 1.465 +For each ruleset, keep the highest scores achieved on that 1.466 +ruleset. 1.467 + 1.468 + 1.469 +bug 0054: Disable ljconn 1.470 +Platform: PC 1.471 +Votes: kotetsu213, Needle 1.472 +Parity: Tetris The Grand Master, The New Tetris 1.473 + 1.474 +The skin should be able to turn off ljconn for falling pieces 1.475 +(as opposed to blocks in the stack). That would improve 1.476 +accuracy of TNT and TGM simulation. 1.477 + 1.478 + 1.479 +bug 0055: Skin control for sound effects 1.480 +Platform: PC 1.481 +Votes: Cubicz, Needle 1.482 +Parity: Lumines 1.483 + 1.484 +Allow skins to specify a .dat file or set of .wav files used 1.485 +for sound effects. 1.486 + 1.487 + 1.488 +bug 0056: Bleep gimmick 1.489 +Votes: Lardarse 1.490 + 1.491 +Player must clear row 1, 2, 1, 3, 1, 4, 1, 5, 1, ..., 20, 1. 1.492 + 1.493 + 1.494 +bug 0057: Bravo 1.495 +Votes: Lardarse 1.496 +Parity: Luminesweeper 1.497 + 1.498 +Several other falling block games display "BRAVO!" or another similar 1.499 +message when there are no blocks left in the well after a line clear, 1.500 +and award lots of bonus points. Detect and score for this situation. 1.501 + 1.502 + 1.503 +bug 0058: Vs. Elite garbage 1.504 +Votes: PetitPrince 1.505 + 1.506 +you get 7 garbages after random(1,7) seconds, then random(3,5) 1.507 +garbage every random (5,20) seconds 1.508 + 1.509 + 1.510 +bug 0059: Wall kick control for IRS 1.511 +Votes: jagorochi 1.512 +Parity: TGM 1.513 + 1.514 +In TGM, initial rotation does not perform kicks. 1.515 +Change the IRS option: 1.516 + 1.517 +Initial rotation 1.518 + Off: do not IRS (current behavior) 1.519 + On, no kick: if collision, fail 1.520 +> On: if collision, try wall kick (current behavior) 1.521 + 1.522 +<tepples> 1.523 +0.43 disallows IRS kick entirely, changing the current behavior 1.524 +from "On" to "On, no kick", by adding a new argument to 1.525 +doRotateLeft and doRotateRight. The change to this option (search 1.526 +for !isFirstFrame) could be used to implement this option. 1.527 + 1.528 + 1.529 +bug 0060: Menu background 1.530 +Platform: PC 1.531 +Votes: lvankeulen, Kuukunen 1.532 +Parity: Tetris (NES) 1.533 + 1.534 +The skin should specify a background image to be drawn behind 1.535 +the menu text. 1.536 + 1.537 + 1.538 +bug 0061: Frame stepping 1.539 +Platform: PC 1.540 +Votes: jagorochi 1.541 +Parity: Tetris (NES) in emulation 1.542 + 1.543 +To check the event loop for off-by-one errors that affect 1.544 +accuracy against other games, it would be useful to be able 1.545 +to step the game engine forward by one frame at a time. 1.546 + 1.547 + 1.548 +bug 0062: Replay stepping by piece 1.549 +Platform: PC 1.550 +Votes: Lardarse 1.551 + 1.552 +Pause demo playback (with well still visible) with hold button; 1.553 +advance to next lock with rotate button 1.554 + 1.555 + 1.556 +bug 0063: Option for goal 1.557 +Votes: Lardarse, caffeine, Rosti LFC, fnord, M.Bison 1.558 + 1.559 +Separate goal and countdown code out of gimmicks into an option, 1.560 +controlled by LJField::goalType. Goals include none, lines, 1.561 +level, score, time, and keys, which activate comparisons against 1.562 +goalCount. This would obsolete many gimmicks. 1.563 + 1.564 + 1.565 +bug 0064: Fill in missing sound effects on handhelds 1.566 +Platform: GBA, DS 1.567 +Votes: Lardarse 1.568 + 1.569 +These sounds are missing: 1.570 +GBA: Ready, go, countdown 1.571 +DS: Ready, go, lose, distinct countdown 1.572 + 1.573 +<tepples> 1.574 +0.42 adds "lose" on DS 1.575 + 1.576 + 1.577 +bug 0065: Bombliss game mode 1.578 +Requires: 0010 1.579 +Votes: Joshua 1.580 +Parity: Bombliss 1.581 + 1.582 +When game mode is set to Bombliss, line clears no longer remove 1.583 +lines from the field. Instead, one block of each piece is 1.584 +colored differently and explodes, removing blocks, when in a 1.585 +line clear. 1.586 + 1.587 + 1.588 +bug 0066: Dr. Mario clone 1.589 +Requires: 0010 1.590 +Votes: Lardarse 1.591 +Parity: freepuzzlearena 1.592 + 1.593 +You made Vitamins. Can you make domino rotation, color matching, 1.594 +and floating garbage with fast DAS, IRS, and 20G? 1.595 + 1.596 + 1.597 +bug 0067: Puyo clone 1.598 +Requires: 0010 1.599 +Votes: Lardarse 1.600 +Parity: freepuzzlearena 1.601 + 1.602 +You made a puyo clone in FPA. Can you port it to LJ? 1.603 + 1.604 + 1.605 +bug 0068: Preload hold piece 1.606 +Votes: Lardarse 1.607 + 1.608 +Option to load a specific piece (such as I or T) into the hold box 1.609 +at game start. 1.610 + 1.611 + 1.612 +bug 0069: Bag with good start 1.613 +Votes: Rosti LFC 1.614 +Parity: Tetris The Grand Master ACE 1.615 + 1.616 +Randomizer should always give a "preferred piece" (e.g. I, J, L, T) 1.617 +first, like history does. 1.618 + 1.619 + 1.620 +bug 0070: Small skins shouldn't hide the score 1.621 +Votes: Rich Nagel 1.622 +Platform: PC 1.623 + 1.624 +Make wiki.skin (and other small-blkW skins) not hide the score 1.625 + 1.626 + 1.627 +bug 0071: Preview at left 1.628 +Votes: DIGITAL 1.629 +Platform: PC 1.630 + 1.631 +Skin should specify that the vertical preview ("Next at right") 1.632 +can be moved to the left side of the playfield. 1.633 + 1.634 + 1.635 +bug 0072: Volume for sfx 1.636 +Votes: DIGITAL 1.637 +Platform: PC 1.638 + 1.639 +Skin should specify volume for sound effects, as it does for music. 1.640 + 1.641 + 1.642 +bug 0073: Make PC use GBA options 1.643 +Votes: jujube 1.644 +Platform: PC 1.645 +Resolution: Fixed in 0.43 1.646 + 1.647 +Move non-GBA/DS specific code from gbaopt.c to options.c, 1.648 +then take out everything in old_pc_options.c that isn't 1.649 +load, save, or LJPCView related 1.650 + 1.651 +<tepples> 1.652 +0.42 takes some steps in this direction. 1.653 + 1.654 + 1.655 +bug 0074: Macro editor 1.656 +Votes: deepdorp 1.657 + 1.658 +Make the actions performed by the macro vkeys editable. 1.659 + 1.660 + 1.661 +bug 0075: Pattern randomizer 1.662 +Votes: Rich Nagel 1.663 + 1.664 +Allow the player to define a piece sequence, such as the Sega 1.665 +power-on pattern, and deal that. It could replace iCheat(tm). 1.666 + 1.667 + 1.668 +bug 0076: Skin should vary per section 1.669 +Votes: Needle, Rich Nagel, DIGITAL 1.670 +Parity: freepuzzlearena, Luminesweeper 1.671 + 1.672 +For speed curves that have sections, it should be possible for a 1.673 +skin to specify a background image and music for each section. 1.674 + 1.675 +<Rich Nagel> 1.676 +Option to load all skin files before the game starts, so as not to 1.677 +make an unpredictable ARE at the start of a section. 1.678 + 1.679 + 1.680 +bug 0077: Define conditions that trigger initial drop 1.681 +Votes: Needle 1.682 +Parity: Tetris The Absolute The Grand Master 2 PLUS 1.683 + 1.684 +In TAP, initial hard drop and initial soft drop don't get turned on 1.685 +in Master 900+ or in Death 0+. Find an appropriate rule for whether 1.686 +to do initial hard drop, and document it. 1.687 + 1.688 + 1.689 +bug 0078: Set random seed 1.690 +Votes: Rich Nagel, colour_thief, Lardarse 1.691 +Parity: FreeCell 1.692 + 1.693 +For competition purposes, it should be possible to seed the 1.694 +randomizer to a constant value. Note that this differs from the 1.695 +"power on pattern" proposal of bug 0075. 1.696 + 1.697 + 1.698 +bug 0079: Customizable speedometer sample window 1.699 +Votes: matt_hatter83 1.700 + 1.701 +The speedometer uses a sliding window of 10 pieces. Can one make it 1.702 +shorter in options? 1.703 + 1.704 + 1.705 +bug 0080: Portrait monitor support 1.706 +Votes: PetitPrince 1.707 + 1.708 +Skin setting to rotate the entire playfield by 90 degrees. 1.709 + 1.710 + 1.711 +bug 0081: DTET rotation system 1.712 +Requires: 0015 1.713 +Votes: cdsboy, caffeine, fnord 1.714 +Parity: DTET 1.715 + 1.716 +Implement the rotation system of DTET, as described on the wiki. 1.717 +This includes a third set of wall kick tables for each piece in each 1.718 +rotation system for +180 (in addition to existing +90 and +270). 1.719 + 1.720 + 1.721 +bug 0082: Paged options on PC 1.722 +Votes: Cubicz 1.723 +Resolution: Fixed in 0.43 1.724 + 1.725 +Break the PC options menu into pages like it is on the handhelds. 1.726 + 1.727 + 1.728 +bug 0083: Undo 1.729 +Votes: Kuukunen 1.730 + 1.731 +Press a button to take back one drop. Useful for training. 1.732 + 1.733 + 1.734 +bug 0084: Manual entry delay 1.735 +Votes: Kuukunen 1.736 + 1.737 +Pause after each piece with game displayed. Press a button to 1.738 +resume. Useful for training. 1.739 + 1.740 + 1.741 +bug 0085: Forward progress lock delay reset 1.742 +Votes: zaphod77 1.743 + 1.744 +Keep track of the lowest space that this piece has fallen to. 1.745 +A floor kick should never reset lock delay, and only a net 1.746 +downward movement below where it was when the lock delay was 1.747 +last reset should reset lock delay. 1.748 + 1.749 + 1.750 +bug 0086: Carbon Engine style lock delay reset 1.751 +Parity: TOD 1.752 + 1.753 +Carbon Engine implemented lock delay as follows: When a piece 1.754 +rotates or shifts from landed to falling, recharge one row's 1.755 +worth of lock delay for each row that the piece moves down. 1.756 + 1.757 +To implement this in Lockjaw Engine, move the piece down by 1.758 +(lockDelay - stateTime). If the piece is less than 1.759 +(lockDelay - stateTime) * gravity above the shadow, only add 1.760 +(y - shadowY) / gravity to stateTime. 1.761 + 1.762 + 1.763 +bug 0087: Blackjack randomizer framework 1.764 +Votes: Lardarse 1.765 + 1.766 +Lardarse and tepples described a language for describing randomizers 1.767 +on tetrisconcept.com's wiki. It is called Blackjack. 1.768 + 1.769 + 1.770 +bug 0088: Option for piece color 1.771 +Votes: Lardarse 1.772 +Requires: 0010 1.773 + 1.774 +Once we have colors per block, add an option for piece colors, 1.775 +which might replace the ljconnSRS vs. ljconnSega divide. 1.776 +Skins would always be in Guideline order. 1.777 + 1.778 +> Set by rotation system (current behavior) 1.779 + SRS 1.780 + Sega 1.781 + Dualism (formerly H&R) 1.782 + Shuffle (randomize at game start) 1.783 + Super Shuffle (randomize every piece) 1.784 + 1.785 + 1.786 +bug 0089: Long debrief lines are clipped 1.787 +Requires: 0031 1.788 +Votes: Lardarse, kesiev 1.789 +Resolution: Fixed in 0.43 1.790 + 1.791 +The DS doesn't have a small font, so any debrief line longer than 1.792 +about 48 characters will get clipped. But in order to make this 1.793 +line shorter, I need to move things around anyway. 1.794 + 1.795 + 1.796 +bug 0089: Merge preliminary GNU/Linux support 1.797 +Requires: 0091 1.798 +Votes: kesiev 1.799 +Resolution: Fixed in 0.43 1.800 + 1.801 +kesiev wrote a patch to let Lockjaw work with separate read-only 1.802 +and read-write folders, as is often the case in GNU/Linux. 1.803 +Merge these changes. 1.804 + 1.805 +<tepples> 1.806 +kesiev's patch adds a function called 'turnslash' that turns '\' into 1.807 +'/' in all path names. In fact, I can use this on all platforms: 1.808 +Mac and Linux use '/' as the native path separator, and the Windows 1.809 +API accepts it even if some legacy command-line programs do not. 1.810 + 1.811 +LJVorbis_close: I must have missed that line in the ov_clear 1.812 +documentation. 1.813 + 1.814 + 1.815 +bug 0090: Process IRS before checking for block out 1.816 +Votes: Kitaru 1.817 +Parity: TGM series 1.818 +Resolution: Fixed in 0.43 1.819 + 1.820 +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 1.821 +the end of the first frame (LJSND_SPAWN|LJSND_HOLD) of FALLING_PIECE. 1.822 + 1.823 + 1.824 +bug 0091: Read-only vs. read-write directories 1.825 +Votes: Ezzelin, kesiev 1.826 +Resolution: Fixed in 0.43 1.827 + 1.828 +Lockjaw for PC currently runs as a "portable application". But it 1.829 +should support being installed in the same way as any other program 1.830 +for Windows or Linux. If an empty file called "installed" is in the 1.831 +same folder as argv[0], switch to installed mode. 1.832 + 1.833 +Installed mode ignores the working directory when loading .dat, 1.834 +.skin, .ini, etc. Instead, it loads from the save data folder 1.835 +($HOME/.lockjaw on Linux; %APPDATA%/Pin Eight/Lockjaw on Windows) 1.836 +and then from the folder that contains argv[0]. 1.837 + 1.838 +The program would usually be installed to /opt/Lockjaw under Linux 1.839 +or %ProgramFiles%/Lockjaw under Windows. 1.840 + 1.841 + 1.842 +bug 0092: Option to limit IRS to 90 degrees 1.843 +Votes: jujube 1.844 +Parity: TGM series 1.845 + 1.846 +Rotation limit 1.847 + 90 degrees 1.848 +> Unlimited (current behavior) 1.849 + 1.850 +And make Master and Death use 90 degrees. 1.851 + 1.852 + 1.853 +bug 0093: Option to disable instant shifting 1.854 +Parity: TGM series 1.855 + 1.856 +Add an option only to scenarios that limits shifting to 1G, 1.857 +disallowing cheating with far left, far right, DAS=Instant. 1.858 + 1.859 + 1.860 +bug 0094: World reverse 1.861 +Votes: jujube 1.862 +Parity: Ti 1.863 + 1.864 +Option in Game Keys to reverse rotation directions when playing 1.865 +rotation systems that start the T flat-down (SRS, TOD M4). 1.866 + 1.867 + 1.868 +bug 0095: Move mouse pointer out of the way 1.869 +Votes: jujube 1.870 +Resolution: Fixed in 0.43 1.871 + 1.872 +Some players navigate Lockjaw for PC entirely with the keyboard. 1.873 +For these people, the mouse gets in the way after it has been used 1.874 +in Replay or Skin (or, soon, Options and Game Keys). Drop it to 1.875 +the bottom of the window when the player goes to a screen that 1.876 +doesn't use the mouse. 1.877 + 1.878 + 1.879 +bug 0096: Allow options to "underride" skin settings 1.880 +Votes: Rich Nagel 1.881 + 1.882 +Allow the user to change shift sound scale, next piece position, 1.883 +playfield position, as it was in 0.41. The game would use the 1.884 +skin setting, or the user setting only if the skin does not specify. 1.885 + 1.886 + 1.887 +bug 0097: Package as Windows installer 1.888 +Requires: 0091 1.889 + 1.890 +Package the Windows executable as an installer that automatically 1.891 +puts itself in %ProgramFiles%/Lockjaw. 1.892 + 1.893 + 1.894 +bug 0098: Reactive speed curve and scoring 1.895 +URL: http://www.jenovachen.com/flowingames/flowtheory.htm 1.896 +Votes: herc 1.897 + 1.898 +Start with zero speed. Track the player's speed using the existing 1.899 +speedometer code. Then once the player has dropped a few pieces, 1.900 +start scaling up the delays and such so that entry + (20/gravity) + 1.901 +lock delay equals the average time that the player took to place 1.902 +a piece. Then multiply all line clear scores by the current speed. 1.903 + 1.904 + 1.905 +bug 0100: Import old bugs 1.906 +Parity: bugzilla.mozilla.org 1.907 + 1.908 +Bring some order to the old 'todo.txt' enhancement list. 1.909 +