paulo@0: bug 0001: Dual Marathon gimmick paulo@0: paulo@0: The keys control both a platform game (in the top window) and a paulo@0: tetromino stacking game (in the bottom window). If you die on paulo@0: either window, you lose. paulo@0: paulo@0: paulo@0: bug 0002: Customizable top out behavior paulo@0: Parity: Tetris (NES), freepuzzlearena paulo@0: paulo@0: A rule can dictate that "top out" occurs when the following happens: paulo@0: * Overlap or lock out: Entry overlapping blocks, or lock entirely paulo@0: above ceiling (current behavior) paulo@0: * Partial lock out: Lock with any block above ceiling paulo@0: * Garbage out: Entry with any block above ceiling paulo@0: * Loose block out: Lock overlapping blocks; block can be shifted paulo@0: out of the way in some cases (like Tetris for NES) paulo@0: paulo@0: paulo@0: bug 0003: Mode 7 style blitter for PC paulo@0: Platform: PC paulo@0: Parity: TOD paulo@0: paulo@0: Extend blitField(LJView *) to scale and rotate the field as it's paulo@0: being copied to the screen. paulo@0: paulo@0: paulo@0: bug 0004: Mode 7 style blitter for GBA and DS paulo@0: Platform: GBA paulo@0: paulo@0: Extend blitField(LJView *) to calculate scaling and rotation factors paulo@0: for each scanline, and extend other functions to start DMA. paulo@0: paulo@0: paulo@0: bug 0005: Port Lockjaw: The Overdose (TOD) paulo@0: Requires: 0002, 0003, 0004 paulo@0: Parity: TOD paulo@0: paulo@0: TOD used Carbon Engine. I want to migrate away from Carbon Engine. paulo@0: paulo@0: paulo@0: bug 0006: Ridin' Spinners paulo@0: Requires: 0003, 0004 paulo@0: SRS and Infinity are turned on. If you abuse lock delay, or you make paulo@0: a "spin triple" twist, the screen begins to spin, and the music paulo@0: changes to a cover of "Ridin' Spinners" by Three 6 Mafia. paulo@0: paulo@0: paulo@0: bug 0007: Improve Items gimmick paulo@0: Requires: 0008 paulo@0: Votes: Caithness paulo@0: Parity: Tetris DS paulo@0: paulo@0: Give only one item at a time in the early stages. paulo@0: paulo@0: paulo@0: bug 0008: Prerotated next queue paulo@0: Parity: Tetris DS paulo@0: paulo@0: Store the orientation of each piece in the next queue. paulo@0: paulo@0: paulo@0: bug 0009: TDS 4-player worldwide simulation paulo@0: Parity: Tetris DS paulo@0: paulo@0: 3/4 of the time you start it, it will play annoying music for paulo@0: two minutes, give an 86420 error, and quit. The rest of the paulo@0: time, it will play annoying music for between 15 seconds and paulo@0: two minutes and then switch to Items gimmick. paulo@0: paulo@0: paulo@0: bug 0010: Colored blocks paulo@0: Parity: freepuzzlearena paulo@0: paulo@0: In active, hold, and next, have each block store its color. paulo@0: paulo@0: paulo@0: bug 0011: H&R Blocks scoring method paulo@0: Parity: freepuzzlearena paulo@0: paulo@0: First spotted in freepuzzlearena Tetanus. Each piece is either paulo@0: entirely dark or entirely light. A line of all dark or all light paulo@0: scores as 2 lines. Score for n lines with one piece is n*(n+1)*50. paulo@0: paulo@0: paulo@0: bug 0012: Two physical keys per vkey paulo@0: Platform: PC paulo@0: paulo@0: Allow the player to set more than one key that operates a given, paulo@0: game function, like StepMania does. paulo@0: paulo@0: paulo@0: bug 0013: Two-player mode paulo@0: Parity: freepuzzlearena paulo@0: paulo@0: Allow two players to play at once, and allow garbage to be sent back paulo@0: and forth. paulo@0: paulo@0: paulo@0: bug 0014: Store and display assertion text paulo@0: paulo@0: Lockjaw Engine has ljassert(). If an assertion fails, have some way paulo@0: for front-ends to retrieve the text. paulo@0: paulo@0: paulo@0: bug 0015: Rotation system should be array of structs paulo@0: paulo@0: A single struct should describe all aspects of a rotation system. paulo@0: The descriptions in wktables.c should be an array of structs, not paulo@0: struct of arrays. While you're at it, extend the kick tables paulo@0: from 5 to 8 positions. paulo@0: paulo@0: paulo@0: bug 0016: Rotation system editor paulo@0: Platform: PC paulo@0: Requires: 0015 paulo@0: Votes: Needle, DIGITAL, (RA) Red Star, jujube, fnord paulo@0: paulo@0: Before developing Lockjaw Engine, I described Wall Kick Explorer, an paulo@0: editor for rotation systems. Make this. paulo@0: * initial shift and orientation of each piece paulo@0: * kick tables for +90deg and +270deg paulo@0: paulo@0: paulo@0: 0.44 inverts rotation systems into a format that a loader might be paulo@0: able to produce. paulo@0: paulo@0: paulo@0: bug 0017: Adjustable window size paulo@0: Votes: Bloodstar paulo@0: Resolution: Fixed in 0.42 paulo@0: paulo@0: The skin should control the screen resolution or the size of the paulo@0: window. This would make camstudio recording on older PCs feasible. paulo@0: paulo@0: paulo@0: bug 0018: Store keypress count in .ljm paulo@0: paulo@0: Replays should store the number of keypresses, so that Baboo! result paulo@0: screens are correct. paulo@0: paulo@0: paulo@0: bug 0019: Start recording .ljm only during ARE paulo@0: paulo@0: It would probably simplify the code to start a replay only during paulo@0: entry delay. This would also allow playback to become slightly paulo@0: more resilient to game engine changes, as the viewer would at least paulo@0: be able to view block placements. paulo@0: paulo@0: paulo@0: bug 0020: Option for fractional row kick paulo@0: Parity: Tetris DX paulo@0: paulo@0: Right now, a floor kick will move a piece by the minimal amount paulo@0: needed to place a block in the correct row. This means downward paulo@0: kicks move to the top of the row, and upward kicks move to the bottom paulo@0: and immediately start lock delay. Other games don't do this. paulo@0: To simulate Tetris DX properly, we need a new option: paulo@0: paulo@0: Fractional floor kick paulo@0: Unchanged paulo@0: > Minimal move (current behavior) paulo@0: Move to top (Tetris DX behavior) paulo@0: paulo@0: paulo@0: bug 0021: Double buffer entire screen paulo@0: Platform: PC paulo@0: Votes: 4matsy paulo@0: paulo@0: On some video cards, the score flashes. Double buffering the entire paulo@0: screen, not just the well, would fix this. paulo@0: paulo@0: paulo@0: bug 0022: Automatic exit on Vista paulo@0: Platform: PC paulo@0: Resolution: Fixed in 0.42 paulo@0: paulo@0: One machine running Windows Vista had Esc perform an immediate exit paulo@0: rather than a pause > exit. paulo@0: paulo@0: paulo@0: Might it have been caused by vsync() returning immediately? paulo@0: If so, 0.42 fixes that. paulo@0: paulo@0: paulo@0: bug 0023: Draw internal preview without clipping to well edge paulo@0: Requires: 0020 paulo@0: Votes: 4matsy paulo@0: paulo@0: Internal preview should extend outside the well if the piece is close paulo@0: enough to the wall. paulo@0: paulo@0: paulo@0: bug 0024: Improve garbage options paulo@0: Votes: Bloodstar, Lardarse paulo@0: Parity: Tetris (NES) paulo@0: paulo@0: Add option for garbage density, especially for B-type paulo@0: paulo@0: Garbage density paulo@0: Half paulo@0: Two holes paulo@0: > One hole paulo@0: paulo@0: Add option for garbage randomness (1-100) paulo@0: paulo@0: paulo@0: bug 0025: Internet play paulo@0: Requires: 0013 paulo@0: Votes: Bloodstar paulo@0: Parity: Tetris DS paulo@0: paulo@0: Allow sending garbage over the Internet. paulo@0: paulo@0: paulo@0: bug 0026: FreeType font support paulo@0: Platform: PC paulo@0: Votes: Bloodstar paulo@0: paulo@0: Use TrueType fonts instead of bitmapped fonts. paulo@0: paulo@0: paulo@0: bug 0027: AVI export paulo@0: Platform: PC paulo@0: Votes: Bloodstar paulo@0: Parity: Tetris (NES) in emulation paulo@0: paulo@0: FCE Ultra and Nestopia can convert a replay to an AVI. paulo@0: Lockjaw should too. paulo@0: paulo@0: paulo@0: bug 0028: Game_Music_Emu music support paulo@0: Platform: PC paulo@0: Votes: Bloodstar paulo@0: Parity: Tetris (NES) in emulation paulo@0: paulo@0: I'd like to play nsf/sid/spc music without having to paulo@0: convert it to .ogg first. paulo@0: paulo@0: paulo@0: bug 0029: Height-sensitive music paulo@0: Platform: PC paulo@0: Votes: Bloodstar paulo@0: Parity: Tetris (NES), Tetris (GB) paulo@0: paulo@0: Tetris DX changes the music when the stack surpasses a certain paulo@0: height. Lockjaw should too. paulo@0: paulo@0: paulo@0: bug 0030: Music on GBA paulo@0: Platform: GBA paulo@0: Votes: Bloodstar paulo@0: Parity: TOD paulo@0: paulo@0: GBA has sound effects. I'd like some sort of music too. Pimpmobile? paulo@0: paulo@0: paulo@0: bug 0031: Debrief on handhelds paulo@0: Platform: GBA, DS paulo@0: Votes: Bloodstar, zzo38computer paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: PC has a result screen. I want this on GBA and DS paulo@0: paulo@0: paulo@0: Fixed in 0.42 for DS. To get this onto the GBA, we'd have to paulo@0: eliminate three lines of text from the result screen. paulo@0: paulo@0: paulo@0: kesiev gave me a few ideas of how I could slim it down. Fixing. paulo@0: paulo@0: paulo@0: bug 0032: Baboo! should force infinite lock delay paulo@0: Votes: caffeine paulo@0: paulo@0: right now, Baboo! is defined by use of 0g. it should be paulo@0: infinite lock delay instead. paulo@0: paulo@0: paulo@0: Why? It would add an extra keystroke to Zangi-moves. paulo@0: paulo@0: paulo@0: bug 0033: Move all skin-related files to a folder paulo@0: Platform: PC paulo@0: Votes: caffeine paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: Skin-related files should be kept together in the folder "skin". paulo@0: paulo@0: paulo@0: bug 0034: Configure console buttons paulo@0: Platform: PC paulo@0: Votes: caffeine, 4matsy paulo@0: Parity: StepMania paulo@0: paulo@0: Escape to pause, [ to record, ] to play should be configurable. paulo@0: paulo@0: paulo@0: 4matsy said that MenuUp, MenuDown, MenuLeft, MenuRight, paulo@0: MenuStart, and MenuBack also being configurable might help. paulo@0: paulo@0: paulo@0: bug 0035: skip ready go and game over animations paulo@0: Votes: caffeine paulo@0: paulo@0: I like to kill and restart games when I make one little mistake, paulo@0: and startingAnimation and gameOverAnimation slow me down. paulo@0: I want to skip them, even though each is less than 2 seconds. paulo@0: paulo@0: paulo@0: bug 0036: Skip to mistakes paulo@0: Platform: PC paulo@0: Votes: caffeine paulo@0: paulo@0: While watching a replay, I want to skip to a piece that increases paulo@0: the number of holes or whose active time is greater than three paulo@0: times the average. paulo@0: paulo@0: paulo@0: bug 0037: Hide active times in results paulo@0: Votes: caffeine paulo@0: paulo@0: The Quadra-style "active time" statistics confuse me. I want to paulo@0: see stats based on wall time only. paulo@0: paulo@0: paulo@0: bug 0038: Result time unit paulo@0: Votes: caffeine paulo@0: paulo@0: I'd like to control whether statistics are expressed per minute paulo@0: or per second. paulo@0: paulo@0: paulo@0: Why? DDR is measured in beats per minute, and gasoline engine speed paulo@0: is measured in revolutions per minute. paulo@0: paulo@0: paulo@0: bug 0039: More garbage options paulo@0: Votes: Caithness paulo@0: paulo@0: I want more realistic garbage. paulo@0: paulo@0: paulo@0: In what way? paulo@0: paulo@0: paulo@0: bug 0040: Custom speed curves paulo@0: Votes: Caithness, caffeine, Ezzelin, zzo38computer, DIGITAL, mushroom paulo@0: paulo@0: Let the user modify speed curves: for example, user should be paulo@0: able to make rhythm speed up slower paulo@0: paulo@0: paulo@0: 0.45 introduces a new speed curve format paulo@0: paulo@0: paulo@0: bug 0041: Saved rule sets paulo@0: Votes: Needle, kotetsu213, jujube, DIGITAL, Rich Nagel, Deets paulo@0: Votes: Kukuunen paulo@0: Parity: Tetris Worlds, Heboris paulo@0: paulo@0: Let the user create sets of options that override the user's paulo@0: current options, and replace the gimmick selection screen paulo@0: with preset selection. paulo@0: paulo@0: paulo@0: 0.42 adds scenario support for the PC. A scenario editor and paulo@0: scenario support for handhelds will have to wait. paulo@0: paulo@0: paulo@0: bug 0042: Release Lockjaw XLII paulo@0: Requires: 0041 paulo@0: paulo@0: Lockjaw 0.42 won't be released until noticeable progress is made paulo@0: on these issues. paulo@0: paulo@0: paulo@0: As of Monday, January 28, 2008, scenario support is in, so Lockjaw paulo@0: will be released the morning before the Super Bowl. paulo@0: paulo@0: paulo@0: bug 0043: More rotation systems paulo@0: Requires: 0016 paulo@0: Votes: herc paulo@0: paulo@0: Once the rotation system editor is in place, create these: paulo@0: * Flat-up SRS paulo@0: paulo@0: paulo@0: bug 0044: Vanish zone paulo@0: Platform: PC paulo@0: Votes: DIGITAL paulo@0: paulo@0: The skin should allow showing the vanish zone. paulo@0: paulo@0: paulo@0: bug 0045: Handheld skin support paulo@0: Platform: GBA paulo@0: Votes: Dood77, matt_hatter83 paulo@0: Parity: TOD paulo@0: paulo@0: GBA and DS should have skins too. paulo@0: paulo@0: paulo@0: bug 0046: Pussy 20G paulo@0: Votes: herc, DIGITAL paulo@0: paulo@0: Option for moving a piece up 1 cell when shifting it, paulo@0: counting it as a floor kick. paulo@0: paulo@0: paulo@0: bug 0047: Pentominoes paulo@0: Votes: Dood77, jujube, colour_thief, Lardarse paulo@0: Parity: Bombliss paulo@0: paulo@0: Add the 5-block pieces. paulo@0: paulo@0: paulo@0: bug 0048: Bastet randomizer paulo@0: Votes: zzo38computer paulo@0: Parity: Abandoned Blocks paulo@0: paulo@0: In bastet, AI plays each possible next piece in each paulo@0: possible position and gives one of the worst 3. paulo@0: paulo@0: paulo@0: bug 0049: lj-contrib as skins paulo@0: Platform: PC paulo@0: Votes: Rich Nagel paulo@0: paulo@0: lj-contrib was written before .skin files were done. paulo@0: paulo@0: paulo@0: bug 0050: Next above shadow (faint) paulo@0: Platform: PC paulo@0: Votes: cdsboy paulo@0: paulo@0: Draw next above shadow, but draw it semitransparent. paulo@0: paulo@0: paulo@0: bug 0051: Separate keys for initial actions paulo@0: Votes: DIGITAL paulo@0: paulo@0: I like initial actions, but not ARE. Can I get separate paulo@0: keys to perform initial actions on the next piece before paulo@0: this one locks down? paulo@0: paulo@0: paulo@0: bug 0052: Speed graph in debrief paulo@0: Platform: PC paulo@0: Votes: Cubicz paulo@0: Parity: StepMania paulo@0: paulo@0: Screen 1 is results. Screen 2 is settings. paulo@0: Why not put a speed graph on screen 3? paulo@0: paulo@0: paulo@0: bug 0053: High score table paulo@0: Requires: 0041 paulo@0: Votes: Cubicz, Ezzelin, Rich Nagel, Kuukunen paulo@0: paulo@0: For each ruleset, keep the highest scores achieved on that paulo@0: ruleset. paulo@0: paulo@0: paulo@0: bug 0054: Disable ljconn paulo@0: Platform: PC paulo@0: Votes: kotetsu213, Needle paulo@0: Parity: Tetris The Grand Master, The New Tetris paulo@0: paulo@0: The skin should be able to turn off ljconn for falling pieces paulo@0: (as opposed to blocks in the stack). That would improve paulo@0: accuracy of TNT and TGM simulation. paulo@0: paulo@0: paulo@0: bug 0055: Skin control for sound effects paulo@0: Platform: PC paulo@0: Votes: Cubicz, Needle paulo@0: Parity: Lumines paulo@0: paulo@0: Allow skins to specify a .dat file or set of .wav files used paulo@0: for sound effects. paulo@0: paulo@0: paulo@0: bug 0056: Bleep gimmick paulo@0: Votes: Lardarse paulo@0: paulo@0: Player must clear row 1, 2, 1, 3, 1, 4, 1, 5, 1, ..., 20, 1. paulo@0: paulo@0: paulo@0: bug 0057: Bravo paulo@0: Votes: Lardarse paulo@0: Parity: Luminesweeper paulo@0: paulo@0: Several other falling block games display "BRAVO!" or another similar paulo@0: message when there are no blocks left in the well after a line clear, paulo@0: and award lots of bonus points. Detect and score for this situation. paulo@0: paulo@0: paulo@0: bug 0058: Vs. Elite garbage paulo@0: Votes: PetitPrince paulo@0: paulo@0: you get 7 garbages after random(1,7) seconds, then random(3,5) paulo@0: garbage every random (5,20) seconds paulo@0: paulo@0: paulo@0: bug 0059: Wall kick control for IRS paulo@0: Votes: jagorochi paulo@0: Parity: TGM paulo@0: paulo@0: In TGM, initial rotation does not perform kicks. paulo@0: Change the IRS option: paulo@0: paulo@0: Initial rotation paulo@0: Off: do not IRS (current behavior) paulo@0: On, no kick: if collision, fail paulo@0: > On: if collision, try wall kick (current behavior) paulo@0: paulo@0: paulo@0: 0.43 disallows IRS kick entirely, changing the current behavior paulo@0: from "On" to "On, no kick", by adding a new argument to paulo@0: doRotateLeft and doRotateRight. The change to this option (search paulo@0: for !isFirstFrame) could be used to implement this option. paulo@0: paulo@0: paulo@0: bug 0060: Menu background paulo@0: Platform: PC paulo@0: Votes: lvankeulen, Kuukunen paulo@0: Parity: Tetris (NES) paulo@0: paulo@0: The skin should specify a background image to be drawn behind paulo@0: the menu text. paulo@0: paulo@0: paulo@0: bug 0061: Frame stepping paulo@0: Platform: PC paulo@0: Votes: jagorochi paulo@0: Parity: Tetris (NES) in emulation paulo@0: paulo@0: To check the event loop for off-by-one errors that affect paulo@0: accuracy against other games, it would be useful to be able paulo@0: to step the game engine forward by one frame at a time. paulo@0: paulo@0: paulo@0: bug 0062: Replay stepping by piece paulo@0: Platform: PC paulo@0: Votes: Lardarse paulo@0: paulo@0: Pause demo playback (with well still visible) with hold button; paulo@0: advance to next lock with rotate button paulo@0: paulo@0: paulo@0: bug 0063: Option for goal paulo@0: Votes: Lardarse, caffeine, Rosti LFC, fnord, M.Bison paulo@0: paulo@0: Separate goal and countdown code out of gimmicks into an option, paulo@0: controlled by LJField::goalType. Goals include none, lines, paulo@0: level, score, time, and keys, which activate comparisons against paulo@0: goalCount. This would obsolete many gimmicks. paulo@0: paulo@0: paulo@0: bug 0064: Fill in missing sound effects on handhelds paulo@0: Platform: GBA, DS paulo@0: Votes: Lardarse paulo@0: paulo@0: These sounds are missing: paulo@0: GBA: Ready, go, countdown paulo@0: DS: Ready, go, lose, distinct countdown paulo@0: paulo@0: paulo@0: 0.42 adds "lose" on DS paulo@0: paulo@0: paulo@0: bug 0065: Bombliss game mode paulo@0: Requires: 0010 paulo@0: Votes: Joshua paulo@0: Parity: Bombliss paulo@0: paulo@0: When game mode is set to Bombliss, line clears no longer remove paulo@0: lines from the field. Instead, one block of each piece is paulo@0: colored differently and explodes, removing blocks, when in a paulo@0: line clear. paulo@0: paulo@0: paulo@0: bug 0066: Dr. Mario clone paulo@0: Requires: 0010 paulo@0: Votes: Lardarse paulo@0: Parity: freepuzzlearena paulo@0: paulo@0: You made Vitamins. Can you make domino rotation, color matching, paulo@0: and floating garbage with fast DAS, IRS, and 20G? paulo@0: paulo@0: paulo@0: bug 0067: Puyo clone paulo@0: Requires: 0010 paulo@0: Votes: Lardarse paulo@0: Parity: freepuzzlearena paulo@0: paulo@0: You made a puyo clone in FPA. Can you port it to LJ? paulo@0: paulo@0: paulo@0: bug 0068: Preload hold piece paulo@0: Votes: Lardarse paulo@0: paulo@0: Option to load a specific piece (such as I or T) into the hold box paulo@0: at game start. paulo@0: paulo@0: paulo@0: bug 0069: Bag with good start paulo@0: Votes: Rosti LFC paulo@0: Parity: Tetris The Grand Master ACE paulo@0: paulo@0: Randomizer should always give a "preferred piece" (e.g. I, J, L, T) paulo@0: first, like history does. paulo@0: paulo@0: paulo@0: bug 0070: Small skins shouldn't hide the score paulo@0: Votes: Rich Nagel paulo@0: Platform: PC paulo@0: paulo@0: Make wiki.skin (and other small-blkW skins) not hide the score paulo@0: paulo@0: paulo@0: bug 0071: Preview at left paulo@0: Votes: DIGITAL paulo@0: Platform: PC paulo@0: paulo@0: Skin should specify that the vertical preview ("Next at right") paulo@0: can be moved to the left side of the playfield. paulo@0: paulo@0: paulo@0: bug 0072: Volume for sfx paulo@0: Votes: DIGITAL paulo@0: Platform: PC paulo@0: paulo@0: Skin should specify volume for sound effects, as it does for music. paulo@0: paulo@0: paulo@0: bug 0073: Make PC use GBA options paulo@0: Votes: jujube paulo@0: Platform: PC paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: Move non-GBA/DS specific code from gbaopt.c to options.c, paulo@0: then take out everything in old_pc_options.c that isn't paulo@0: load, save, or LJPCView related paulo@0: paulo@0: paulo@0: 0.42 takes some steps in this direction. paulo@0: paulo@0: paulo@0: bug 0074: Macro editor paulo@0: Votes: deepdorp paulo@0: paulo@0: Make the actions performed by the macro vkeys editable. paulo@0: paulo@0: paulo@0: bug 0075: Pattern randomizer paulo@0: Votes: Rich Nagel paulo@0: paulo@0: Allow the player to define a piece sequence, such as the Sega paulo@0: power-on pattern, and deal that. It could replace iCheat(tm). paulo@0: paulo@0: paulo@0: bug 0076: Skin should vary per section paulo@0: Votes: Needle, Rich Nagel, DIGITAL paulo@0: Parity: freepuzzlearena, Luminesweeper paulo@0: paulo@0: For speed curves that have sections, it should be possible for a paulo@0: skin to specify a background image and music for each section. paulo@0: paulo@0: paulo@0: Option to load all skin files before the game starts, so as not to paulo@0: make an unpredictable ARE at the start of a section. paulo@0: paulo@0: paulo@0: bug 0077: Define conditions that trigger initial drop paulo@0: Votes: Needle paulo@0: Parity: Tetris The Absolute The Grand Master 2 PLUS paulo@0: paulo@0: In TAP, initial hard drop and initial soft drop don't get turned on paulo@0: in Master 900+ or in Death 0+. Find an appropriate rule for whether paulo@0: to do initial hard drop, and document it. paulo@0: paulo@0: paulo@0: bug 0078: Set random seed paulo@0: Votes: Rich Nagel, colour_thief, Lardarse paulo@0: Parity: FreeCell paulo@0: paulo@0: For competition purposes, it should be possible to seed the paulo@0: randomizer to a constant value. Note that this differs from the paulo@0: "power on pattern" proposal of bug 0075. paulo@0: paulo@0: paulo@0: bug 0079: Customizable speedometer sample window paulo@0: Votes: matt_hatter83 paulo@0: paulo@0: The speedometer uses a sliding window of 10 pieces. Can one make it paulo@0: shorter in options? paulo@0: paulo@0: paulo@0: bug 0080: Portrait monitor support paulo@0: Votes: PetitPrince paulo@0: paulo@0: Skin setting to rotate the entire playfield by 90 degrees. paulo@0: paulo@0: paulo@0: bug 0081: DTET rotation system paulo@0: Requires: 0015 paulo@0: Votes: cdsboy, caffeine, fnord paulo@0: Parity: DTET paulo@0: paulo@0: Implement the rotation system of DTET, as described on the wiki. paulo@0: This includes a third set of wall kick tables for each piece in each paulo@0: rotation system for +180 (in addition to existing +90 and +270). paulo@0: paulo@0: paulo@0: bug 0082: Paged options on PC paulo@0: Votes: Cubicz paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: Break the PC options menu into pages like it is on the handhelds. paulo@0: paulo@0: paulo@0: bug 0083: Undo paulo@0: Votes: Kuukunen paulo@0: paulo@0: Press a button to take back one drop. Useful for training. paulo@0: paulo@0: paulo@0: bug 0084: Manual entry delay paulo@0: Votes: Kuukunen paulo@0: paulo@0: Pause after each piece with game displayed. Press a button to paulo@0: resume. Useful for training. paulo@0: paulo@0: paulo@0: bug 0085: Forward progress lock delay reset paulo@0: Votes: zaphod77 paulo@0: paulo@0: Keep track of the lowest space that this piece has fallen to. paulo@0: A floor kick should never reset lock delay, and only a net paulo@0: downward movement below where it was when the lock delay was paulo@0: last reset should reset lock delay. paulo@0: paulo@0: paulo@0: bug 0086: Carbon Engine style lock delay reset paulo@0: Parity: TOD paulo@0: paulo@0: Carbon Engine implemented lock delay as follows: When a piece paulo@0: rotates or shifts from landed to falling, recharge one row's paulo@0: worth of lock delay for each row that the piece moves down. paulo@0: paulo@0: To implement this in Lockjaw Engine, move the piece down by paulo@0: (lockDelay - stateTime). If the piece is less than paulo@0: (lockDelay - stateTime) * gravity above the shadow, only add paulo@0: (y - shadowY) / gravity to stateTime. paulo@0: paulo@0: paulo@0: bug 0087: Blackjack randomizer framework paulo@0: Votes: Lardarse paulo@0: paulo@0: Lardarse and tepples described a language for describing randomizers paulo@0: on tetrisconcept.com's wiki. It is called Blackjack. paulo@0: paulo@0: paulo@0: bug 0088: Option for piece color paulo@0: Votes: Lardarse paulo@0: Requires: 0010 paulo@0: paulo@0: Once we have colors per block, add an option for piece colors, paulo@0: which might replace the ljconnSRS vs. ljconnSega divide. paulo@0: Skins would always be in Guideline order. paulo@0: paulo@0: > Set by rotation system (current behavior) paulo@0: SRS paulo@0: Sega paulo@0: Dualism (formerly H&R) paulo@0: Shuffle (randomize at game start) paulo@0: Super Shuffle (randomize every piece) paulo@0: paulo@0: paulo@0: bug 0089: Long debrief lines are clipped paulo@0: Requires: 0031 paulo@0: Votes: Lardarse, kesiev paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: The DS doesn't have a small font, so any debrief line longer than paulo@0: about 48 characters will get clipped. But in order to make this paulo@0: line shorter, I need to move things around anyway. paulo@0: paulo@0: paulo@0: bug 0089: Merge preliminary GNU/Linux support paulo@0: Requires: 0091 paulo@0: Votes: kesiev paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: kesiev wrote a patch to let Lockjaw work with separate read-only paulo@0: and read-write folders, as is often the case in GNU/Linux. paulo@0: Merge these changes. paulo@0: paulo@0: paulo@0: kesiev's patch adds a function called 'turnslash' that turns '\' into paulo@0: '/' in all path names. In fact, I can use this on all platforms: paulo@0: Mac and Linux use '/' as the native path separator, and the Windows paulo@0: API accepts it even if some legacy command-line programs do not. paulo@0: paulo@0: LJVorbis_close: I must have missed that line in the ov_clear paulo@0: documentation. paulo@0: paulo@0: paulo@0: bug 0090: Process IRS before checking for block out paulo@0: Votes: Kitaru paulo@0: Parity: TGM series paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: 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: the end of the first frame (LJSND_SPAWN|LJSND_HOLD) of FALLING_PIECE. paulo@0: paulo@0: paulo@0: bug 0091: Read-only vs. read-write directories paulo@0: Votes: Ezzelin, kesiev paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: Lockjaw for PC currently runs as a "portable application". But it paulo@0: should support being installed in the same way as any other program paulo@0: for Windows or Linux. If an empty file called "installed" is in the paulo@0: same folder as argv[0], switch to installed mode. paulo@0: paulo@0: Installed mode ignores the working directory when loading .dat, paulo@0: .skin, .ini, etc. Instead, it loads from the save data folder paulo@0: ($HOME/.lockjaw on Linux; %APPDATA%/Pin Eight/Lockjaw on Windows) paulo@0: and then from the folder that contains argv[0]. paulo@0: paulo@0: The program would usually be installed to /opt/Lockjaw under Linux paulo@0: or %ProgramFiles%/Lockjaw under Windows. paulo@0: paulo@0: paulo@0: bug 0092: Option to limit IRS to 90 degrees paulo@0: Votes: jujube paulo@0: Parity: TGM series paulo@0: paulo@0: Rotation limit paulo@0: 90 degrees paulo@0: > Unlimited (current behavior) paulo@0: paulo@0: And make Master and Death use 90 degrees. paulo@0: paulo@0: paulo@0: bug 0093: Option to disable instant shifting paulo@0: Parity: TGM series paulo@0: paulo@0: Add an option only to scenarios that limits shifting to 1G, paulo@0: disallowing cheating with far left, far right, DAS=Instant. paulo@0: paulo@0: paulo@0: bug 0094: World reverse paulo@0: Votes: jujube paulo@0: Parity: Ti paulo@0: paulo@0: Option in Game Keys to reverse rotation directions when playing paulo@0: rotation systems that start the T flat-down (SRS, TOD M4). paulo@0: paulo@0: paulo@0: bug 0095: Move mouse pointer out of the way paulo@0: Votes: jujube paulo@0: Resolution: Fixed in 0.43 paulo@0: paulo@0: Some players navigate Lockjaw for PC entirely with the keyboard. paulo@0: For these people, the mouse gets in the way after it has been used paulo@0: in Replay or Skin (or, soon, Options and Game Keys). Drop it to paulo@0: the bottom of the window when the player goes to a screen that paulo@0: doesn't use the mouse. paulo@0: paulo@0: paulo@0: bug 0096: Allow options to "underride" skin settings paulo@0: Votes: Rich Nagel paulo@0: paulo@0: Allow the user to change shift sound scale, next piece position, paulo@0: playfield position, as it was in 0.41. The game would use the paulo@0: skin setting, or the user setting only if the skin does not specify. paulo@0: paulo@0: paulo@0: bug 0097: Package as Windows installer paulo@0: Requires: 0091 paulo@0: paulo@0: Package the Windows executable as an installer that automatically paulo@0: puts itself in %ProgramFiles%/Lockjaw. paulo@0: paulo@0: paulo@0: bug 0098: Reactive speed curve and scoring paulo@0: URL: http://www.jenovachen.com/flowingames/flowtheory.htm paulo@0: Votes: herc paulo@0: paulo@0: Start with zero speed. Track the player's speed using the existing paulo@0: speedometer code. Then once the player has dropped a few pieces, paulo@0: start scaling up the delays and such so that entry + (20/gravity) + paulo@0: lock delay equals the average time that the player took to place paulo@0: a piece. Then multiply all line clear scores by the current speed. paulo@0: paulo@0: paulo@0: bug 0100: Import old bugs paulo@0: Parity: bugzilla.mozilla.org paulo@0: paulo@0: Bring some order to the old 'todo.txt' enhancement list. paulo@0: