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1 bug 0001: Dual Marathon gimmick
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2
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3 The keys control both a platform game (in the top window) and a
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4 tetromino stacking game (in the bottom window). If you die on
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5 either window, you lose.
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6
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7
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8 bug 0002: Customizable top out behavior
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9 Parity: Tetris (NES), freepuzzlearena
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10
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11 A rule can dictate that "top out" occurs when the following happens:
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12 * Overlap or lock out: Entry overlapping blocks, or lock entirely
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13 above ceiling (current behavior)
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14 * Partial lock out: Lock with any block above ceiling
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15 * Garbage out: Entry with any block above ceiling
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16 * Loose block out: Lock overlapping blocks; block can be shifted
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17 out of the way in some cases (like Tetris for NES)
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18
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19
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20 bug 0003: Mode 7 style blitter for PC
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21 Platform: PC
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22 Parity: TOD
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23
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24 Extend blitField(LJView *) to scale and rotate the field as it's
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25 being copied to the screen.
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26
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27
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28 bug 0004: Mode 7 style blitter for GBA and DS
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29 Platform: GBA
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30
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31 Extend blitField(LJView *) to calculate scaling and rotation factors
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32 for each scanline, and extend other functions to start DMA.
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33
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34
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35 bug 0005: Port Lockjaw: The Overdose (TOD)
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36 Requires: 0002, 0003, 0004
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37 Parity: TOD
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38
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39 TOD used Carbon Engine. I want to migrate away from Carbon Engine.
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40
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41
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42 bug 0006: Ridin' Spinners
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43 Requires: 0003, 0004
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44 SRS and Infinity are turned on. If you abuse lock delay, or you make
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45 a "spin triple" twist, the screen begins to spin, and the music
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46 changes to a cover of "Ridin' Spinners" by Three 6 Mafia.
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47
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48
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49 bug 0007: Improve Items gimmick
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50 Requires: 0008
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51 Votes: Caithness
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52 Parity: Tetris DS
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53
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54 Give only one item at a time in the early stages.
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55
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56
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57 bug 0008: Prerotated next queue
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58 Parity: Tetris DS
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59
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60 Store the orientation of each piece in the next queue.
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61
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62
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63 bug 0009: TDS 4-player worldwide simulation
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64 Parity: Tetris DS
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65
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66 3/4 of the time you start it, it will play annoying music for
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67 two minutes, give an 86420 error, and quit. The rest of the
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68 time, it will play annoying music for between 15 seconds and
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69 two minutes and then switch to Items gimmick.
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70
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71
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72 bug 0010: Colored blocks
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73 Parity: freepuzzlearena
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74
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75 In active, hold, and next, have each block store its color.
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76
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77
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78 bug 0011: H&R Blocks scoring method
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79 Parity: freepuzzlearena
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80
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81 First spotted in freepuzzlearena Tetanus. Each piece is either
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82 entirely dark or entirely light. A line of all dark or all light
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83 scores as 2 lines. Score for n lines with one piece is n*(n+1)*50.
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84
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85
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86 bug 0012: Two physical keys per vkey
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87 Platform: PC
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88
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89 Allow the player to set more than one key that operates a given,
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90 game function, like StepMania does.
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91
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92
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93 bug 0013: Two-player mode
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94 Parity: freepuzzlearena
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95
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96 Allow two players to play at once, and allow garbage to be sent back
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97 and forth.
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98
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99
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100 bug 0014: Store and display assertion text
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101
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102 Lockjaw Engine has ljassert(). If an assertion fails, have some way
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103 for front-ends to retrieve the text.
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104
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105
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106 bug 0015: Rotation system should be array of structs
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107
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108 A single struct should describe all aspects of a rotation system.
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109 The descriptions in wktables.c should be an array of structs, not
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110 struct of arrays. While you're at it, extend the kick tables
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111 from 5 to 8 positions.
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112
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113
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114 bug 0016: Rotation system editor
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115 Platform: PC
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116 Requires: 0015
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117 Votes: Needle, DIGITAL, (RA) Red Star, jujube, fnord
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118
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119 Before developing Lockjaw Engine, I described Wall Kick Explorer, an
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120 editor for rotation systems. Make this.
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121 * initial shift and orientation of each piece
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122 * kick tables for +90deg and +270deg
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123
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124 <tepples>
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125 0.44 inverts rotation systems into a format that a loader might be
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126 able to produce.
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127
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128
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129 bug 0017: Adjustable window size
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130 Votes: Bloodstar
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131 Resolution: Fixed in 0.42
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132
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133 The skin should control the screen resolution or the size of the
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134 window. This would make camstudio recording on older PCs feasible.
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135
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136
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137 bug 0018: Store keypress count in .ljm
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138
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139 Replays should store the number of keypresses, so that Baboo! result
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140 screens are correct.
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141
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142
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143 bug 0019: Start recording .ljm only during ARE
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144
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145 It would probably simplify the code to start a replay only during
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146 entry delay. This would also allow playback to become slightly
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147 more resilient to game engine changes, as the viewer would at least
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148 be able to view block placements.
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149
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150
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151 bug 0020: Option for fractional row kick
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152 Parity: Tetris DX
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153
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154 Right now, a floor kick will move a piece by the minimal amount
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155 needed to place a block in the correct row. This means downward
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156 kicks move to the top of the row, and upward kicks move to the bottom
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157 and immediately start lock delay. Other games don't do this.
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158 To simulate Tetris DX properly, we need a new option:
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159
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160 Fractional floor kick
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161 Unchanged
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162 > Minimal move (current behavior)
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163 Move to top (Tetris DX behavior)
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164
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165
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166 bug 0021: Double buffer entire screen
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167 Platform: PC
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168 Votes: 4matsy
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169
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170 On some video cards, the score flashes. Double buffering the entire
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171 screen, not just the well, would fix this.
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172
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173
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174 bug 0022: Automatic exit on Vista
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175 Platform: PC
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176 Resolution: Fixed in 0.42
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177
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178 One machine running Windows Vista had Esc perform an immediate exit
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179 rather than a pause > exit.
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180
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181 <tepples>
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182 Might it have been caused by vsync() returning immediately?
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183 If so, 0.42 fixes that.
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184
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185
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186 bug 0023: Draw internal preview without clipping to well edge
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187 Requires: 0020
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188 Votes: 4matsy
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189
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190 Internal preview should extend outside the well if the piece is close
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191 enough to the wall.
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192
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193
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194 bug 0024: Improve garbage options
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195 Votes: Bloodstar, Lardarse
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196 Parity: Tetris (NES)
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197
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198 Add option for garbage density, especially for B-type
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199
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200 Garbage density
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201 Half
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202 Two holes
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203 > One hole
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204
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205 Add option for garbage randomness (1-100)
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206
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207
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208 bug 0025: Internet play
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209 Requires: 0013
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210 Votes: Bloodstar
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211 Parity: Tetris DS
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212
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213 Allow sending garbage over the Internet.
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214
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215
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216 bug 0026: FreeType font support
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217 Platform: PC
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218 Votes: Bloodstar
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219
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220 Use TrueType fonts instead of bitmapped fonts.
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221
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222
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223 bug 0027: AVI export
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224 Platform: PC
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225 Votes: Bloodstar
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226 Parity: Tetris (NES) in emulation
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227
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228 FCE Ultra and Nestopia can convert a replay to an AVI.
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229 Lockjaw should too.
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230
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231
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232 bug 0028: Game_Music_Emu music support
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233 Platform: PC
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234 Votes: Bloodstar
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235 Parity: Tetris (NES) in emulation
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236
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237 I'd like to play nsf/sid/spc music without having to
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238 convert it to .ogg first.
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239
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240
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241 bug 0029: Height-sensitive music
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242 Platform: PC
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243 Votes: Bloodstar
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244 Parity: Tetris (NES), Tetris (GB)
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245
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246 Tetris DX changes the music when the stack surpasses a certain
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247 height. Lockjaw should too.
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248
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249
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250 bug 0030: Music on GBA
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251 Platform: GBA
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252 Votes: Bloodstar
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253 Parity: TOD
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254
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255 GBA has sound effects. I'd like some sort of music too. Pimpmobile?
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256
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257
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258 bug 0031: Debrief on handhelds
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259 Platform: GBA, DS
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260 Votes: Bloodstar, zzo38computer
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261 Resolution: Fixed in 0.43
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262
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263 PC has a result screen. I want this on GBA and DS
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264
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265 <tepples>
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266 Fixed in 0.42 for DS. To get this onto the GBA, we'd have to
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267 eliminate three lines of text from the result screen.
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268
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269 <tepples>
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270 kesiev gave me a few ideas of how I could slim it down. Fixing.
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271
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272
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273 bug 0032: Baboo! should force infinite lock delay
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274 Votes: caffeine
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275
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276 right now, Baboo! is defined by use of 0g. it should be
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277 infinite lock delay instead.
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278
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279 <tepples>
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280 Why? It would add an extra keystroke to Zangi-moves.
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281
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282
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283 bug 0033: Move all skin-related files to a folder
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284 Platform: PC
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285 Votes: caffeine
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286 Resolution: Fixed in 0.43
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287
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288 Skin-related files should be kept together in the folder "skin".
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289
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290
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291 bug 0034: Configure console buttons
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292 Platform: PC
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293 Votes: caffeine, 4matsy
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294 Parity: StepMania
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295
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296 Escape to pause, [ to record, ] to play should be configurable.
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297
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298 <tepples>
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299 4matsy said that MenuUp, MenuDown, MenuLeft, MenuRight,
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300 MenuStart, and MenuBack also being configurable might help.
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301
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302
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paulo@0
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303 bug 0035: skip ready go and game over animations
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paulo@0
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304 Votes: caffeine
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305
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paulo@0
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306 I like to kill and restart games when I make one little mistake,
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307 and startingAnimation and gameOverAnimation slow me down.
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paulo@0
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308 I want to skip them, even though each is less than 2 seconds.
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309
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310
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311 bug 0036: Skip to mistakes
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312 Platform: PC
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313 Votes: caffeine
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314
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315 While watching a replay, I want to skip to a piece that increases
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316 the number of holes or whose active time is greater than three
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317 times the average.
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318
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319
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320 bug 0037: Hide active times in results
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321 Votes: caffeine
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322
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323 The Quadra-style "active time" statistics confuse me. I want to
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324 see stats based on wall time only.
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325
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326
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327 bug 0038: Result time unit
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paulo@0
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328 Votes: caffeine
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329
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paulo@0
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330 I'd like to control whether statistics are expressed per minute
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331 or per second.
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332
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333 <tepples>
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334 Why? DDR is measured in beats per minute, and gasoline engine speed
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335 is measured in revolutions per minute.
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336
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paulo@0
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337
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paulo@0
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338 bug 0039: More garbage options
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paulo@0
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339 Votes: Caithness
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340
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paulo@0
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341 I want more realistic garbage.
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342
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343 <tepples>
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344 In what way?
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345
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346
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347 bug 0040: Custom speed curves
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348 Votes: Caithness, caffeine, Ezzelin, zzo38computer, DIGITAL, mushroom
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paulo@0
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349
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350 Let the user modify speed curves: for example, user should be
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351 able to make rhythm speed up slower
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352
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353 <tepples>
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354 0.45 introduces a new speed curve format
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355
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paulo@0
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356
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paulo@0
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357 bug 0041: Saved rule sets
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paulo@0
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358 Votes: Needle, kotetsu213, jujube, DIGITAL, Rich Nagel, Deets
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paulo@0
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359 Votes: Kukuunen
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paulo@0
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360 Parity: Tetris Worlds, Heboris
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paulo@0
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361
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362 Let the user create sets of options that override the user's
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363 current options, and replace the gimmick selection screen
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364 with preset selection.
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365
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366 <tepples>
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paulo@0
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367 0.42 adds scenario support for the PC. A scenario editor and
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368 scenario support for handhelds will have to wait.
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369
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paulo@0
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370
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paulo@0
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371 bug 0042: Release Lockjaw XLII
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paulo@0
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372 Requires: 0041
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373
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374 Lockjaw 0.42 won't be released until noticeable progress is made
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paulo@0
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375 on these issues.
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paulo@0
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376
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paulo@0
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377 <tepples>
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paulo@0
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378 As of Monday, January 28, 2008, scenario support is in, so Lockjaw
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paulo@0
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379 will be released the morning before the Super Bowl.
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paulo@0
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380
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paulo@0
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381
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paulo@0
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382 bug 0043: More rotation systems
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paulo@0
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383 Requires: 0016
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paulo@0
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384 Votes: herc
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paulo@0
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385
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paulo@0
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386 Once the rotation system editor is in place, create these:
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paulo@0
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387 * Flat-up SRS
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388
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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
|