Mercurial > hg > index.fcgi > lj > lj046
comparison BUGS.txt @ 2:80a2761bd3a4
change DS keys (add alt. rotate)
author | paulo@localhost |
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date | Mon, 23 Mar 2009 01:19:12 -0700 |
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1 bug 0001: Dual Marathon gimmick | |
2 | |
3 The keys control both a platform game (in the top window) and a | |
4 tetromino stacking game (in the bottom window). If you die on | |
5 either window, you lose. | |
6 | |
7 | |
8 bug 0002: Customizable top out behavior | |
9 Parity: Tetris (NES), freepuzzlearena | |
10 | |
11 A rule can dictate that "top out" occurs when the following happens: | |
12 * Overlap or lock out: Entry overlapping blocks, or lock entirely | |
13 above ceiling (current behavior) | |
14 * Partial lock out: Lock with any block above ceiling | |
15 * Garbage out: Entry with any block above ceiling | |
16 * Loose block out: Lock overlapping blocks; block can be shifted | |
17 out of the way in some cases (like Tetris for NES) | |
18 | |
19 | |
20 bug 0003: Mode 7 style blitter for PC | |
21 Platform: PC | |
22 Parity: TOD | |
23 | |
24 Extend blitField(LJView *) to scale and rotate the field as it's | |
25 being copied to the screen. | |
26 | |
27 | |
28 bug 0004: Mode 7 style blitter for GBA and DS | |
29 Platform: GBA | |
30 | |
31 Extend blitField(LJView *) to calculate scaling and rotation factors | |
32 for each scanline, and extend other functions to start DMA. | |
33 | |
34 | |
35 bug 0005: Port Lockjaw: The Overdose (TOD) | |
36 Requires: 0002, 0003, 0004 | |
37 Parity: TOD | |
38 | |
39 TOD used Carbon Engine. I want to migrate away from Carbon Engine. | |
40 | |
41 | |
42 bug 0006: Ridin' Spinners | |
43 Requires: 0003, 0004 | |
44 SRS and Infinity are turned on. If you abuse lock delay, or you make | |
45 a "spin triple" twist, the screen begins to spin, and the music | |
46 changes to a cover of "Ridin' Spinners" by Three 6 Mafia. | |
47 | |
48 | |
49 bug 0007: Improve Items gimmick | |
50 Requires: 0008 | |
51 Votes: Caithness | |
52 Parity: Tetris DS | |
53 | |
54 Give only one item at a time in the early stages. | |
55 | |
56 | |
57 bug 0008: Prerotated next queue | |
58 Parity: Tetris DS | |
59 | |
60 Store the orientation of each piece in the next queue. | |
61 | |
62 | |
63 bug 0009: TDS 4-player worldwide simulation | |
64 Parity: Tetris DS | |
65 | |
66 3/4 of the time you start it, it will play annoying music for | |
67 two minutes, give an 86420 error, and quit. The rest of the | |
68 time, it will play annoying music for between 15 seconds and | |
69 two minutes and then switch to Items gimmick. | |
70 | |
71 | |
72 bug 0010: Colored blocks | |
73 Parity: freepuzzlearena | |
74 | |
75 In active, hold, and next, have each block store its color. | |
76 | |
77 | |
78 bug 0011: H&R Blocks scoring method | |
79 Parity: freepuzzlearena | |
80 | |
81 First spotted in freepuzzlearena Tetanus. Each piece is either | |
82 entirely dark or entirely light. A line of all dark or all light | |
83 scores as 2 lines. Score for n lines with one piece is n*(n+1)*50. | |
84 | |
85 | |
86 bug 0012: Two physical keys per vkey | |
87 Platform: PC | |
88 | |
89 Allow the player to set more than one key that operates a given, | |
90 game function, like StepMania does. | |
91 | |
92 | |
93 bug 0013: Two-player mode | |
94 Parity: freepuzzlearena | |
95 | |
96 Allow two players to play at once, and allow garbage to be sent back | |
97 and forth. | |
98 | |
99 | |
100 bug 0014: Store and display assertion text | |
101 | |
102 Lockjaw Engine has ljassert(). If an assertion fails, have some way | |
103 for front-ends to retrieve the text. | |
104 | |
105 | |
106 bug 0015: Rotation system should be array of structs | |
107 | |
108 A single struct should describe all aspects of a rotation system. | |
109 The descriptions in wktables.c should be an array of structs, not | |
110 struct of arrays. While you're at it, extend the kick tables | |
111 from 5 to 8 positions. | |
112 | |
113 | |
114 bug 0016: Rotation system editor | |
115 Platform: PC | |
116 Requires: 0015 | |
117 Votes: Needle, DIGITAL, (RA) Red Star, jujube, fnord | |
118 | |
119 Before developing Lockjaw Engine, I described Wall Kick Explorer, an | |
120 editor for rotation systems. Make this. | |
121 * initial shift and orientation of each piece | |
122 * kick tables for +90deg and +270deg | |
123 | |
124 <tepples> | |
125 0.44 inverts rotation systems into a format that a loader might be | |
126 able to produce. | |
127 | |
128 | |
129 bug 0017: Adjustable window size | |
130 Votes: Bloodstar | |
131 Resolution: Fixed in 0.42 | |
132 | |
133 The skin should control the screen resolution or the size of the | |
134 window. This would make camstudio recording on older PCs feasible. | |
135 | |
136 | |
137 bug 0018: Store keypress count in .ljm | |
138 | |
139 Replays should store the number of keypresses, so that Baboo! result | |
140 screens are correct. | |
141 | |
142 | |
143 bug 0019: Start recording .ljm only during ARE | |
144 | |
145 It would probably simplify the code to start a replay only during | |
146 entry delay. This would also allow playback to become slightly | |
147 more resilient to game engine changes, as the viewer would at least | |
148 be able to view block placements. | |
149 | |
150 | |
151 bug 0020: Option for fractional row kick | |
152 Parity: Tetris DX | |
153 | |
154 Right now, a floor kick will move a piece by the minimal amount | |
155 needed to place a block in the correct row. This means downward | |
156 kicks move to the top of the row, and upward kicks move to the bottom | |
157 and immediately start lock delay. Other games don't do this. | |
158 To simulate Tetris DX properly, we need a new option: | |
159 | |
160 Fractional floor kick | |
161 Unchanged | |
162 > Minimal move (current behavior) | |
163 Move to top (Tetris DX behavior) | |
164 | |
165 | |
166 bug 0021: Double buffer entire screen | |
167 Platform: PC | |
168 Votes: 4matsy | |
169 | |
170 On some video cards, the score flashes. Double buffering the entire | |
171 screen, not just the well, would fix this. | |
172 | |
173 | |
174 bug 0022: Automatic exit on Vista | |
175 Platform: PC | |
176 Resolution: Fixed in 0.42 | |
177 | |
178 One machine running Windows Vista had Esc perform an immediate exit | |
179 rather than a pause > exit. | |
180 | |
181 <tepples> | |
182 Might it have been caused by vsync() returning immediately? | |
183 If so, 0.42 fixes that. | |
184 | |
185 | |
186 bug 0023: Draw internal preview without clipping to well edge | |
187 Requires: 0020 | |
188 Votes: 4matsy | |
189 | |
190 Internal preview should extend outside the well if the piece is close | |
191 enough to the wall. | |
192 | |
193 | |
194 bug 0024: Improve garbage options | |
195 Votes: Bloodstar, Lardarse | |
196 Parity: Tetris (NES) | |
197 | |
198 Add option for garbage density, especially for B-type | |
199 | |
200 Garbage density | |
201 Half | |
202 Two holes | |
203 > One hole | |
204 | |
205 Add option for garbage randomness (1-100) | |
206 | |
207 | |
208 bug 0025: Internet play | |
209 Requires: 0013 | |
210 Votes: Bloodstar | |
211 Parity: Tetris DS | |
212 | |
213 Allow sending garbage over the Internet. | |
214 | |
215 | |
216 bug 0026: FreeType font support | |
217 Platform: PC | |
218 Votes: Bloodstar | |
219 | |
220 Use TrueType fonts instead of bitmapped fonts. | |
221 | |
222 | |
223 bug 0027: AVI export | |
224 Platform: PC | |
225 Votes: Bloodstar | |
226 Parity: Tetris (NES) in emulation | |
227 | |
228 FCE Ultra and Nestopia can convert a replay to an AVI. | |
229 Lockjaw should too. | |
230 | |
231 | |
232 bug 0028: Game_Music_Emu music support | |
233 Platform: PC | |
234 Votes: Bloodstar | |
235 Parity: Tetris (NES) in emulation | |
236 | |
237 I'd like to play nsf/sid/spc music without having to | |
238 convert it to .ogg first. | |
239 | |
240 | |
241 bug 0029: Height-sensitive music | |
242 Platform: PC | |
243 Votes: Bloodstar | |
244 Parity: Tetris (NES), Tetris (GB) | |
245 | |
246 Tetris DX changes the music when the stack surpasses a certain | |
247 height. Lockjaw should too. | |
248 | |
249 | |
250 bug 0030: Music on GBA | |
251 Platform: GBA | |
252 Votes: Bloodstar | |
253 Parity: TOD | |
254 | |
255 GBA has sound effects. I'd like some sort of music too. Pimpmobile? | |
256 | |
257 | |
258 bug 0031: Debrief on handhelds | |
259 Platform: GBA, DS | |
260 Votes: Bloodstar, zzo38computer | |
261 Resolution: Fixed in 0.43 | |
262 | |
263 PC has a result screen. I want this on GBA and DS | |
264 | |
265 <tepples> | |
266 Fixed in 0.42 for DS. To get this onto the GBA, we'd have to | |
267 eliminate three lines of text from the result screen. | |
268 | |
269 <tepples> | |
270 kesiev gave me a few ideas of how I could slim it down. Fixing. | |
271 | |
272 | |
273 bug 0032: Baboo! should force infinite lock delay | |
274 Votes: caffeine | |
275 | |
276 right now, Baboo! is defined by use of 0g. it should be | |
277 infinite lock delay instead. | |
278 | |
279 <tepples> | |
280 Why? It would add an extra keystroke to Zangi-moves. | |
281 | |
282 | |
283 bug 0033: Move all skin-related files to a folder | |
284 Platform: PC | |
285 Votes: caffeine | |
286 Resolution: Fixed in 0.43 | |
287 | |
288 Skin-related files should be kept together in the folder "skin". | |
289 | |
290 | |
291 bug 0034: Configure console buttons | |
292 Platform: PC | |
293 Votes: caffeine, 4matsy | |
294 Parity: StepMania | |
295 | |
296 Escape to pause, [ to record, ] to play should be configurable. | |
297 | |
298 <tepples> | |
299 4matsy said that MenuUp, MenuDown, MenuLeft, MenuRight, | |
300 MenuStart, and MenuBack also being configurable might help. | |
301 | |
302 | |
303 bug 0035: skip ready go and game over animations | |
304 Votes: caffeine | |
305 | |
306 I like to kill and restart games when I make one little mistake, | |
307 and startingAnimation and gameOverAnimation slow me down. | |
308 I want to skip them, even though each is less than 2 seconds. | |
309 | |
310 | |
311 bug 0036: Skip to mistakes | |
312 Platform: PC | |
313 Votes: caffeine | |
314 | |
315 While watching a replay, I want to skip to a piece that increases | |
316 the number of holes or whose active time is greater than three | |
317 times the average. | |
318 | |
319 | |
320 bug 0037: Hide active times in results | |
321 Votes: caffeine | |
322 | |
323 The Quadra-style "active time" statistics confuse me. I want to | |
324 see stats based on wall time only. | |
325 | |
326 | |
327 bug 0038: Result time unit | |
328 Votes: caffeine | |
329 | |
330 I'd like to control whether statistics are expressed per minute | |
331 or per second. | |
332 | |
333 <tepples> | |
334 Why? DDR is measured in beats per minute, and gasoline engine speed | |
335 is measured in revolutions per minute. | |
336 | |
337 | |
338 bug 0039: More garbage options | |
339 Votes: Caithness | |
340 | |
341 I want more realistic garbage. | |
342 | |
343 <tepples> | |
344 In what way? | |
345 | |
346 | |
347 bug 0040: Custom speed curves | |
348 Votes: Caithness, caffeine, Ezzelin, zzo38computer, DIGITAL, mushroom | |
349 | |
350 Let the user modify speed curves: for example, user should be | |
351 able to make rhythm speed up slower | |
352 | |
353 <tepples> | |
354 0.45 introduces a new speed curve format | |
355 | |
356 | |
357 bug 0041: Saved rule sets | |
358 Votes: Needle, kotetsu213, jujube, DIGITAL, Rich Nagel, Deets | |
359 Votes: Kukuunen | |
360 Parity: Tetris Worlds, Heboris | |
361 | |
362 Let the user create sets of options that override the user's | |
363 current options, and replace the gimmick selection screen | |
364 with preset selection. | |
365 | |
366 <tepples> | |
367 0.42 adds scenario support for the PC. A scenario editor and | |
368 scenario support for handhelds will have to wait. | |
369 | |
370 | |
371 bug 0042: Release Lockjaw XLII | |
372 Requires: 0041 | |
373 | |
374 Lockjaw 0.42 won't be released until noticeable progress is made | |
375 on these issues. | |
376 | |
377 <tepples> | |
378 As of Monday, January 28, 2008, scenario support is in, so Lockjaw | |
379 will be released the morning before the Super Bowl. | |
380 | |
381 | |
382 bug 0043: More rotation systems | |
383 Requires: 0016 | |
384 Votes: herc | |
385 | |
386 Once the rotation system editor is in place, create these: | |
387 * Flat-up SRS | |
388 | |
389 | |
390 bug 0044: Vanish zone | |
391 Platform: PC | |
392 Votes: DIGITAL | |
393 | |
394 The skin should allow showing the vanish zone. | |
395 | |
396 | |
397 bug 0045: Handheld skin support | |
398 Platform: GBA | |
399 Votes: Dood77, matt_hatter83 | |
400 Parity: TOD | |
401 | |
402 GBA and DS should have skins too. | |
403 | |
404 | |
405 bug 0046: Pussy 20G | |
406 Votes: herc, DIGITAL | |
407 | |
408 Option for moving a piece up 1 cell when shifting it, | |
409 counting it as a floor kick. | |
410 | |
411 | |
412 bug 0047: Pentominoes | |
413 Votes: Dood77, jujube, colour_thief, Lardarse | |
414 Parity: Bombliss | |
415 | |
416 Add the 5-block pieces. | |
417 | |
418 | |
419 bug 0048: Bastet randomizer | |
420 Votes: zzo38computer | |
421 Parity: Abandoned Blocks | |
422 | |
423 In bastet, AI plays each possible next piece in each | |
424 possible position and gives one of the worst 3. | |
425 | |
426 | |
427 bug 0049: lj-contrib as skins | |
428 Platform: PC | |
429 Votes: Rich Nagel | |
430 | |
431 lj-contrib was written before .skin files were done. | |
432 | |
433 | |
434 bug 0050: Next above shadow (faint) | |
435 Platform: PC | |
436 Votes: cdsboy | |
437 | |
438 Draw next above shadow, but draw it semitransparent. | |
439 | |
440 | |
441 bug 0051: Separate keys for initial actions | |
442 Votes: DIGITAL | |
443 | |
444 I like initial actions, but not ARE. Can I get separate | |
445 keys to perform initial actions on the next piece before | |
446 this one locks down? | |
447 | |
448 | |
449 bug 0052: Speed graph in debrief | |
450 Platform: PC | |
451 Votes: Cubicz | |
452 Parity: StepMania | |
453 | |
454 Screen 1 is results. Screen 2 is settings. | |
455 Why not put a speed graph on screen 3? | |
456 | |
457 | |
458 bug 0053: High score table | |
459 Requires: 0041 | |
460 Votes: Cubicz, Ezzelin, Rich Nagel, Kuukunen | |
461 | |
462 For each ruleset, keep the highest scores achieved on that | |
463 ruleset. | |
464 | |
465 | |
466 bug 0054: Disable ljconn | |
467 Platform: PC | |
468 Votes: kotetsu213, Needle | |
469 Parity: Tetris The Grand Master, The New Tetris | |
470 | |
471 The skin should be able to turn off ljconn for falling pieces | |
472 (as opposed to blocks in the stack). That would improve | |
473 accuracy of TNT and TGM simulation. | |
474 | |
475 | |
476 bug 0055: Skin control for sound effects | |
477 Platform: PC | |
478 Votes: Cubicz, Needle | |
479 Parity: Lumines | |
480 | |
481 Allow skins to specify a .dat file or set of .wav files used | |
482 for sound effects. | |
483 | |
484 | |
485 bug 0056: Bleep gimmick | |
486 Votes: Lardarse | |
487 | |
488 Player must clear row 1, 2, 1, 3, 1, 4, 1, 5, 1, ..., 20, 1. | |
489 | |
490 | |
491 bug 0057: Bravo | |
492 Votes: Lardarse | |
493 Parity: Luminesweeper | |
494 | |
495 Several other falling block games display "BRAVO!" or another similar | |
496 message when there are no blocks left in the well after a line clear, | |
497 and award lots of bonus points. Detect and score for this situation. | |
498 | |
499 | |
500 bug 0058: Vs. Elite garbage | |
501 Votes: PetitPrince | |
502 | |
503 you get 7 garbages after random(1,7) seconds, then random(3,5) | |
504 garbage every random (5,20) seconds | |
505 | |
506 | |
507 bug 0059: Wall kick control for IRS | |
508 Votes: jagorochi | |
509 Parity: TGM | |
510 | |
511 In TGM, initial rotation does not perform kicks. | |
512 Change the IRS option: | |
513 | |
514 Initial rotation | |
515 Off: do not IRS (current behavior) | |
516 On, no kick: if collision, fail | |
517 > On: if collision, try wall kick (current behavior) | |
518 | |
519 <tepples> | |
520 0.43 disallows IRS kick entirely, changing the current behavior | |
521 from "On" to "On, no kick", by adding a new argument to | |
522 doRotateLeft and doRotateRight. The change to this option (search | |
523 for !isFirstFrame) could be used to implement this option. | |
524 | |
525 | |
526 bug 0060: Menu background | |
527 Platform: PC | |
528 Votes: lvankeulen, Kuukunen | |
529 Parity: Tetris (NES) | |
530 | |
531 The skin should specify a background image to be drawn behind | |
532 the menu text. | |
533 | |
534 | |
535 bug 0061: Frame stepping | |
536 Platform: PC | |
537 Votes: jagorochi | |
538 Parity: Tetris (NES) in emulation | |
539 | |
540 To check the event loop for off-by-one errors that affect | |
541 accuracy against other games, it would be useful to be able | |
542 to step the game engine forward by one frame at a time. | |
543 | |
544 | |
545 bug 0062: Replay stepping by piece | |
546 Platform: PC | |
547 Votes: Lardarse | |
548 | |
549 Pause demo playback (with well still visible) with hold button; | |
550 advance to next lock with rotate button | |
551 | |
552 | |
553 bug 0063: Option for goal | |
554 Votes: Lardarse, caffeine, Rosti LFC, fnord, M.Bison | |
555 | |
556 Separate goal and countdown code out of gimmicks into an option, | |
557 controlled by LJField::goalType. Goals include none, lines, | |
558 level, score, time, and keys, which activate comparisons against | |
559 goalCount. This would obsolete many gimmicks. | |
560 | |
561 | |
562 bug 0064: Fill in missing sound effects on handhelds | |
563 Platform: GBA, DS | |
564 Votes: Lardarse | |
565 | |
566 These sounds are missing: | |
567 GBA: Ready, go, countdown | |
568 DS: Ready, go, lose, distinct countdown | |
569 | |
570 <tepples> | |
571 0.42 adds "lose" on DS | |
572 | |
573 | |
574 bug 0065: Bombliss game mode | |
575 Requires: 0010 | |
576 Votes: Joshua | |
577 Parity: Bombliss | |
578 | |
579 When game mode is set to Bombliss, line clears no longer remove | |
580 lines from the field. Instead, one block of each piece is | |
581 colored differently and explodes, removing blocks, when in a | |
582 line clear. | |
583 | |
584 | |
585 bug 0066: Dr. Mario clone | |
586 Requires: 0010 | |
587 Votes: Lardarse | |
588 Parity: freepuzzlearena | |
589 | |
590 You made Vitamins. Can you make domino rotation, color matching, | |
591 and floating garbage with fast DAS, IRS, and 20G? | |
592 | |
593 | |
594 bug 0067: Puyo clone | |
595 Requires: 0010 | |
596 Votes: Lardarse | |
597 Parity: freepuzzlearena | |
598 | |
599 You made a puyo clone in FPA. Can you port it to LJ? | |
600 | |
601 | |
602 bug 0068: Preload hold piece | |
603 Votes: Lardarse | |
604 | |
605 Option to load a specific piece (such as I or T) into the hold box | |
606 at game start. | |
607 | |
608 | |
609 bug 0069: Bag with good start | |
610 Votes: Rosti LFC | |
611 Parity: Tetris The Grand Master ACE | |
612 | |
613 Randomizer should always give a "preferred piece" (e.g. I, J, L, T) | |
614 first, like history does. | |
615 | |
616 | |
617 bug 0070: Small skins shouldn't hide the score | |
618 Votes: Rich Nagel | |
619 Platform: PC | |
620 | |
621 Make wiki.skin (and other small-blkW skins) not hide the score | |
622 | |
623 | |
624 bug 0071: Preview at left | |
625 Votes: DIGITAL | |
626 Platform: PC | |
627 | |
628 Skin should specify that the vertical preview ("Next at right") | |
629 can be moved to the left side of the playfield. | |
630 | |
631 | |
632 bug 0072: Volume for sfx | |
633 Votes: DIGITAL | |
634 Platform: PC | |
635 | |
636 Skin should specify volume for sound effects, as it does for music. | |
637 | |
638 | |
639 bug 0073: Make PC use GBA options | |
640 Votes: jujube | |
641 Platform: PC | |
642 Resolution: Fixed in 0.43 | |
643 | |
644 Move non-GBA/DS specific code from gbaopt.c to options.c, | |
645 then take out everything in old_pc_options.c that isn't | |
646 load, save, or LJPCView related | |
647 | |
648 <tepples> | |
649 0.42 takes some steps in this direction. | |
650 | |
651 | |
652 bug 0074: Macro editor | |
653 Votes: deepdorp | |
654 | |
655 Make the actions performed by the macro vkeys editable. | |
656 | |
657 | |
658 bug 0075: Pattern randomizer | |
659 Votes: Rich Nagel | |
660 | |
661 Allow the player to define a piece sequence, such as the Sega | |
662 power-on pattern, and deal that. It could replace iCheat(tm). | |
663 | |
664 | |
665 bug 0076: Skin should vary per section | |
666 Votes: Needle, Rich Nagel, DIGITAL | |
667 Parity: freepuzzlearena, Luminesweeper | |
668 | |
669 For speed curves that have sections, it should be possible for a | |
670 skin to specify a background image and music for each section. | |
671 | |
672 <Rich Nagel> | |
673 Option to load all skin files before the game starts, so as not to | |
674 make an unpredictable ARE at the start of a section. | |
675 | |
676 | |
677 bug 0077: Define conditions that trigger initial drop | |
678 Votes: Needle | |
679 Parity: Tetris The Absolute The Grand Master 2 PLUS | |
680 | |
681 In TAP, initial hard drop and initial soft drop don't get turned on | |
682 in Master 900+ or in Death 0+. Find an appropriate rule for whether | |
683 to do initial hard drop, and document it. | |
684 | |
685 | |
686 bug 0078: Set random seed | |
687 Votes: Rich Nagel, colour_thief, Lardarse | |
688 Parity: FreeCell | |
689 | |
690 For competition purposes, it should be possible to seed the | |
691 randomizer to a constant value. Note that this differs from the | |
692 "power on pattern" proposal of bug 0075. | |
693 | |
694 | |
695 bug 0079: Customizable speedometer sample window | |
696 Votes: matt_hatter83 | |
697 | |
698 The speedometer uses a sliding window of 10 pieces. Can one make it | |
699 shorter in options? | |
700 | |
701 | |
702 bug 0080: Portrait monitor support | |
703 Votes: PetitPrince | |
704 | |
705 Skin setting to rotate the entire playfield by 90 degrees. | |
706 | |
707 | |
708 bug 0081: DTET rotation system | |
709 Requires: 0015 | |
710 Votes: cdsboy, caffeine, fnord | |
711 Parity: DTET | |
712 | |
713 Implement the rotation system of DTET, as described on the wiki. | |
714 This includes a third set of wall kick tables for each piece in each | |
715 rotation system for +180 (in addition to existing +90 and +270). | |
716 | |
717 | |
718 bug 0082: Paged options on PC | |
719 Votes: Cubicz | |
720 Resolution: Fixed in 0.43 | |
721 | |
722 Break the PC options menu into pages like it is on the handhelds. | |
723 | |
724 | |
725 bug 0083: Undo | |
726 Votes: Kuukunen | |
727 | |
728 Press a button to take back one drop. Useful for training. | |
729 | |
730 | |
731 bug 0084: Manual entry delay | |
732 Votes: Kuukunen | |
733 | |
734 Pause after each piece with game displayed. Press a button to | |
735 resume. Useful for training. | |
736 | |
737 | |
738 bug 0085: Forward progress lock delay reset | |
739 Votes: zaphod77 | |
740 | |
741 Keep track of the lowest space that this piece has fallen to. | |
742 A floor kick should never reset lock delay, and only a net | |
743 downward movement below where it was when the lock delay was | |
744 last reset should reset lock delay. | |
745 | |
746 | |
747 bug 0086: Carbon Engine style lock delay reset | |
748 Parity: TOD | |
749 | |
750 Carbon Engine implemented lock delay as follows: When a piece | |
751 rotates or shifts from landed to falling, recharge one row's | |
752 worth of lock delay for each row that the piece moves down. | |
753 | |
754 To implement this in Lockjaw Engine, move the piece down by | |
755 (lockDelay - stateTime). If the piece is less than | |
756 (lockDelay - stateTime) * gravity above the shadow, only add | |
757 (y - shadowY) / gravity to stateTime. | |
758 | |
759 | |
760 bug 0087: Blackjack randomizer framework | |
761 Votes: Lardarse | |
762 | |
763 Lardarse and tepples described a language for describing randomizers | |
764 on tetrisconcept.com's wiki. It is called Blackjack. | |
765 | |
766 | |
767 bug 0088: Option for piece color | |
768 Votes: Lardarse | |
769 Requires: 0010 | |
770 | |
771 Once we have colors per block, add an option for piece colors, | |
772 which might replace the ljconnSRS vs. ljconnSega divide. | |
773 Skins would always be in Guideline order. | |
774 | |
775 > Set by rotation system (current behavior) | |
776 SRS | |
777 Sega | |
778 Dualism (formerly H&R) | |
779 Shuffle (randomize at game start) | |
780 Super Shuffle (randomize every piece) | |
781 | |
782 | |
783 bug 0089: Long debrief lines are clipped | |
784 Requires: 0031 | |
785 Votes: Lardarse, kesiev | |
786 Resolution: Fixed in 0.43 | |
787 | |
788 The DS doesn't have a small font, so any debrief line longer than | |
789 about 48 characters will get clipped. But in order to make this | |
790 line shorter, I need to move things around anyway. | |
791 | |
792 | |
793 bug 0089: Merge preliminary GNU/Linux support | |
794 Requires: 0091 | |
795 Votes: kesiev | |
796 Resolution: Fixed in 0.43 | |
797 | |
798 kesiev wrote a patch to let Lockjaw work with separate read-only | |
799 and read-write folders, as is often the case in GNU/Linux. | |
800 Merge these changes. | |
801 | |
802 <tepples> | |
803 kesiev's patch adds a function called 'turnslash' that turns '\' into | |
804 '/' in all path names. In fact, I can use this on all platforms: | |
805 Mac and Linux use '/' as the native path separator, and the Windows | |
806 API accepts it even if some legacy command-line programs do not. | |
807 | |
808 LJVorbis_close: I must have missed that line in the ov_clear | |
809 documentation. | |
810 | |
811 | |
812 bug 0090: Process IRS before checking for block out | |
813 Votes: Kitaru | |
814 Parity: TGM series | |
815 Resolution: Fixed in 0.43 | |
816 | |
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 | |
818 the end of the first frame (LJSND_SPAWN|LJSND_HOLD) of FALLING_PIECE. | |
819 | |
820 | |
821 bug 0091: Read-only vs. read-write directories | |
822 Votes: Ezzelin, kesiev | |
823 Resolution: Fixed in 0.43 | |
824 | |
825 Lockjaw for PC currently runs as a "portable application". But it | |
826 should support being installed in the same way as any other program | |
827 for Windows or Linux. If an empty file called "installed" is in the | |
828 same folder as argv[0], switch to installed mode. | |
829 | |
830 Installed mode ignores the working directory when loading .dat, | |
831 .skin, .ini, etc. Instead, it loads from the save data folder | |
832 ($HOME/.lockjaw on Linux; %APPDATA%/Pin Eight/Lockjaw on Windows) | |
833 and then from the folder that contains argv[0]. | |
834 | |
835 The program would usually be installed to /opt/Lockjaw under Linux | |
836 or %ProgramFiles%/Lockjaw under Windows. | |
837 | |
838 | |
839 bug 0092: Option to limit IRS to 90 degrees | |
840 Votes: jujube | |
841 Parity: TGM series | |
842 | |
843 Rotation limit | |
844 90 degrees | |
845 > Unlimited (current behavior) | |
846 | |
847 And make Master and Death use 90 degrees. | |
848 | |
849 | |
850 bug 0093: Option to disable instant shifting | |
851 Parity: TGM series | |
852 | |
853 Add an option only to scenarios that limits shifting to 1G, | |
854 disallowing cheating with far left, far right, DAS=Instant. | |
855 | |
856 | |
857 bug 0094: World reverse | |
858 Votes: jujube | |
859 Parity: Ti | |
860 | |
861 Option in Game Keys to reverse rotation directions when playing | |
862 rotation systems that start the T flat-down (SRS, TOD M4). | |
863 | |
864 | |
865 bug 0095: Move mouse pointer out of the way | |
866 Votes: jujube | |
867 Resolution: Fixed in 0.43 | |
868 | |
869 Some players navigate Lockjaw for PC entirely with the keyboard. | |
870 For these people, the mouse gets in the way after it has been used | |
871 in Replay or Skin (or, soon, Options and Game Keys). Drop it to | |
872 the bottom of the window when the player goes to a screen that | |
873 doesn't use the mouse. | |
874 | |
875 | |
876 bug 0096: Allow options to "underride" skin settings | |
877 Votes: Rich Nagel | |
878 | |
879 Allow the user to change shift sound scale, next piece position, | |
880 playfield position, as it was in 0.41. The game would use the | |
881 skin setting, or the user setting only if the skin does not specify. | |
882 | |
883 | |
884 bug 0097: Package as Windows installer | |
885 Requires: 0091 | |
886 | |
887 Package the Windows executable as an installer that automatically | |
888 puts itself in %ProgramFiles%/Lockjaw. | |
889 | |
890 | |
891 bug 0098: Reactive speed curve and scoring | |
892 URL: http://www.jenovachen.com/flowingames/flowtheory.htm | |
893 Votes: herc | |
894 | |
895 Start with zero speed. Track the player's speed using the existing | |
896 speedometer code. Then once the player has dropped a few pieces, | |
897 start scaling up the delays and such so that entry + (20/gravity) + | |
898 lock delay equals the average time that the player took to place | |
899 a piece. Then multiply all line clear scores by the current speed. | |
900 | |
901 | |
902 bug 0100: Import old bugs | |
903 Parity: bugzilla.mozilla.org | |
904 | |
905 Bring some order to the old 'todo.txt' enhancement list. | |
906 |