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