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How Do Wall Kicks Work In Tetris Friends?


Tetris DifficultyWhat strategies are critical to winning a Tetris DS tournament?Is it possible to change the keyboard controls in Emacs Tetris?Is the determination of which tetris block comes next random?In Tetris Battle, how do you “overwhelm your opponent”?ARTetriCAN is a Tetris variant for Android devices. Does it require access to a color printer?What is this original version of Tetris called?In the NES version of Tetris, how much faster is a soft drop?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








3















I am trying to program a Tetris clone based very closely off of Tetris Friends 2 Player Battle mode.



Is anyone very familiar with how wall kicks work in this game? Or know where to find reference material on the subject?



I have read up on SRS and DTET, but unless I am mistaken neither of them perfectly describes how wall kicks work in Tetris Friends (rotation matches SRS identically when not considering wall kicks).



One particular behavior that has been confusing me is how Tetris Friends handles situations where either a kick upwards or to the side might be appropriate. Tetris Friends behaves like this with the line piece in this case:



 Before After
........ ........
........ ..X.....
..XXXX.. ..X.....
....0... ---> ..X.0...
...00... ..X00...
...00... ...00...


When I would have expected one of the following:



Kick Left Kick Right
...X.... .....X..
...X.... .....X..
...X.... .....X..
...X0... ---> ....0X..
...00... ...00...
...00... ...00...


Can anyone explain this behavior? Even if Tetris Friends has a strange and unique wall kick system, I'd still like to match it as closely as I can. Is anyone familiar with it?










share|improve this question
























  • I'm not sure but SRS use a system and I think all rotations are about a pivot. If that rotation is valid, then it is placed there. Otherwise an alternate placement will be a (1,1) (-1,1) (1,-1) (-1,-1) translation. If they fail, it doesn't move.

    – VortexYT
    Apr 2 '18 at 23:44

















3















I am trying to program a Tetris clone based very closely off of Tetris Friends 2 Player Battle mode.



Is anyone very familiar with how wall kicks work in this game? Or know where to find reference material on the subject?



I have read up on SRS and DTET, but unless I am mistaken neither of them perfectly describes how wall kicks work in Tetris Friends (rotation matches SRS identically when not considering wall kicks).



One particular behavior that has been confusing me is how Tetris Friends handles situations where either a kick upwards or to the side might be appropriate. Tetris Friends behaves like this with the line piece in this case:



 Before After
........ ........
........ ..X.....
..XXXX.. ..X.....
....0... ---> ..X.0...
...00... ..X00...
...00... ...00...


When I would have expected one of the following:



Kick Left Kick Right
...X.... .....X..
...X.... .....X..
...X.... .....X..
...X0... ---> ....0X..
...00... ...00...
...00... ...00...


Can anyone explain this behavior? Even if Tetris Friends has a strange and unique wall kick system, I'd still like to match it as closely as I can. Is anyone familiar with it?










share|improve this question
























  • I'm not sure but SRS use a system and I think all rotations are about a pivot. If that rotation is valid, then it is placed there. Otherwise an alternate placement will be a (1,1) (-1,1) (1,-1) (-1,-1) translation. If they fail, it doesn't move.

    – VortexYT
    Apr 2 '18 at 23:44













3












3








3


1






I am trying to program a Tetris clone based very closely off of Tetris Friends 2 Player Battle mode.



Is anyone very familiar with how wall kicks work in this game? Or know where to find reference material on the subject?



I have read up on SRS and DTET, but unless I am mistaken neither of them perfectly describes how wall kicks work in Tetris Friends (rotation matches SRS identically when not considering wall kicks).



One particular behavior that has been confusing me is how Tetris Friends handles situations where either a kick upwards or to the side might be appropriate. Tetris Friends behaves like this with the line piece in this case:



 Before After
........ ........
........ ..X.....
..XXXX.. ..X.....
....0... ---> ..X.0...
...00... ..X00...
...00... ...00...


When I would have expected one of the following:



Kick Left Kick Right
...X.... .....X..
...X.... .....X..
...X.... .....X..
...X0... ---> ....0X..
...00... ...00...
...00... ...00...


Can anyone explain this behavior? Even if Tetris Friends has a strange and unique wall kick system, I'd still like to match it as closely as I can. Is anyone familiar with it?










share|improve this question














I am trying to program a Tetris clone based very closely off of Tetris Friends 2 Player Battle mode.



Is anyone very familiar with how wall kicks work in this game? Or know where to find reference material on the subject?



I have read up on SRS and DTET, but unless I am mistaken neither of them perfectly describes how wall kicks work in Tetris Friends (rotation matches SRS identically when not considering wall kicks).



One particular behavior that has been confusing me is how Tetris Friends handles situations where either a kick upwards or to the side might be appropriate. Tetris Friends behaves like this with the line piece in this case:



 Before After
........ ........
........ ..X.....
..XXXX.. ..X.....
....0... ---> ..X.0...
...00... ..X00...
...00... ...00...


When I would have expected one of the following:



Kick Left Kick Right
...X.... .....X..
...X.... .....X..
...X.... .....X..
...X0... ---> ....0X..
...00... ...00...
...00... ...00...


Can anyone explain this behavior? Even if Tetris Friends has a strange and unique wall kick system, I'd still like to match it as closely as I can. Is anyone familiar with it?







tetris tetris-battle






share|improve this question













share|improve this question











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share|improve this question










asked Feb 3 '15 at 4:27









user79088user79088

161 bronze badge




161 bronze badge















  • I'm not sure but SRS use a system and I think all rotations are about a pivot. If that rotation is valid, then it is placed there. Otherwise an alternate placement will be a (1,1) (-1,1) (1,-1) (-1,-1) translation. If they fail, it doesn't move.

    – VortexYT
    Apr 2 '18 at 23:44

















  • I'm not sure but SRS use a system and I think all rotations are about a pivot. If that rotation is valid, then it is placed there. Otherwise an alternate placement will be a (1,1) (-1,1) (1,-1) (-1,-1) translation. If they fail, it doesn't move.

    – VortexYT
    Apr 2 '18 at 23:44
















I'm not sure but SRS use a system and I think all rotations are about a pivot. If that rotation is valid, then it is placed there. Otherwise an alternate placement will be a (1,1) (-1,1) (1,-1) (-1,-1) translation. If they fail, it doesn't move.

– VortexYT
Apr 2 '18 at 23:44





I'm not sure but SRS use a system and I think all rotations are about a pivot. If that rotation is valid, then it is placed there. Otherwise an alternate placement will be a (1,1) (-1,1) (1,-1) (-1,-1) translation. If they fail, it doesn't move.

– VortexYT
Apr 2 '18 at 23:44










1 Answer
1






active

oldest

votes


















1














With SRS, all pieces follow the same kick table except for the I-piece.



What you describe happening is exactly how SRS is supposed to work. In either case, rotating left or right will have the same effect here. Going from the original state (state North) and rotating right will first try no kicks. The piece overlaps and tries the next kick offset, -2, 0, which shifts the piece left two columns.



If you try to rotate left, the natural rotation is tried, fails, and the next kick, -1, 0, is tried and works, the piece moves left once. Because the natural left rotation moves the piece left already, it ends up in the same position as a right rotation.



This while not important to your question does bring up a left bias in the I-piece rotation, that isn't seen with the other pieces.



The reason these rotations were chosen is kind of a side effect of how SRS works. With SRS, all rotations are reversible. This means when you rotate and a piece kicks, you can always rotate the other direction to get yourself out. These kicks are just meant for the piece to be able to rotate off of a wall, but the side effect is the reverse (what your example is) has a weird behavior.






share|improve this answer








New contributor



Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.























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    1 Answer
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    With SRS, all pieces follow the same kick table except for the I-piece.



    What you describe happening is exactly how SRS is supposed to work. In either case, rotating left or right will have the same effect here. Going from the original state (state North) and rotating right will first try no kicks. The piece overlaps and tries the next kick offset, -2, 0, which shifts the piece left two columns.



    If you try to rotate left, the natural rotation is tried, fails, and the next kick, -1, 0, is tried and works, the piece moves left once. Because the natural left rotation moves the piece left already, it ends up in the same position as a right rotation.



    This while not important to your question does bring up a left bias in the I-piece rotation, that isn't seen with the other pieces.



    The reason these rotations were chosen is kind of a side effect of how SRS works. With SRS, all rotations are reversible. This means when you rotate and a piece kicks, you can always rotate the other direction to get yourself out. These kicks are just meant for the piece to be able to rotate off of a wall, but the side effect is the reverse (what your example is) has a weird behavior.






    share|improve this answer








    New contributor



    Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.

























      1














      With SRS, all pieces follow the same kick table except for the I-piece.



      What you describe happening is exactly how SRS is supposed to work. In either case, rotating left or right will have the same effect here. Going from the original state (state North) and rotating right will first try no kicks. The piece overlaps and tries the next kick offset, -2, 0, which shifts the piece left two columns.



      If you try to rotate left, the natural rotation is tried, fails, and the next kick, -1, 0, is tried and works, the piece moves left once. Because the natural left rotation moves the piece left already, it ends up in the same position as a right rotation.



      This while not important to your question does bring up a left bias in the I-piece rotation, that isn't seen with the other pieces.



      The reason these rotations were chosen is kind of a side effect of how SRS works. With SRS, all rotations are reversible. This means when you rotate and a piece kicks, you can always rotate the other direction to get yourself out. These kicks are just meant for the piece to be able to rotate off of a wall, but the side effect is the reverse (what your example is) has a weird behavior.






      share|improve this answer








      New contributor



      Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.























        1












        1








        1







        With SRS, all pieces follow the same kick table except for the I-piece.



        What you describe happening is exactly how SRS is supposed to work. In either case, rotating left or right will have the same effect here. Going from the original state (state North) and rotating right will first try no kicks. The piece overlaps and tries the next kick offset, -2, 0, which shifts the piece left two columns.



        If you try to rotate left, the natural rotation is tried, fails, and the next kick, -1, 0, is tried and works, the piece moves left once. Because the natural left rotation moves the piece left already, it ends up in the same position as a right rotation.



        This while not important to your question does bring up a left bias in the I-piece rotation, that isn't seen with the other pieces.



        The reason these rotations were chosen is kind of a side effect of how SRS works. With SRS, all rotations are reversible. This means when you rotate and a piece kicks, you can always rotate the other direction to get yourself out. These kicks are just meant for the piece to be able to rotate off of a wall, but the side effect is the reverse (what your example is) has a weird behavior.






        share|improve this answer








        New contributor



        Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
        Check out our Code of Conduct.









        With SRS, all pieces follow the same kick table except for the I-piece.



        What you describe happening is exactly how SRS is supposed to work. In either case, rotating left or right will have the same effect here. Going from the original state (state North) and rotating right will first try no kicks. The piece overlaps and tries the next kick offset, -2, 0, which shifts the piece left two columns.



        If you try to rotate left, the natural rotation is tried, fails, and the next kick, -1, 0, is tried and works, the piece moves left once. Because the natural left rotation moves the piece left already, it ends up in the same position as a right rotation.



        This while not important to your question does bring up a left bias in the I-piece rotation, that isn't seen with the other pieces.



        The reason these rotations were chosen is kind of a side effect of how SRS works. With SRS, all rotations are reversible. This means when you rotate and a piece kicks, you can always rotate the other direction to get yourself out. These kicks are just meant for the piece to be able to rotate off of a wall, but the side effect is the reverse (what your example is) has a weird behavior.







        share|improve this answer








        New contributor



        Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
        Check out our Code of Conduct.








        share|improve this answer



        share|improve this answer






        New contributor



        Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
        Check out our Code of Conduct.








        answered 6 hours ago









        Simon LarocheSimon Laroche

        252 bronze badges




        252 bronze badges




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        Simon Laroche is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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        Check out our Code of Conduct.
































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