frechett@spot.Colorado.EDU (-=Runaway Daemon=-) (04/15/91)
Truely impressive.. The smoothness of this one just blows the partial ML version away.. Unfortunately the key layout is driving me nuts. If the keys were in some resonable layout the fact that it also rotates the pieced the wrong direction might not bug me as much.. ;) I couldn't play it long enough to see if it gets any faster.. Does it? So when is someone going to tear this thing apart? ian -=Runaway Daemon=-
IUGC500@INDYVAX.IUPUI.EDU (David Holland IUGC500@INDYVAX) (04/15/91)
Even better.... Why doesn't the author just simply post thier source code.????? (hint - hint - nudge - nudge.. ;) Even me, not currently being a hp48sx programmer, wouldn't mind seeing it. :) David Holland IUGC500@INDYVAX.IUPUI.EDU (INTERNET) IUGC500@INDYVAX (BITNET)
bson@rice-chex.ai.mit.edu (Jan Brittenson) (04/16/91)
In a posting of [15 Apr 91 06:15:48 GMT] frechett@spot.Colorado.EDU (-=Runaway Daemon=-) writes: > If the keys were in some resonable layout the fact that it also > rotates the pieced the wrong direction might not bug me as much.. ;) All Tetrixen seem to rotate the same way, though. Sure as h*ll is counter-intuitive to rotate counter-clockwise. At least my brain resists it. Perhaps it was intentional, to make the original game a little more difficult? -- Jan Brittenson bson@ai.mit.edu
johnt@meaddata.com (John Townsend) (04/17/91)
In article <1991Apr15.061548.12826@colorado.edu>, frechett@spot.Colorado.EDU (-=Runaway Daemon=-) writes: |> |> Truely impressive.. The smoothness of this one just blows the partial |> ML version away.. Unfortunately the key layout is driving me nuts. If |> the keys were in some resonable layout the fact that it also rotates the |> pieced the wrong direction might not bug me as much.. ;) I couldn't |> play it long enough to see if it gets any faster.. Does it? |> Actually, I find the key layout to be quite usable. Maybe I'm just naturally "all thumbs", but if you hold the goddess (aka HP48) with both hands you can use your left thumb (on the 'left-shift' and '4' keys) to rotate and your right thumb (on the '5', '6', and 'multiply' keys) to go left, drop, or go right. If you happen to be used to one of the other versions making the rounds, I can see how you might find it a bit awkward at first, but once you get used to this one, I don't think you'll want to go back. And why does everyone keep saying that it rotates the wrong way? The 'left-shift' key does a "normal" rotation, and the '4' key is a bonus -- it rotates the other way if you want to. If you're like me, though, you can probably push one key three times before you can make up your mind which of two keys to press and how many times you're going to press it. And yes, Virginia, it does get faster. _God_ it gets fast. So far, I haven't survived past level 5 (it increments the level every 10 lines just like the real thing), and it seems that the pieces fall about as fast as if you were holding down the drop key. My compliments to the author. Rather than continuing to beat Tetris to death, I'd like to see someone write the real challenge: Hextris. Hextris is much like Tetris, except that each piece is composed of four hexagons, rather than squares. Thus there are eleven different pieces, instead of just seven, and some of them are pretty wild. They look sorta like this: * * * * * * * * * ** * * * * * * * * ** ** ** and the * * * * * * * * * * nefarious * * * * * * * * * In addition, each piece can be rotated six different ways, rather than just four. THIS is when you need a backwards rotation! Obviously, the floor and walls of the play area need to have sort of a "corrugated" look, in order to fit the pieces exactly, and "lines" are slightly zig-zagged, rather than straight. Best of luck to the brave souls who write this for the '48! -- John Townsend Internet: johnt@meaddata.com c/o Mead Data Central UUCP: ...!uunet!meaddata!skibum!johnt P.O. Box 933 Telephone: (513) 865-7250 Dayton, Ohio, 45401
ahernsd@mentor.cc.purdue.edu (Dynastar) (04/18/91)
In <3982@meaddata.meaddata.com> johnt@meaddata.com (John Townsend) writes: >Rather than continuing to beat Tetris to death, I'd like to see someone write >the real challenge: Hextris. Hextris is much like Tetris, except that each > [stuff] >straight. Best of luck to the brave souls who write this for the '48! Man! This sounds beautiful! And very hard to program. I am only a beginning programmer on the 48, but this intrigues me enough to try (once exams and projects are over!). Anyone else wanna byte (haha) ?
jmorriso@ee.ubc.ca (John Paul Morrison) (04/18/91)
In article <1991Apr15.061548.12826@colorado.edu>, frechett@spot.Colorado.EDU (-=Runaway Daemon=-) writes: > > Truely impressive.. The smoothness of this one just blows the partial > ML version away.. Unfortunately the key layout is driving me nuts. If > the keys were in some resonable layout the fact that it also rotates the > pieced the wrong direction might not bug me as much.. ;) I couldn't > play it long enough to see if it gets any faster.. Does it? > > -=Runaway Daemon=- Actually, the keys are good, when you are used to it: just play with two thumbs. It DOES get faster. Much too fast. It gets faster smoothly and then it jumps into crazy speed mode. There is also a weency bug: sometimes parts of blocks get stalled near a top corner. They behave normally though, but they aren't supposed to stop there. How come it doesn't a cute blip sound when you finish a line? Great job Per Konradsson!!! -- __________________________________________________________________________ John Paul Morrison | University of British Columbia, Canada |Coming soon on Disney Home Video: Electrical Engineering | | "American Psycho" jmorriso@ee.ubc.ca | ________________________________________|_________________________________
herman@corpane.uucp (Harry Herman) (04/18/91)
In <14908@life.ai.mit.edu> bson@rice-chex.ai.mit.edu (Jan Brittenson) writes: > All Tetrixen seem to rotate the same way, though. Sure as h*ll is >counter-intuitive to rotate counter-clockwise. At least my brain >resists it. Perhaps it was intentional, to make the original game a >little more difficult? > -- Jan Brittenson > bson@ai.mit.edu Tengen's Tetris for the Nintendo rotates one way if you press the "A" button and the other way if you press the "B" button. My wife likes being able to choose, while I find it easier to just use one button to rotate, even if I have to press the same button three times. Harry Herman herman@ukma!corpane
s2499576%techst02.technion.ac.il@TAUNIVM.TAU.AC.IL (Yaniv Shaya) (04/18/91)
I didn't manage to use the ML tetris on my HP. It was said somewhere that it is in Library format: 1) What doe's it mean ? 2) Doe's it need an expansion card to run ? 3) If not 2, then how can I run it on my HP (without expansion card) - Please Give me detailed information if possible. Thanks. ~~~~~~~ Yaniv
akcs.falco@hpcvbbs.UUCP (Andrey Dolgachev) (04/19/91)
Well, I went into ML Tetris and it is definetely NOT a CHIP program, the code is >ahem< "slightly" different. However, even though the screen res olutionof a CHIP program is less than the HP screen, I wonder if it is possible to get the same resolution as the HP if you use a smaller screen, i.e., the same number of pixels, just in a smaller area. I always thought that Chip could have promise if the Resolution could be upped, but I never got any good docs on it. SO, what does anybody think, would it be possible to change the CHIP program (would it involve changing the virtual chip machine?) to handle higher res. and does anybody have any real docs on how the CHIP instructions? HEXTRIS sounds fun, but I don't even have time to make a better ver. of Tetris3. Actually, a lot of the routines are a lot alike to Tetris. The pictures of the pieves would have to be changed, of course, but the rotation, movement, and even the stacking could be done with virtually no changes. SOm eother toher things would have to be changed, of course, especially the zig-zag lines (that could be a toughie) All in all, it don't seem incredibly evil. Looks like fun, actually, does anyone know if there is a copy out for any computers (IV -gargh-any computers (IBM or Mac preferably) which I could take a look at? I would like to take a crack at it, after my finals. ---Falco
khbsnsr@nmt.edu (Sven of the North) (04/19/91)
In article <1991Apr18.102541.7297@corpane.uucp> herman@corpane.uucp (Harry Herman) writes: >In <14908@life.ai.mit.edu> bson@rice-chex.ai.mit.edu (Jan Brittenson) writes: > >> All Tetrixen seem to rotate the same way, though. Sure as h*ll is >>counter-intuitive to rotate counter-clockwise. At least my brain >>resists it. Perhaps it was intentional, to make the original game a >>little more difficult? > >> -- Jan Brittenson >> bson@ai.mit.edu > >Tengen's Tetris for the Nintendo rotates one way if you press the "A" >button and the other way if you press the "B" button. My wife likes >being able to choose, while I find it easier to just use one button >to rotate, even if I have to press the same button three times. > > > Harry Herman > herman@ukma!corpane I finally figured out my main problem with the key arrangement. I am used to the gameboy, on which the controlls are layed out exactly opposite from the new tetris. This is troublesome. I'm used to controlling the movement with my left thumb, and the rotation with my right. That's the real problem I have with it. ------------------------------------------------------------------------------- | _ , __ _ _ | "It's green . . ." | | ' ) / / ) // // | Mr. Scott | | /-< _ ____ /--< __ . . ____ _ // // | | | / ) </_/ / <_ /___/_/ (_(_/_/ / <_</_</_</_ | Loooove that .sig | | <khbsnsr@jupiter.nmt.edu> | | ===============================================================================
johnt@meaddata.com (John Townsend) (04/20/91)
I've been informed that the Hextris pieces that I posted earlier: > * * * * * * * * * ** * > * * * * * * * ** ** ** and the * > * * * * * * * * * nefarious * * > * * * * * * * were slightly in error. The 6th and 7th ones are actually the same piece rotated pi radians (180 degrees, 200 grads, 64800_arcs, etc.). There are actually ten different pieces, and their new, improved, bandwidth-wasting graphical representations are: __ __ __ __ __ __ __ / \ / \ / \ / \__ __/ \ __ / \__ / \ \__/ \__/ \__/ \__/ \ / \__/ __/ \ \__/ \ \__/ / \ / \ / \ \__/ \__/ / \__/ / \__/ __/ \ \__/ \__/ \__/ / \__ __/ \ \__/ \__/ / \__/ / \ __/ \ / \__ \__/ \ / \__/ / \__ / \ \__/ \ \__/ / \__/ \__/ \ \__/ \__/ \__/ \ \__/ \__/ / \ \__/ \__/ \__/ \__/ __ __ / \__ / \ \__/ \ \__/ / \__/ __/ \__ \__/ \ / \__/ \ \__/ \__/ \__/ The border of the playing area looks sorta like this, but taller (spawn a little mental animation subprocess and imagine the pieces falling): __ / \ / \ __ \__/ \__/ __/ \__ / \ / \ / \__/ \ \__/ \__/ \__/ \__/ / \ / \ / \ __ \__/ \__/ \__/ / \__ __ / \ / \ __\__/ \__/ \ \__/ \__/ / \ \__/ \__/ / \ / \ \__/ \__/ \__/ \__/ __/ \__ / \ / \ / \__/ \ \__/ \__/ \__/ \__/ / \ / \__ __ __ __ __ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ My apologies to those of you who don't have 80-column displays or don't have a backslash (\) character in your character set. Hope my previous post didn't inconvenience anyone. Surely someone will have this written by the end of the weekend... ;-) -- John Townsend Internet: johnt@meaddata.com c/o Mead Data Central UUCP: ...!uunet!meaddata!skibum!johnt P.O. Box 933 Telephone: (513) 865-7250 Dayton, Ohio, 45401
RJW0180%TNTECH.BITNET@CUNYVM.CUNY.EDU (04/24/91)
> In a posting of [15 Apr 91 06:15:48 GMT] > frechett@spot.Colorado.EDU (-=Runaway Daemon=-) writes: > > > If the keys were in some resonable layout the fact that it also > > rotates the pieced the wrong direction might not bug me as much.. ;) > > All Tetrixen seem to rotate the same way, though. Sure as h*ll is > counter-intuitive to rotate counter-clockwise. At least my brain > resists it. Perhaps it was intentional, to make the original game a > little more difficult? > > -- Jan Brittenson > bson@ai.mit.edu Why does everyone keep saying this? The '4' key rotates the piece one way, and the left-shift key rotates it the other! -Randy Weems RJW0180@TNTECH
jmorriso@ee.ubc.ca (John Paul Morrison) (04/24/91)
Hextris looks interesting, but let me suggest something a little more different:
how about a tetris with 5 fold symmettry?? I think you need only two pieces (parallograms)
with angles involving 36 and 72 degrees (ie the golden mean is in there somewhere).
Tetris is just a tesselation problem, so this five-fold tetris could be very interesting,
especially since there is no general algorithm (so they say).
yah, we could call it Pentris (Penrosetris?)
--
__________________________________________________________________________
John Paul Morrison |
University of British Columbia, Canada |Coming soon on Disney Home Video:
Electrical Engineering |
| "American Psycho"
jmorriso@ee.ubc.ca |
________________________________________|_________________________________
blooms@guille.ece.orst.edu (Scott A. Bloom) (04/25/91)
or 2) The files themselves. Thanks in advance, Scott -- /------------------------------------------------------------------------/ / Scott Bloom / blooms@guille.ece.orst.edu / / Electrical & Computer Engineering Oregon State University / / If you understand the uncertanty principle, what must you forget??? /
johnt@meaddata.com (John Townsend) (04/26/91)
In article <1627@fs1.ee.ubc.ca>, jmorriso@ee.ubc.ca (John Paul Morrison) writes: |> Hextris looks interesting, but let me suggest something a little more different: |> |> how about a tetris with 5 fold symmettry?? I think you need only two pieces (parallograms) |> with angles involving 36 and 72 degrees (ie the golden mean is in there somewhere). |> Tetris is just a tesselation problem, so this five-fold tetris could be very interesting, |> especially since there is no general algorithm (so they say). |> |> yah, we could call it Pentris (Penrosetris?) Surely you jest. :-) Seriously, has anyone seen the three-dimensional Tetris? I believe I saw an arcade video game of this once. Each piece was composed of four CUBES and fell into a rectangular-prismic play area. Rotation was possible around three axes, and translation was over a plane instead of just right and left. The player had to fill in a whole plane, rather than just a line. I think I'll have to pass on the three-dimensional Penro-hextris... -- John Townsend Internet: johnt@meaddata.com c/o Mead Data Central UUCP: ...!uunet!meaddata!skibum!johnt P.O. Box 933 Telephone: (513) 865-7250 Dayton, Ohio, 45401
bqt@cia.docs.uu.se (Johnny Billquist) (04/27/91)
In <4017@meaddata.meaddata.com> johnt@meaddata.com (John Townsend) writes: > There are >actually ten different pieces, and their new, improved, bandwidth-wasting >graphical representations are: [some pieces deleted...] > __ __ > / \__ / \ > \__/ \ \__/ > / \__/ __/ \ > \__/ / \__/ > / \ \__/ \ > \__/ \__/ These should be (as many might suspect...) __ __ / \__ __/ \ \__/ \ / \__/ / \__/ \__/ \ \__/ \__/ / \ / \ \__/ \__/ [more stuff deleted...] The border was drawn a little wrong. It was drawn like this: > \__/ / \ > / \__ __ __ __ __ \__/ > \__/ \__/ \__/ \__/ \__/ \__/ \ > \__/ \__/ \__/ \__/ \__/ \__/ > \__/ \__/ \__/ \__/ \__/ It should be looking like this in the bottom: \__/ \__/ / \__ __ __ __ __ __/ \ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ Also, it should probably be a few rows wider... Johnny
akcs.falco@hpcvbbs.UUCP (Andrey Dolgachev) (04/27/91)
Well, I tried Welltris on my Mac, I had it for a while, but I didn't like it as much as Tetris. Welltris is basically the three dimensional version of tetris which has more pieves which fall down a well into a square bottom. However, I didn't like it as much as Tetris. I think that the appeal of Tetris is ts simplicity, and making it more complicated does not necessarily make it more fun. Personally, I think it would be abetter idea to try something new, rather than continually tryijg| (sorry, my computer just turned itself off when I bumped the table because my power cable was loose) ..trying to expand on Tetris (FIve-fold, Hextris, three -d, etc.) So, can anyone think of another cool game that can be theoritcally ported over to the 48. Of course, HP-95LX programmers have it easy, they can essentiallly just d/l their IBM programs. ----Falco
dohm@magnus.acs.ohio-state.edu (Peter J Dohm) (04/27/91)
how about berzerk??? is it possible?? it's surely a simple enough game, but that doesn't mean it's acceptably easy to program. Pete Dohm _____________________________________________________________________________ | Peter J. Dohm - Comp. Science Major |Consultant On: Magnus | www | | Unix, VMS, MS-DOS Consultant |Operator/Consultant On: KCGL | |. .| | | The Ohio State University |dohm@kcgl1.eng.ohio-state.edu| | ^ | | | dohm@magnus.acs.ohio-state.edu |ak541@cleveland.freenet.edu | | O | | | dohm@hpuxa.acs.ohio-state.edu |dohm@cis.ohio-state.edu | \_/ | -----------------------------------------------------------------------------
anon@rouge.usl.edu (Anonymous NNTP Posting) (04/27/91)
WELL, FALCO,.... How about QIX or KLAX or some other simple arcade game? Also, do you know how the Nintendo Gameboy is set up? Although the 48 surely couldn't match it, IT sure does manage some interesting YET simple games.( the gameboy, that is.) Also, do the @<documentation> in posted posted programs screw things up? I tried. I tried to d/l the ml tetris, but all I got was garbage! ph. (318)-231-4824
herman@corpane.uucp (Harry Herman) (04/28/91)
In <29983@rouge.usl.edu> anon@rouge.usl.edu (Anonymous NNTP Posting) writes: >Also, do the @<documentation> in posted posted programs screw things up? I tried. >I tried to d/l the ml tetris, but all I got was garbage! The KERMIT built into the HP48 assumes that anything between @ signs, or between the @ sign and the end of the line are comments and ignores them. For example: ... 7345 @ this is a comment @ + or: ... 7345 @ this is a comment + would cause onl the "7345" and the "+" to be compiled into the resulting program in the HP48. The KERMIT inside the HP48 would throw the rest away. Harry Herman herman@ukma!corpane
jurjen@cwi.nl (Jurjen NE Bos) (04/29/91)
herman@corpane.uucp (Harry Herman) writes: >In <29983@rouge.usl.edu> anon@rouge.usl.edu (Anonymous NNTP Posting) writes: >The KERMIT built into the HP48 assumes that anything between @ signs, or >between the @ sign and the end of the line are comments and ignores them. Almost right. It is the ASCII convert routine (STR->) that does this. You can even type 5 @ blah blah 3 + and still get 8.
johnt@meaddata.com (John Townsend) (04/29/91)
In article <bqt.672699575@cia.docs.uu.se>, bqt@cia.docs.uu.se (Johnny Billquist) writes: |> In <4017@meaddata.meaddata.com> johnt@meaddata.com (John Townsend) writes: |> > There are |> >actually ten different pieces, and their new, improved, bandwidth-wasting |> >graphical representations are: |> |> [some pieces deleted...] |> > __ __ |> > / \__ / \ |> > \__/ \ \__/ |> > / \__/ __/ \ |> > \__/ / \__/ |> > / \ \__/ \ |> > \__/ \__/ |> |> These should be (as many might suspect...) |> |> __ __ |> / \__ __/ \ |> \__/ \ / \__/ |> / \__/ \__/ \ |> \__/ \__/ |> / \ / \ |> \__/ \__/ |> You are correct here. I noticed that shortly after posting it (as usual), but didn't feel like following up on it, especially since I can't seem to get it right! Thanks for tying up this loose end! You also wrote: |> |> The border was drawn a little wrong. |> It was drawn like this: |> |> > \__/ / \ |> > / \__ __ __ __ __ \__/ |> > \__/ \__/ \__/ \__/ \__/ \__/ \ |> > \__/ \__/ \__/ \__/ \__/ \__/ |> > \__/ \__/ \__/ \__/ \__/ |> |> It should be looking like this in the bottom: |> |> \__/ \__/ |> / \__ __ __ __ __ __/ \ |> \__/ \__/ \__/ \__/ \__/ \__/ \__/ |> \__/ \__/ \__/ \__/ \__/ \__/ |> \__/ \__/ \__/ \__/ \__/ |> |> Also, it should probably be a few rows wider... Here, however, I must disagree. If there's one thing I remember about the Hextris game (which I played under X-Windows on a Sun 3), it was that the two lower corners of the play area were not symmetrical. Also, every implementa- tion of Tetris that I have seen to date has a play area ten blocks wide, not eleven, as yours is. I agree that it would be neater to have an odd number of columns, however. But what the heck? Whoever writes this is entitled to a little artistic license. -- John Townsend Internet: johnt@meaddata.com c/o Mead Data Central UUCP: ...!uunet!meaddata!skibum!johnt P.O. Box 933 Telephone: (513) 865-7250 Dayton, Ohio, 45401
akcs.edlin@hpcvbbs.UUCP (Ed Linderman) (05/17/91)
I haven't seen hextris for the 48... that sounds good!