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Awesome video, but you made a vital flaw. NES tetres uses what is known as a grab bag randomizer. easily done with shulkers, I would think. Basically tetris picks a spread of pieces then puts them in a register, it then shuffles the order of that register. This is to prevent a series of repeating pieces say being line piece 3 times in a row. or say never drawing a square piece for hundreds of moves. Both of wich were problems the original teris had to face and fix. All and all an impressive feat of redstone programming and engineering. However I would argue that because of your one fundamental change to its algorithm, you didn't make an NES based tetris, you made an NES inspired tetris with changes. Love the video great content, always happy to see you post.
i think it's a pretty common thing to just check if two things overlap and placing them in the previous position if they do in video game development actually (when you're not doing some very complicated continuous physics checks ofc)
@@peckychicken If you hold an item that villagers will trade for, they will display the trade in their hands, this produces an interaction that skulk sensors can pick up
@@BlueKirby808 The problem with this is that the player will expect the light emitted by the lamp to also have a different color. But this will take a complete redesign of the lighting engine of the game
okay, is it just me or did you forget the most important thing... a game over! its truly an amazing video, but the whole time i was wondering how you where going to implement it. and it got left out!
@@earendiIeur but it only checks for movement right? there are only checks for going left, right and down. because rendering the blocks doesnt follow these checks, it just renders inside the already existing blocks, just like before the movement collision was added.
@mattbatwings 1. Great video 2. insane to see that done with just redstone and no commands 3. As someone who read EVERY single instruction in the NES Tetris ROM: In the game movements within a frame is processed in the order of horizontal shifts, rotation, vertical drop The lines above a cleared line are shifted down one by one. The game check for a full line 4 times, but only where the piece locked. The next piece is not 100% random, the code to generate a random piece has a strong bias against repeating a piece and a small bias against I and L pieces. (This is just a very basic explanation; NES Tetris has a lot of quirks)
14:06 I'm pretty sure in the actual game, whenever you rotate, the game has a few positions it can check to see if it can put the rotated piece somewhere where it doesn't intersect anything, and if none work, it just doesn't rotate...
i still need to point out that building redstone doors don't exactly use the same skill set as building redstone computers edit: the comment is edited to be more accurate now
Very nice video ! I codded myself a tetris game in C with arduino and i met the same issue as you had with off-screen rotations. What I did is that i allowed them, and checked after a rotation if there was a part of it outside, if so, i move its x (+1 or -1 depending of the side the off-limits blocks are) and check it again, until the whole piece fits in the screen. However, i have no idea how hars it would be to do that in redstone, your work is really impressive
How do you deal with pieces that can't be moved sideways after a rotation (like a T piece falling down a 2 block wide opening, being rotated so that the flat side now points up or down) ?
@@davr1 oh yeah, T spin Tbh I didn't really cared about them, it was for a school project and my teacher isn't a pro so I don't think he even tried that lmao
I would've also added pistons to the left and right of the pressure plates to immediately move you to the center. But it is entirely up to choice, as some people might find it obstructing.
You are amazing at redstone but i think your real unique skill is in explaining things in a very understanding and entertaining way. In my opinion you are the absolute best redstone youtuber on the entire platform even if ur not the best redstoner.
Only one complaint. The dispenser isn't copying the Tetris bag system. Tetris works by filling a "bag" with all the pieces and randomly picks one out. When the "bag" is empty it just refills it and does it again. The reason I am saying this is because you can technically get alot of the same peices but this system prevents that. I hope this gets looked through because it seems like a really simple fix that will be closer to Tetris. I think you really should have looked a bit more in depth into how Tetris works, but still you made a great video. Just wanted to point that out.
Downloading the world before Tetris Holding strikes. Always love how you can manage to build all of this in Minecraft. Technically, you are building a computer every time you make these projects, and I know that takes a lot of work. Really appreciate it! It also teaches how computers work, in a very fun way!
Using various sounds such as shifting armor pieces for a user interface could be a viable alternative to the jump, that way, you can rotate while moving.
Really awesome build! I think that instead of 2 pressure plates on opposing sides for left and right movement, instead, use 2 tripwires that are at the player head level (and face the opposite direction of the jump tripwire-) because it is at head level, if they jump, they still can trigger it. This enables simultaneous movement and rotation.
Don’t get me wrong, this is incredibly impressive and super cool, but as someone who used to play competitive modern Tetris, I nearly dissolved watching this video
Subbed, I really enjoy how understandable you make it and how genuinely skilled you are. I’ve watched a few of your videos before and your effort is appreciated, enjoyable watch!
I will never NOT be in awe at the ability of Minecraft redstone and those who understand how to use it to the fullest. Just a simple game mechanic turned into building blocks for computer code
Well, in the nes tetris, it used a sprite sheet then colored it, so you could use something like glass, so it would show the black and white version of it, then put glass in front At least, thats how i think it worked
You could do the soft drop by applying it to the player’s input controls tick. So with the clock alternating between input/down/input/down etc. the input tick would also move it down and double the speed of the piece when you soft drop it. And for increasing the speed you could use a comparator clock with a signal strength comparison to make a variable speed clock that changes the speed of the clock based on the signal strength comparison, and you can change the signal strength to change the frequency of the comparator clock. If it’s all going on one clock you can make a 1 digit binary counter. Whenever the bit flips on it checks the input and when it flips off it does the down movement. That alternates the pulse from the clock between two circuits and makes it all operate on one controllable timer. It's kinda hard to explain in text but if you have a typical comparator fader circuit with two comparators powering each other with a decaying signal strength, and a torch output from the block used, then a repeater from the torch back into the comparator timer. The torch will pulse on for 1 tick when the comparator fade timer reaches zero signal strength, then it resets the comparators with a fresh signal. You can push a signal into the side of the second comparator to deactivate the timer early when the decaying signal drops below the input signal it cycles the clock. As you increase the signal strength going into the clock you speed up the clock. When the input signal is 0, the decay clock has to decay from 15 to 0, but if the input signal is 4 for example then once the decay signal drops to 4 the second comparator will output a zero instead of the decaying signal which instantly resets the clock early every time it goes around. So you could technically make a 16 level system, from 0 to 15 which increases the speed of the clock. I'm sure it can't run at a 1 tick clock speed though so if you extend the duration of the decay clock beyond 15 ticks maximum you can make a slower clock that still has a 15 tick range of speeds.
Attempting to make an example diagram top down view 🔴🔴➡➡➡...➡🔴 💡⬛⬅⬅⬅...⬅🔴 ❌❌⬆ the light bulb is a torch comming from the black square block and is also the output signal which will probably need to be reduced to a one tick pulse. The red dots are redstone dust. The left and right arrows are comparators pointed in that direction the up arrow is a signal strength input going into the last comparator which controls the speed of the clock from 0 to 15, 0 being the default slow speed and 15 being the fastest possible. You can make it a variable length to extend the duration of the clock entirely. So the length of the clock gives the range of durations while the input selects the speed between the normal duration and 15 ticks sooner than that. The red X is an empty space
Tbh, I feel like it would have been worth it to implement levels and softdrop, and then just use the /tick command to make the max speed faster. But it's still amazing that you are able to do all these crazy things!!! Keep up the good work!
i think i get it now why people like massive redstone builds. it's basically visualising of programs. if you made Tetris in python, it's just a bunch of code, but in the background there's also a lot of computation. but here it's all compacted into a single machine, giving it a giant look. it's pretty cool but i still think that making larger projects with regular code is way more exciting. redstone can limit you at times
Hey in the controls where are the pressure plates you could make it so when u stand on one pressure plate a piston will push you back so you dont have to go back
How can he make all this into a twenty minute video and I have spent over 20 hours building a calculator that can only add single integers. This guy is crazy. 😅
Since soft drop is an input, it could happen on the sideways movement / rotation clock ticks (seems fine to give soft drop priority over sideways movement)
I was thinking if he positions the player down slightly so that his head would intersect with a second tripwire, where if he crouches it would no longer intersect, giving you yet another input. I think moving the player down half a block should allow this while still allowing input by jumping to touch the top tripwire.
Amazing work, one thing I thought about is that when soft dropping I believe the player can't rotate or move left or right so wouldn't it be possible to implement as the piece moving down on the player clock as well while soft dropping?
Given your prior work, I think a hard drup might be possible for you, my thinking is to subtract remaining lines from Y, as for control a inverted trip wire could detect crunching.
You should add pistons to push the player back to the center of the control area so you don’t have to press D than S to step off the pressure plate before pressing D again to move the piece twice
Is it possible to use pistons to reset the player's position every time the player steps on a pressure plate? I feel like that'd be more intuitive because then the player's WASD would directly correlate to controls instead of needing to press the opposite button after every move to re-center.
Can villagers and skulk sensors be used for controls? Where you can rebind your hot bar buttons to whatever keys are comfy (only works for inputs that dont need to be pressed twice in a row)
The two clocks is essentially how real games do it too, but instead of two clocks you just use even ticks for one set of operations and uneven ticks for the other.
other than this thing is in the top 10 coolest things i've seen so far with redstone, i was wondering: to make soft drop, couldn't you have made the block skip a line when going down? Like, when you click the button for soft drop, the block starts going down skipping one row at a time. Wouldn't that work? Anyways, great job.
this video is literally exact thought process I had when I was coding tetris in javascript, though, uh... obviously your one is a little bit harder lol
14:07 I don't know anything about the NES other than the fact that it had very low specs and everything was very optimized, and this doesn't feel very optimized because you have to store two pieces at once and calculate the falling for both of them. I think optimized way to do this would be to rotate it, check it, then if it collides un-rotate it, but I'm not sure on that.
The NES is low-spec compared to modern computers, not compared to redstone. Redstone runs at 10 ticks per second, the NES' CPU runs at 1,789,773 cycles per second.
You also have to consider parallelisation. Normal simple computer programs run on a single core so do one thing at a time, but with redstone if you build two circuits next to each other they can run simultaneously
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This comment was posted 2 hours ago... THE VIDEO WAS UPLOADED 1 HOURER AGO!!!!
MAKE GEOMETRY DASH
sponsored guy gg
Awesome video, but you made a vital flaw. NES tetres uses what is known as a grab bag randomizer. easily done with shulkers, I would think. Basically tetris picks a spread of pieces then puts them in a register, it then shuffles the order of that register. This is to prevent a series of repeating pieces say being line piece 3 times in a row. or say never drawing a square piece for hundreds of moves. Both of wich were problems the original teris had to face and fix. All and all an impressive feat of redstone programming and engineering. However I would argue that because of your one fundamental change to its algorithm, you didn't make an NES based tetris, you made an NES inspired tetris with changes. Love the video great content, always happy to see you post.
have you ever thought about making a detailed tutorial like you logical redstone series about on of your newer more complex projects?
"I need to look into the future" - least complex minecraft redstone
First
i think it's a pretty common thing to just check if two things overlap and placing them in the previous position if they do in video game development actually (when you're not doing some very complicated continuous physics checks ofc)
"It's actually pretty simple" proceeds to invent time travel.
Next thing to try is Minecraft in Minecraft (color edition)
Edit: It has been done by Mod Punchtree
It'd take like 3 days per frame
@@HyperCodecwat
hey i commented first
Considering Matt already did a 3d render its definetly possible just really, and I mean REALLY hard
@@Diamondsword85_RS Yes?
Another way you could make the controls is giving villagers an item, then when you hold that item in your inventory, a sculk sensor would detect it
I was gonna say this as well
yeah this
How does this system work?
@@peckychicken If you hold an item that villagers will trade for, they will display the trade in their hands, this produces an interaction that skulk sensors can pick up
That's so cool
full color era of MBW has started
First comment award 🥇
HOW 3 HOURS AGO THIS VIDEO WAS 1 HOUR AGO
bro's a time traveler 💀💀
Mmm yes
@@matthewdevries6590membership perk
@minecraft should take notes, redstoners want blocks that change colors depending of signal strength
last useful Minecraft update was 1.5 💀
What about dyeable redstone lamps? Crafting a dye with a redstone lamp will give you a redstone lamp of the respective dye color
@@BlueKirby808 The problem with this is that the player will expect the light emitted by the lamp to also have a different color. But this will take a complete redesign of the lighting engine of the game
Modders did it long time ago so company that big can do this too.
@@ayrton9808I mean, if bedrock had a shader redesign (renderdragon) and still managed to do it, java surely can redesign their lighting engine
4:04 Local Redstoner realizes what the “tetr” in “Tetris” means
the timestamp is perfect
"Tetr" in Tetris means 4 in Greek (probably). because each piece only has 4 tiles
@@SamiSaba2 it's one letter off the root word "tetra" which does mean 4
matt 5:24: "you can't rotate the square"
every tetris player: it's an O piece
every modern tetris player: all-spin
This is spectacular! Huge improvements from the first iteration. Also love the Blue Scuti cameo at the beginning :D
okay, is it just me or did you forget the most important thing... a game over! its truly an amazing video, but the whole time i was wondering how you where going to implement it. and it got left out!
i was wondering the same thing
I think you can just detect if there is a collision as soon as a piece is created. If so then game over
@@earendiIeur but it only checks for movement right? there are only checks for going left, right and down. because rendering the blocks doesnt follow these checks, it just renders inside the already existing blocks, just like before the movement collision was added.
He forgot the functionality to store as well
@@typoilu3413nes tetris doesn't have holding
I coded Tetris myself a few years ago (not in Minecraft 😅), and it’s amazing to see how the implementation decisions are straight just identical
Right!?!? That colision detection that he used was so good! When I did it I did it differently, the and collision felt really nice
I recommend space invaders.
Don't forget that it speeds up as it goes
I think the falling animation for line clears looks way cooler than real tetris
MOM: Matt! you still playing minecraft?! MATT:Nah just tetris.
@mattbatwings
1. Great video
2. insane to see that done with just redstone and no commands
3. As someone who read EVERY single instruction in the NES Tetris ROM:
In the game movements within a frame is processed in the order of horizontal shifts, rotation, vertical drop
The lines above a cleared line are shifted down one by one. The game check for a full line 4 times, but only where the piece locked.
The next piece is not 100% random, the code to generate a random piece has a strong bias against repeating a piece and a small bias against I and L pieces.
(This is just a very basic explanation; NES Tetris has a lot of quirks)
14:06 I'm pretty sure in the actual game, whenever you rotate, the game has a few positions it can check to see if it can put the rotated piece somewhere where it doesn't intersect anything, and if none work, it just doesn't rotate...
hell yeah another mattbatwings video
I struggle building a 7 segment display meanwhile this guy is out here building tetris
i still need to point out that building redstone doors don't exactly use the same skill set as building redstone computers
edit: the comment is edited to be more accurate now
@@j.21 But...But he's talking about a component usually used in computational redstone, including in this video and also isn't a door
@@gamer9smith you know that a comment can be edited right?
@@j.21 Oh I didn’t catch that, what did he originally say?
@@gamer9smith If I remember correctly, the original words should be "3x3 piston door" or something very close to that
It’s crazy how a game as simple as Tetris can be made in Minecraft and also it takes ALL of this redstone just for one thing
Imagine how much “redstone” there is in a phone or PC that runs incredibly complex programs
*THE ONE PIEECE!*
5:17
10:25
10:31
11:20
THE ONE PIECE IS REEEEAAAAAAL
THE ONE PEICE IS REEEEEAAAAAAAALLLLLLLLLLLLLLLLLLLLLLLLLLL!!!!!!!!!!!!!!!
best comment
CAN WE GET MUCH HIGHER!!!!!!!!!!!!!!!!!
Is that a one piece reference?
Very nice video ! I codded myself a tetris game in C with arduino and i met the same issue as you had with off-screen rotations. What I did is that i allowed them, and checked after a rotation if there was a part of it outside, if so, i move its x (+1 or -1 depending of the side the off-limits blocks are) and check it again, until the whole piece fits in the screen. However, i have no idea how hars it would be to do that in redstone, your work is really impressive
How do you deal with pieces that can't be moved sideways after a rotation (like a T piece falling down a 2 block wide opening, being rotated so that the flat side now points up or down) ?
@@davr1 oh yeah, T spin
Tbh I didn't really cared about them, it was for a school project and my teacher isn't a pro so I don't think he even tried that lmao
I would've also added pistons to the left and right of the pressure plates to immediately move you to the center. But it is entirely up to choice, as some people might find it obstructing.
You are amazing at redstone but i think your real unique skill is in explaining things in a very understanding and entertaining way. In my opinion you are the absolute best redstone youtuber on the entire platform even if ur not the best redstoner.
loving the work that you do. might i say, you can use the rising and falling edge detection from 1 clock. no need for 2....
13:28 ahhhh looking into,the future simple
0:05 OMG diao !
omg maxicubi
"Hey dude, do you wanna play Tetris with me?"
"Uh sure"
"Okay, join this Minecraft server"
This is actually really good. The logic behind this is really advanced stuff. Well done!
Oh, it was nice to hear Place on Fire by Creo at the end!
Great project. I'm currently learning microelectronics, and this was fun to watch. :)
Only one complaint. The dispenser isn't copying the Tetris bag system. Tetris works by filling a "bag" with all the pieces and randomly picks one out. When the "bag" is empty it just refills it and does it again. The reason I am saying this is because you can technically get alot of the same peices but this system prevents that. I hope this gets looked through because it seems like a really simple fix that will be closer to Tetris. I think you really should have looked a bit more in depth into how Tetris works, but still you made a great video. Just wanted to point that out.
NES tetris doesn't have the 7 bag. he based all the features of this game off of nes tetris.
Downloading the world before Tetris Holding strikes. Always love how you can manage to build all of this in Minecraft. Technically, you are building a computer every time you make these projects, and I know that takes a lot of work. Really appreciate it! It also teaches how computers work, in a very fun way!
Using various sounds such as shifting armor pieces for a user interface could be a viable alternative to the jump, that way, you can rotate while moving.
1:17 Sometimes, they have a HOLD button that moves your current piece into a area, and moves the other out (if there is one).
It is PERFECT ! Just one little thing is missing : The kalinka !
Really awesome build!
I think that instead of 2 pressure plates on opposing sides for left and right movement, instead, use 2 tripwires that are at the player head level (and face the opposite direction of the jump tripwire-) because it is at head level, if they jump, they still can trigger it. This enables simultaneous movement and rotation.
6:59 Guess we won't be seeing the Super Rotation System
My guy, this is insane. You deserve millions of views for this. Great job on this work of genius 👍
I really wanted worldedit so I can follow your tutorials, so I'm so happy that I got worldedit.
Don’t get me wrong, this is incredibly impressive and super cool, but as someone who used to play competitive modern Tetris, I nearly dissolved watching this video
Subbed, I really enjoy how understandable you make it and how genuinely skilled you are. I’ve watched a few of your videos before and your effort is appreciated, enjoyable watch!
I allways go strait to the showcase wich is, for me, the best part.
Amazing video. The redstone level is just incredible
I will never NOT be in awe at the ability of Minecraft redstone and those who understand how to use it to the fullest. Just a simple game mechanic turned into building blocks for computer code
Amazing job! I really appreciated the fact that you also included a lamp version.
Somebody : hum this seems complicated
Mattbatwings : make more ROM
8:20 7up like the drink hehe
Well, in the nes tetris, it used a sprite sheet then colored it, so you could use something like glass, so it would show the black and white version of it, then put glass in front
At least, thats how i think it worked
15:56 oh yeah, a flawless rotation
You could do the soft drop by applying it to the player’s input controls tick. So with the clock alternating between input/down/input/down etc. the input tick would also move it down and double the speed of the piece when you soft drop it.
And for increasing the speed you could use a comparator clock with a signal strength comparison to make a variable speed clock that changes the speed of the clock based on the signal strength comparison, and you can change the signal strength to change the frequency of the comparator clock. If it’s all going on one clock you can make a 1 digit binary counter. Whenever the bit flips on it checks the input and when it flips off it does the down movement. That alternates the pulse from the clock between two circuits and makes it all operate on one controllable timer.
It's kinda hard to explain in text but if you have a typical comparator fader circuit with two comparators powering each other with a decaying signal strength, and a torch output from the block used, then a repeater from the torch back into the comparator timer. The torch will pulse on for 1 tick when the comparator fade timer reaches zero signal strength, then it resets the comparators with a fresh signal. You can push a signal into the side of the second comparator to deactivate the timer early when the decaying signal drops below the input signal it cycles the clock. As you increase the signal strength going into the clock you speed up the clock.
When the input signal is 0, the decay clock has to decay from 15 to 0, but if the input signal is 4 for example then once the decay signal drops to 4 the second comparator will output a zero instead of the decaying signal which instantly resets the clock early every time it goes around. So you could technically make a 16 level system, from 0 to 15 which increases the speed of the clock. I'm sure it can't run at a 1 tick clock speed though so if you extend the duration of the decay clock beyond 15 ticks maximum you can make a slower clock that still has a 15 tick range of speeds.
Attempting to make an example diagram
top down view
🔴🔴➡➡➡...➡🔴
💡⬛⬅⬅⬅...⬅🔴
❌❌⬆
the light bulb is a torch comming from the black square block and is also the output signal which will probably need to be reduced to a one tick pulse. The red dots are redstone dust. The left and right arrows are comparators pointed in that direction the up arrow is a signal strength input going into the last comparator which controls the speed of the clock from 0 to 15, 0 being the default slow speed and 15 being the fastest possible. You can make it a variable length to extend the duration of the clock entirely. So the length of the clock gives the range of durations while the input selects the speed between the normal duration and 15 ticks sooner than that.
The red X is an empty space
The Matt Parker jumpscare was very unexpected, but very appreciated
damn it would be RLY COOL to replicate the original NES TETRIS bugs like the glitched colors
Tbh, I feel like it would have been worth it to implement levels and softdrop, and then just use the /tick command to make the max speed faster. But it's still amazing that you are able to do all these crazy things!!! Keep up the good work!
i think i get it now why people like massive redstone builds. it's basically visualising of programs. if you made Tetris in python, it's just a bunch of code, but in the background there's also a lot of computation. but here it's all compacted into a single machine, giving it a giant look. it's pretty cool but i still think that making larger projects with regular code is way more exciting. redstone can limit you at times
Hey in the controls where are the pressure plates you could make it so when u stand on one pressure plate a piston will push you back so you dont have to go back
Great Video! As a modern tetris player I'd love to see SRS and 7-bag though. Maybe even 1v1 versus?
creo music in the showcase was amazing
LET'S GOOO!!! CONGRATS!!!
I just watched one of your other videos. I love your videos, u earned a sub.
Matttbat : I need to look into the future
Me : TIME TRAVEL
The showcase was awesome
13:24 bro going full on NYC psychic mode
How can he make all this into a twenty minute video and I have spent over 20 hours building a calculator that can only add single integers. This guy is crazy. 😅
8:07 add value to all the exes😂
Since soft drop is an input, it could happen on the sideways movement / rotation clock ticks (seems fine to give soft drop priority over sideways movement)
I was thinking if he positions the player down slightly so that his head would intersect with a second tripwire, where if he crouches it would no longer intersect, giving you yet another input. I think moving the player down half a block should allow this while still allowing input by jumping to touch the top tripwire.
Amazing work, one thing I thought about is that when soft dropping I believe the player can't rotate or move left or right so wouldn't it be possible to implement as the piece moving down on the player clock as well while soft dropping?
Given your prior work, I think a hard drup might be possible for you, my thinking is to subtract remaining lines from Y, as for control a inverted trip wire could detect crunching.
You should add pistons to push the player back to the center of the control area so you don’t have to press D than S to step off the pressure plate before pressing D again to move the piece twice
0:09 it’s Alex T!
This is AWESOME! Love it!
Loving these color videos
19:36 showcase is one of my favorite parts
The controls are similiar to the wii balance board controls for tetris party deluxe
wish we had a lightblock that emits a diff color depending on signal strenght
My cursed brain expected Luffy to appear on screen every time you said 'one piece'
Is it possible to use pistons to reset the player's position every time the player steps on a pressure plate? I feel like that'd be more intuitive because then the player's WASD would directly correlate to controls instead of needing to press the opposite button after every move to re-center.
9:05 You could have put fences on the pressure plates to make the A-D movement faster
he did check the end
upgrade idea, make a piston push you to the midle
The coordinate system was the correct choice. Hold pieces would have been easy to implement in a coordinate system if they were desired.
Using Pacman's idea in Tetris? Genius 😎
Big brain complex 🧠😎
I CANNOT WAIT
For the soft drop could you have a faster clock for falling when you enable it and for every pulse for falling it adds too the score?
I’m impressed your PC handled this wow! I wish we could have texture packs like this on Minecraft Bedrock edition
Can villagers and skulk sensors be used for controls? Where you can rebind your hot bar buttons to whatever keys are comfy (only works for inputs that dont need to be pressed twice in a row)
The madlad did it again! Next version with rotation kicks? ;)
The two clocks is essentially how real games do it too, but instead of two clocks you just use even ticks for one set of operations and uneven ticks for the other.
BRO that was amazing you should make a tetris theme song behind by note blocks bro
other than this thing is in the top 10 coolest things i've seen so far with redstone, i was wondering: to make soft drop, couldn't you have made the block skip a line when going down? Like, when you click the button for soft drop, the block starts going down skipping one row at a time. Wouldn't that work? Anyways, great job.
His voice is so soothing!
13:03 Amung Us !!!
So for the collision detection why don't you allow any piece movement in a "future" buffer and only display it if it's a valid position?
Another video from the legend
This is so coooool, congrats
Mod punchtree made a level based tetris today.
For the soft drop could you use the second clock (used for left and right by the player) to drop the piece at 2x speed?
8:21 7 up? like the soda?
18:45 Couldn't you just move the tetris piece down 2 units every clock/drop tick instead of 1 unit?
7:09 “That is a small price to pay for rotation”
-Thanos
that 3x3 issue you had is so simple to fix! all you need is to edit the json of that specific part from (correct me if im wrong) 48*48 to 64*64.
this video is literally exact thought process I had when I was coding tetris in javascript, though, uh... obviously your one is a little bit harder lol
POV me acting as if I understand all of this while my red stone skill level is so low that I struggle to make a sheep fricker
14:07 I don't know anything about the NES other than the fact that it had very low specs and everything was very optimized, and this doesn't feel very optimized because you have to store two pieces at once and calculate the falling for both of them. I think optimized way to do this would be to rotate it, check it, then if it collides un-rotate it, but I'm not sure on that.
The NES is low-spec compared to modern computers, not compared to redstone. Redstone runs at 10 ticks per second, the NES' CPU runs at 1,789,773 cycles per second.
You also have to consider parallelisation. Normal simple computer programs run on a single core so do one thing at a time, but with redstone if you build two circuits next to each other they can run simultaneously