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The X-Philes (2nd Revision)
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The X-Philes Number 1 (1995).iso
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tetris3.doc
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1995-03-31
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(Comp.sys.handhelds) Option:
Item: 2556 by _falco at hpcvbbs.UUCP
Author: [Andrey Dolgachev]
Subj: Tetris3 for the HP48sx
Date: Sat Mar 30 1991
[Note: See TETRIS.DOC to see why there are three Tetri on this disk. -jkh-]
Here we go again, here's the next version of Tetris, and it is a
significant enough upgrade to warrant the Tetris 3.0 label. First of
all, the new features and revisions. In addition to the minor bug fixes
and such, I made the game more like the computer version.
1) Levels! There are now 10 levels, 0 through 9. I used the same
delay function, so the end result is the same. However, instead of the
speed just increasing continuosly, there is a speed increase every time
you reach the next level. After a certain amount of time, you go up a
level, just like the real Tetris. Also, you can specify which level you
want to start with (discussed later), and you can go up a level while
playing by pressing K (the up arrow).
2) Real scoring. The scoring is now just like the real computer
version of Tetris by Spectrum Holobyte. You only get points for pieces
dropped, not lines. You get more points for higher levels and for
dropping the pieces higher. Also, turning on the Draw Next Piece
function takes off points (3/4).
3) Customization. There is a program called CONFIG which makes it
easier for the user to customize some features of Tetris. You can
specify what kind of Dissolve sequences you want for each of the three
times that a screen dissolve takes place. CONFIG gives the codes for the
dissolve sequences by the way. Simply experiment with the different
codes to see what it does. The three phase where screen dissolves take
place are the beginning, the high score drawing, and the return to the
stack (1,2,3). You can also specify if you want your score, lines, and
level left on the stack as labeled numbers. You also use this program to
specify your starting level and to erase your high scores (which can also
be done with the Erase command in the second row). The default values
are built-in, so if you don't want to change something, just type return
to go on to the next screen. It will be evident when you use it. All
this program does is provide a user-friendly way of changing the
paramater list, DLST. DLST contains five numbers. The first three have
tags, and indicate the dissolve types for each phase, the fourth
indicates whether you want your score left on the stack (0 is no, 1 is
yes) and the fifth is a number from 0 to 9 indicating your starting
level.
4) Misc. Revisions. The pieces now appear one square higher, and
the board "fills" up one square higher. This is the maximum space you
can have, unless I go back and really change (read as slow down) the XFIG
and TFIG routines. Two more squares of room is nice though. When you
drop your piece, it immediately appears at the bottom, just like the real
Tetris. The draw next piece has been revised. It is now at the right
side of the screen, and the piece that appears in the Next Piece window
is in the same rotational position as the one which drops. I also
changed the order of the rotations of the pieces to match the real Tetris
game. The Pausing function now only saves part of the GROB, instead of
the whole screen, so it can be used with less memory.
5) Flags and stuff. All the subprograms now use the subprogram
PREP to s, unstripped form, I actually organized them to make it easier
to understand. The first line of the VAR menu contains the six functions
you use to do everything. Then, you have the ERASE and DLST commands
which are used by CONFIG and which you can use if you know how (allowing
you to erase CONFIG if you don't need it). Then, the next two programs
are the ones that you can modify to suit your needs if you wanta risk it.
RK2 contains the different key commands. Change this if you want a
different key layout. PREP is the subprogram which allows TETRIS to run
fine. Then, the three variables holding your score things. Then the
four ML and GROBS which you should ASC if you do TEXT transfer. That
finishes out the third row. The fourth row contians the essential TETRIS
functions, the fifth row contains more essential functions and variables.
The sixth row contains the functions and variables essential to the
Drawing of the next piece. It also has the variables L and SAV used in
pausing the program. The seventh row contains the functions and
variables used for the levels. The eighth row contains the graphics
routines for setting up the screen. And the ninth row contains the
finsih routine and the drawing of the high scores stuff. The 54
variables and subprograms account for the fact that Tetris now takes up a
little over 8k.
O.K. I think that's it. I also fixed any bugs which were recently posted
which there were only a few of.
Now for the credits. Credit goes to Erik Bryntse for the original Tetris
with partial machine code routines, and Joe Ervin for the Screen Dissolve
code. Also, thanks to everybody who posted bugs and revisions ideas.
And of course, I give no guarantees or warranties and I am not liable if
this game makes you go crazy or blows up your 512k RAM card.
Now for the instructions. Download the following, and transfer it to
your calculator. Then, make sure that ASC-> is in the same or a higher
level as Tetris3. Then press SETUP in the Tetris3 directory to ASC-> the
5 MC and GROB's. If you don't know what ASC-> is, read my next message.
Press HELP if you need it. It's not a very complicated game or anything
though. Some general things though on the game. When you press O, the
HP turns off, when you turn it on, the game continues. When you press P,
the game suspendace.