Index of /~im14u2c/intv/jzintv/src/4-tris
Name Last modified Size Description
Parent Directory 17-Jun-2004 13:07 -
4-tris.asm 01-Nov-2001 20:00 207k
4-tris.bin 10-Mar-2001 23:51 16k
4-tris.cfg 01-Feb-2001 21:03 1k
4-tris.lst 10-Mar-2001 23:51 1.5M
4-tris.rom 01-Nov-2001 20:00 16k
4_tris_easter_egg.png 01-Feb-2001 21:03 1k
4_tris_game_over.png 01-Feb-2001 21:03 1k
4_tris_in_game.png 01-Feb-2001 21:03 1k
4_tris_sound_test.png 10-Mar-2001 23:54 1k
4_tris_title_screen.png 01-Feb-2001 21:03 1k
COPYING.txt 01-Feb-2001 21:03 18k
SOURCE.txt 01-Feb-2001 21:03 14k
_ 01-Feb-2001 21:03 21k
behappy.asm 01-Feb-2001 21:03 52k
behappy3.txt 01-Feb-2001 21:03 4k
chindnce.asm 01-Feb-2001 21:03 834k
chindnce.txt 01-Feb-2001 21:03 49k
digits 01-Feb-2001 21:03 1k
facefont 01-Feb-2001 21:03 4k
font.asm 01-Feb-2001 21:03 24k
miscfont 01-Feb-2001 21:03 1k
mkfont16.c 01-Feb-2001 21:03 8k
nut1mrch.asm 01-Feb-2001 21:03 255k
nut1mrch.txt 01-Feb-2001 21:03 29k
pm16.c 02-Feb-2001 20:34 41k
trisfont 01-Feb-2001 21:03 1k
;;===========================================================================;;
;; Joe Zbiciak's 4-Tris -- A "Falling Tetrominoes" Game for Intellivision ;;
;; Copyright 2000, Joe Zbiciak, im14u2c@primenet.com ;;
;; http://www.primenet.com/~im14u2c/intv/ ;;
;;===========================================================================;;
----------------
Emulator Notes
----------------
-- The Numeric Keypad is reversed. Intellivision keypads put [1], [2],
and [3] in the top row of the keypad, much like a telephone. The
emulator retains this spatial relationship, despite the fact that
PC's put [7], [8] and [9] in the top row. So, you will need to
remember this little tidbit when starting the game or using the
sound-test screen.
-- On INTVPC, the [0] key on the keypad is mapped to the Intellivision's
[0] and the [.] key is mapped to the Intellivision's [C]. On jzIntv,
it's the other way around.
-- The "Action Buttons" are mapped to Ctrl, Shift, and Alt.
-- The "Disc" is mapped to the arrow keys (the Inverted-T, NOT the ones
on the number-pad)!
-------------------
Game Instructions
-------------------
At the title screen, press a number from [1]-[9] or [C] on the keypad
to select a starting level. (Buttons [1] through [9] start you at
levels 1 through 9, and [C] starts you at Level 10.) If you press
[0] at the title screen, you will be taken to a "Sound Test" screen.
(See "Sound Test" below for more details.) Any other input on the
controller starts you at Level 4. (Level 4 seemed like a good mid-way
default level.)
In the game, the controllers are set up like so:
DISC: Moves piece left, right or down
Action Buttons: Rotates piece. Top button rotates counter-clockwise,
bottom buttons rotate clockwise.
[4], [6], or [C] Toggles "Next Piece" display
[7] or [9] Mutes/un-mutes background music.
Pieces fall until they hit an obstruction which keeps them from falling.
When a piece can't fall any further, it is "placed", and a score is
assessed for that piece's placement.
First, the player is awarded a small number of points for each downward
move that the player made with the piece. The player is awarded 5
pts/move if the next piece was displayed at while this piece was falling,
10 pts/move otherwise. This rewards fast play. Next, any completed
lines are cleared away, and a cleared-line bonus is awarded. The table
below illustrates the line clear bonuses. Notice that it's worth your
while to clear more lines at a time.
Line Clear Bonuses:
+-----------------+---------------------------------- -------------------+
| Number of | Level Number...... ... |
| Lines Cleared | 1 | 2 | 3 | 4 | ... | n |
|-----------------+--------+-------+-------+-------+- -+-----------------+
| 1 | 1000 | 1500 | 2000 | 2500 | ... | 500 * (n + 1) |
| 2 | 3000 | 4500 | 6000 | 7500 | ... | 1500 * (n + 1) |
| 3 | 6000 | 9000 | 12000 | 15000 | ... | 3000 * (n + 1) |
| 4 | 12000 | 18000 | 24000 | 30000 | ... | 6000 * (n + 1) |
+-----------------+--------+-------+-------+-------+- -+-----------------+
As lines are cleared, the player is moved up in level. Each level has
a maximum number of lines associated with it, which is "10 * level".
When that maximum is reached, the player is moved to the next level.
For example, when a player reaches 40 lines, the player moves from Level
4 to Level 5 (if the player didn't start at a higher level number).
------------
Sound Test
------------
The Sound Test screen allows the player to just play around with the
sound effects that are embedded in the 4-Tris ROM image. Press buttons
on the keypad to trigger sound effects and music. Use the action
buttons to toggle the music playback speed. Press Disc to exit.
-------------
Source Code
-------------
See the file "SOURCE.txt" for information on 4-Tris' source code.