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Falling Blocks Watch Out 3DS: Difference between revisions

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|type=Puzzle
|type=Puzzle
|version=0.4.1
|version=0.4.1
|license=Mixed
|license=CC-BY 3.0
|download=https://dlhb.gamebrew.org/3dshomebrew/Falling-Blocks-Watch-Out-3DS.rar
|download=https://dlhb.gamebrew.org/3dshomebrews/fbwo3ds.7z
|website=https://github.com/Spaqin/fbwo-3ds
|website=https://github.com/Spaqin/fbwo-3ds
|source=https://github.com/Spaqin/fbwo-3ds
|source=https://github.com/Spaqin/fbwo-3ds
}}
}}
== fbwo-3ds ==
Falling Blocks Watch Out is a 3DS homebrew Tetris clone. The aim was to create a homebrew game inspired by Tetris DS, seeing as it was one of the best Tetris installments on handhelds, without all the fanciness new games bring.
<b>Falling Blocks Watch Out</b> is a 3DS homebrew Tetris clone. The aim was to create a homebrew game inspired by Tetris DS, seeing as it was one of the best Tetris installments on handhelds, without all the fanciness new games bring. Therefore, features include:
 
* <b>SRS</b> (Super Rotation System) - which should allow 20G to still let the player play, not just cry in a corner. Based on [https://tetris.wiki/SRS#How_Guideline_SRS_Really_Works https://tetris.wiki/SRS#How_Guideline_SRS_Really_Works]
==Features==
* Not only SRS though - TGM system - <b>ARS</b> - has been implemented too! When using ARS, soft drop will have no lock delay, so be careful!
* SRS (Super Rotation System) - Which should allow 20G to still let the player play. Based on [https://tetris.wiki/SRS#How_Guideline_SRS_Really_Works Tetris Guideline].
* <b>Bag-style Random Generator</b> - sequence of all the 7 blocks is shuffled, then put into play, so no more than 4 Z/S in a row will occur, therefore unlimited play is possible.
* ARS - When using ARS, soft drop will have no lock delay, so be careful.
* <b>Marathon mode</b> - of course. Limited to 20 levels (hardcoded, sorry, but be reasonable) with 10 line increments (by default).
* Bag-style Random Generator - sequence of all the 7 blocks is shuffled, then put into play, so no more than 4 Z/S in a row will occur, therefore unlimited play is possible.
* <b>High score</b> support - keeps the high score for the current configuration. If the configuration is different in current game than in the one with that high score, it will be set to 0.
* Marathon mode - Limited to 20 levels (hardcoded, sorry, but be reasonable) with 10 line increments (by default).
* Many variables to tweak - as of now, only in a text file. But, the number of variables is another topic in itself!
* High score support - Keeps the high score for the current configuration. If the configuration is different in current game than in the one with that high score, it will be set to 0.
* Theme support - no support for theme per level though, only one for the entire duration.
* Many variables to tweak - As of now, only in a text file. But, the number of variables is another topic in itself.
* Music support - in ogg format. Put your music.ogg in your theme folder and enjoy it!
* Theme support - No support for theme per level though, only one for the entire duration.
== Settings ==
* Music support - In ogg format. Put your music.ogg in your theme folder and enjoy it.
With the redist, I included a sample configuration file (config.cfg). Most of them are straightforward, but let's check them out anyway. If any of these settings is not present in the file, a default value (hardcoded) will be used instead.
 
* level [1-20] [number1] [number2] [number3] - [1-20] is obviously affected level, number1 is how many frames the game waits for a next drop, number2 means how many lines the block is dropped in one take, number3 is glue delay (in frames, how long the game waits for the block to lock in place after reaching bottom)
==Installation==
Unpack the archive on your SD card. fbwodata folder must be on the root, and of course .3dsx in /3ds/fbwo/.
 
And CIA can be installed from anywhere.
 
==User guide==
===Configuration===
Settings can be edited in the configuration file (config.cfg). If any of these settings is not present in the file, a default value (hardcoded) will be used instead.
* level [1-20] [number1] [number2] [number3]:
** [1-20] is affected level.
** [number1] is how many frames the game waits for a next drop.
** [number2] means how many lines the block is dropped in one take.
** [number3] is glue delay (in frames, how long the game waits for the block to lock in place after reaching bottom)  
* DAS [number] - Delayed Auto Shift - how many frames the game waits from pressing a directional button to moving the block automatically.
* DAS [number] - Delayed Auto Shift - how many frames the game waits from pressing a directional button to moving the block automatically.
* DAS_speed [number] - how many frames does the game wait until moving the block again after initial DAS delay, ie. with default values: frame 0 - player presses right, block moves right once; frame 11 - still pressed, block moves right again, frame 17 - still pressed, block moves, frame 23 - again...
* DAS_speed [number] - How many frames does the game wait until moving the block again after initial DAS delay. i.e. with default values:  
* invisimode [0/1] - toggles rendering of the blocks on the grid. For people who like challenges, you can turn it off.
** frame 0 - player presses right, block moves right once;
* hold [0/1] - enables HOLD functionality.
** frame 11 - still pressed, block moves right again;
* ghost_piece [0/1] - enables displaying of the ghost piece.
** frame 17 - still pressed, block moves; frame 23 - again...
* next_displayed [0-6] - number of NEXT pieces displayed.
* invisimode [0/1] - Toggles rendering of the blocks on the grid. For people who like challenges, you can turn it off.
* line_clear_frms [number] - how many frames line clear animation lasts
* hold [0/1] - Enables HOLD functionality.
* level [1-20] - level you start with.
* ghost_piece [0/1] - Enables displaying of the ghost piece.
* lines_per_lvl [number] - lines the player needs to clear before advancing to the next level.
* next_displayed [0-6] - Number of NEXT pieces displayed.
* ars [0/1] - switches between SRS (0) and ARS (1)
* line_clear_frms [number] - How many frames line clear animation lasts.
* are_delay - ARE delay in frames (time between a block locking and spawning the new one)
* level [1-20] - Level you start with.
* theme [name] - name of the folder with your theme.
* lines_per_lvl [number] - Lines the player needs to clear before advancing to the next level.
== Theme settings ==
* ars [0/1] - Switches between SRS (0) and ARS (1).
In the theme folder, theme.cfg file contains the configuration of the theme. And by that, I mean positions of the elements. These should be pretty straightforward - texture, then x and y coordinates (0,0 is in top left of the screen, and the coordinates show the top left pixel of the texture) Worth noting are:
* are_delay - ARE delay in frames (time between a block locking and spawning the new one).
* offset_next/offset_hold - they set tetrimino position, relatively to the frames
* theme [name] - Name of the folder with your theme.
* lines_dig_off/level_dig_off - set y position of the digits for level/lines counters, relatively to them
 
== Controls ==
===Theme settings===
Finally, how do we play this thing?
In the theme folder, theme.cfg file contains the configuration of the theme/positions of the elements. These should be pretty straightforward - texture, then x and y coordinates (0,0 is in top left of the screen, and the coordinates show the top left pixel of the texture). Worth noting are:
* D-pad left/right - move the block left/right
* offset_next/offset_hold - Set tetrimino position, relatively to the frames.
* D-pad down - soft drop (not limited in speed though, like in Tetris DS! be careful)
* lines_dig_off/level_dig_off - Set y position of the digits for level/lines counters, relatively to them.
* D-pad up - hard drop
 
* A - rotate the block clockwise
==Controls==
* B - rotate the block counterclockwise
D-Pad Left/Right - Move the block left/right
* L - hold, if enabled
 
* R - &quot;boost&quot; DAS - the game will act as if both DAS values were halved
D-Pad Down - Soft drop (not limited in speed though, like in Tetris DS, be careful)
* START - pause, when gameover - exit
 
* SELECT - no gameover and with START - exit, when gameover - restart the game
D-Pad Up - Hard drop
== Compiling ==
 
Just use the attached makefile, but you probably will need sf2dlib and sfillib installed.
A/B - Rotate the block clockwise/counterclockwise
== To do ==
 
Some minor stuff, like more animations, sound effects and a simple menu with configuration
L - hold, if enabled
 
R - Boost DAS (the game will act as if both DAS values were halved)
 
Start - Pause, Exit (when gameover)
 
Select - Exit, Restart game (when gameover)
 
==Changelog==
'''v0.4.1'''
* A quick update adding per-level glue delay.
* Be careful, the config file is different from the previous one.
 
'''v0.4'''
* The 0.4 version brings the long awaited music support. But only music, as of now. No SFX. But it's in .ogg. You can put your own music.ogg if you don't like the one provided.
* Also, few bugfixes, mostly with T-Spin detection.
* To play the music, you need your DSP firmware dumped. You need to do it only once. FBWO should work OK after that.
 
'''v0.3'''
* Added T-spin recognition.
* Added indicators.
* Bugfixes.
 
'''v0.2'''
* Added ARS (TGM rotation system), along with ARE.
* Added config variable to swap L/R buttons.
 
'''v0.1'''
* First release of Falling Blocks Watch Out.
* Includes a sample configuration and theme.
 
==Credits==
* smealum for ctrulib.
* xerpi for sf2dlib and sfillib.
* gbatemp.net for being helpful.
* Rozpierog for GameBoy theme added with this release.
* traktorex for CIA banner jingle music.
* Rinnegatamante for DSP firmware dumper and help.
 
==External links==
* GitHub - https://github.com/Spaqin/fbwo-3ds
* GBAtemp - https://gbatemp.net/threads/release-falling-blocks-watch-out-a-tetris-clone.413291
* Reddit - https://www.reddit.com/r/3dshacks/comments/440cob/release_falling_blocks_watch_out_a_homebrew
 
[[Category:3DS homebrew games]]
[[Category:Homebrew puzzle games on 3DS]]

Revision as of 02:31, 24 December 2021

Falling Blocks Watch Out
File:Falling-Blocks-Watch-Out.jpeg
General
AuthorSpaqin
TypePuzzle
Version0.4.1
LicenseCC-BY 3.0
Last Updated2016/03/06
Links
Download
Website
Source

Falling Blocks Watch Out is a 3DS homebrew Tetris clone. The aim was to create a homebrew game inspired by Tetris DS, seeing as it was one of the best Tetris installments on handhelds, without all the fanciness new games bring.

Features

  • SRS (Super Rotation System) - Which should allow 20G to still let the player play. Based on Tetris Guideline.
  • ARS - When using ARS, soft drop will have no lock delay, so be careful.
  • Bag-style Random Generator - sequence of all the 7 blocks is shuffled, then put into play, so no more than 4 Z/S in a row will occur, therefore unlimited play is possible.
  • Marathon mode - Limited to 20 levels (hardcoded, sorry, but be reasonable) with 10 line increments (by default).
  • High score support - Keeps the high score for the current configuration. If the configuration is different in current game than in the one with that high score, it will be set to 0.
  • Many variables to tweak - As of now, only in a text file. But, the number of variables is another topic in itself.
  • Theme support - No support for theme per level though, only one for the entire duration.
  • Music support - In ogg format. Put your music.ogg in your theme folder and enjoy it.

Installation

Unpack the archive on your SD card. fbwodata folder must be on the root, and of course .3dsx in /3ds/fbwo/.

And CIA can be installed from anywhere.

User guide

Configuration

Settings can be edited in the configuration file (config.cfg). If any of these settings is not present in the file, a default value (hardcoded) will be used instead.

  • level [1-20] [number1] [number2] [number3]:
    • [1-20] is affected level.
    • [number1] is how many frames the game waits for a next drop.
    • [number2] means how many lines the block is dropped in one take.
    • [number3] is glue delay (in frames, how long the game waits for the block to lock in place after reaching bottom)
  • DAS [number] - Delayed Auto Shift - how many frames the game waits from pressing a directional button to moving the block automatically.
  • DAS_speed [number] - How many frames does the game wait until moving the block again after initial DAS delay. i.e. with default values:
    • frame 0 - player presses right, block moves right once;
    • frame 11 - still pressed, block moves right again;
    • frame 17 - still pressed, block moves; frame 23 - again...
  • invisimode [0/1] - Toggles rendering of the blocks on the grid. For people who like challenges, you can turn it off.
  • hold [0/1] - Enables HOLD functionality.
  • ghost_piece [0/1] - Enables displaying of the ghost piece.
  • next_displayed [0-6] - Number of NEXT pieces displayed.
  • line_clear_frms [number] - How many frames line clear animation lasts.
  • level [1-20] - Level you start with.
  • lines_per_lvl [number] - Lines the player needs to clear before advancing to the next level.
  • ars [0/1] - Switches between SRS (0) and ARS (1).
  • are_delay - ARE delay in frames (time between a block locking and spawning the new one).
  • theme [name] - Name of the folder with your theme.

Theme settings

In the theme folder, theme.cfg file contains the configuration of the theme/positions of the elements. These should be pretty straightforward - texture, then x and y coordinates (0,0 is in top left of the screen, and the coordinates show the top left pixel of the texture). Worth noting are:

  • offset_next/offset_hold - Set tetrimino position, relatively to the frames.
  • lines_dig_off/level_dig_off - Set y position of the digits for level/lines counters, relatively to them.

Controls

D-Pad Left/Right - Move the block left/right

D-Pad Down - Soft drop (not limited in speed though, like in Tetris DS, be careful)

D-Pad Up - Hard drop

A/B - Rotate the block clockwise/counterclockwise

L - hold, if enabled

R - Boost DAS (the game will act as if both DAS values were halved)

Start - Pause, Exit (when gameover)

Select - Exit, Restart game (when gameover)

Changelog

v0.4.1

  • A quick update adding per-level glue delay.
  • Be careful, the config file is different from the previous one.

v0.4

  • The 0.4 version brings the long awaited music support. But only music, as of now. No SFX. But it's in .ogg. You can put your own music.ogg if you don't like the one provided.
  • Also, few bugfixes, mostly with T-Spin detection.
  • To play the music, you need your DSP firmware dumped. You need to do it only once. FBWO should work OK after that.

v0.3

  • Added T-spin recognition.
  • Added indicators.
  • Bugfixes.

v0.2

  • Added ARS (TGM rotation system), along with ARE.
  • Added config variable to swap L/R buttons.

v0.1

  • First release of Falling Blocks Watch Out.
  • Includes a sample configuration and theme.

Credits

  • smealum for ctrulib.
  • xerpi for sf2dlib and sfillib.
  • gbatemp.net for being helpful.
  • Rozpierog for GameBoy theme added with this release.
  • traktorex for CIA banner jingle music.
  • Rinnegatamante for DSP firmware dumper and help.

External links

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