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Fixed piece rotations to match NES tetris.
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25d4c89445
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@ -2,24 +2,24 @@
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// The T-piece
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align($40) byte[4*4*4] PIECE_T = {
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1, 1, 1, 0,
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0, 0, 0, 0,
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1, 1, 1, 0,
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0, 1, 0, 0,
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0, 0, 0, 0,
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0, 1, 0, 0,
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1, 1, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 0,
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0, 0, 1, 0,
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0, 1, 1, 0,
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0, 0, 1, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 1, 0, 0,
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1, 1, 1, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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1, 0, 0, 0,
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1, 1, 0, 0,
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 1, 1, 0,
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0, 1, 0, 0,
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0, 0, 0, 0
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};
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@ -30,9 +30,9 @@ align($40) byte[4*4*4] PIECE_S = {
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1, 1, 0, 0,
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0, 0, 0, 0,
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1, 0, 0, 0,
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1, 1, 0, 0,
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0, 1, 0, 0,
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0, 1, 1, 0,
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0, 0, 1, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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@ -40,9 +40,9 @@ align($40) byte[4*4*4] PIECE_S = {
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1, 1, 0, 0,
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0, 0, 0, 0,
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1, 0, 0, 0,
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1, 1, 0, 0,
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0, 1, 0, 0,
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0, 1, 1, 0,
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0, 0, 1, 0,
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0, 0, 0, 0
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};
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@ -54,9 +54,9 @@ align($40) byte[4*4*4] PIECE_Z = {
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0, 1, 1, 0,
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0, 0, 0, 0,
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0, 0, 1, 0,
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0, 1, 1, 0,
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0, 1, 0, 0,
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1, 1, 0, 0,
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1, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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@ -64,9 +64,9 @@ align($40) byte[4*4*4] PIECE_Z = {
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0, 1, 1, 0,
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0, 0, 0, 0,
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0, 0, 1, 0,
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0, 1, 1, 0,
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0, 1, 0, 0,
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1, 1, 0, 0,
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1, 0, 0, 0,
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0, 0, 0, 0
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};
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@ -121,24 +121,24 @@ align($40) byte[4*4*4] PIECE_J = {
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// The O-piece
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align($40) byte[4*4*4] PIECE_O = {
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1, 1, 0, 0,
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1, 1, 0, 0,
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0, 0, 0, 0,
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0, 1, 1, 0,
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0, 1, 1, 0,
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0, 0, 0, 0,
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1, 1, 0, 0,
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1, 1, 0, 0,
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0, 0, 0, 0,
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0, 1, 1, 0,
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0, 1, 1, 0,
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0, 0, 0, 0,
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1, 1, 0, 0,
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1, 1, 0, 0,
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0, 0, 0, 0,
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0, 1, 1, 0,
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0, 1, 1, 0,
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0, 0, 0, 0,
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1, 1, 0, 0,
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1, 1, 0, 0,
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0, 0, 0, 0,
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0, 1, 1, 0,
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0, 1, 1, 0,
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0, 0, 0, 0
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};
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@ -173,5 +173,5 @@ word[] PIECES = { (word)PIECE_T, (word)PIECE_S, (word)PIECE_Z, (word)PIECE_J, (w
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// The chars to use for the different pieces
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byte[] PIECES_CHARS = { $64, $65, $a5, $65, $64, $64, $a5 };
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// The initial X/Y for each piece
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byte[] PIECES_START_X = { 4, 4, 4, 4, 4, 3, 4};
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byte[] PIECES_START_Y = { 2, 1, 1, 1, 2, 0, 1};
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byte[] PIECES_START_X = { 4, 4, 4, 4, 4, 4, 4 };
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byte[] PIECES_START_Y = { 1, 1, 1, 1, 2, 1, 1 };
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@ -239,7 +239,7 @@ void play_update_score(byte removed) {
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if(removed!=0){
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dword add_bcd = score_add_bcd[removed<<2];
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asm { sed }
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score_bcd += add_bcd;
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score_bcd += add_bcd;
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asm { cld }
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}
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}
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@ -79,7 +79,7 @@ void render_screen_swap() {
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void render_score() {
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const byte ZERO_CHAR = 51;
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byte SCREEN_SCORE_ROW = $05;
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byte SCREEN_SCORE_COL = $1d;
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byte SCREEN_SCORE_COL = $21;
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byte* screen_score_pos;
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if(render_screen_render==0) {
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screen_score_pos = PLAYFIELD_SCREEN_1 + 40*SCREEN_SCORE_ROW + SCREEN_SCORE_COL;
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