Back to CTM PAL June 2023

fractal161's Qualifier

Player:
Status:
Approved
Score 1:
793,260
Score 2:
677,320
Score 3:
623,920
Total score:
698,166
Details:
1 FULL CRASH TESTING 2 3 IDEAS 4 - post-scoring loop can be manipped by turning off next box (skips staging next piece) 5 6 OBSERVATIONS 7 - nmi starts between 26-35 cycles 8 - time to reach playState_updateLinesAndStatistics 9 - SINGLE: scanline 32, cycle 170-193 [tested with 32 line clears on a 29 start] 10 - DOUBLE: scanline 33, cycle 121-139 [tested with 13 line clears on a 29 start] 11 - TRIPLE: scanline 34, cycle 56-91 [tested with 6 line clears on a 29 start] 12 - TETRIS: scanline 35, cycle 72-99 [tested with 6 line clears on a 29 start] 13 - height seems to only become a factor when pieces are >halfway up, so but only by a handful of ppu cycles 14 - the part after scoring seems to oscillate between values, but it's all because of the audio code so this doesn't affect us 15 16 playState_updateLinesAndStatistics pseudocode 17 - updateMusicSpeed (irrelevant) 18 - inc proper lineClearStats (if counter crosses a multiple of 10 it takes longer) 19 - inc lines (depends on level, clear type, and whether a multiple of 10 is crossed) 20 - add hold points (hopefully irrelevant) 21 - line clear loop (the big one) 22 23 AFTER 24 - stage active piece sprite (hopefully deterministic) 25 - save player 1 state (deterministic) 26 - stage next piece sprite (contains loadSpriteIntoOamStaging) 27 - two switches 28 - update player 2 (deterministic) 29 - two switches 30 - check for a+b+select+start (deterministic) 31 - two switches 32 - check pause (probably deterministic, unless it's needed for chad strats) 33 - two switches 34 - "vblank_thenrunstate2" that just takes up space 35 - audio, should be safe? ~