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Hey there!
I am Rave_Along and this is the project I am currently working on:
When i started my project, i made the original 18x10 pixel display. I began to wire a down-shift-register to the huge display as i recognized that it would be much smarter to build a smaller prototype first, because of the big wiring.
A big version will follow when the small one is working propably!
One pixel of my display exists out of 2x2 blocks. The display is now 6x5 big and the pixels are activated by pistons.
I decided to make two shift registers (left/right and down) for the moving modules and a passive one for the saved blocks.
But it's a long way to a fast working and finished Tetris... The red topics are necessary for the gameplay:
Things to do:
- Small Version:
- build a rotation unit
- leveling with faster moving speed and
- scoring
- build "game over" funktion
- display the next module
- Buuuugs! Kill the bugs!!!!!!!
- down-shift-register flickering
- passive-shift-register flickering
- improve timing by decreasing the ticks, especially for the left/right-shift-register
- connect various commands to the control platform in front of the display
- time the sequence of shifting/forbidding/saving and so on...
- Big Version:
- longer input lanes for the display
- replace the repeaters of the long bus system with piston repeaters -> delay = 0
- synchronise shift registers
- use glowstone to safe space when wiring vertically
Etc.:
- Flickering of the down- and passive-shift-register is caused by flip flops being in 2 different chunks
- Flickering solution: push the reset button 2x (provisional)
What currently works:
- the Random Signal Generator selects a random module (thanks to Smeag0l for helping)
- writes modules into the left/right-shift-register
- the master reset sets every shift register to 0
- passive-shift-register is fully working
- when line is full of blocks -> delete and shift all blocks from above one line to the bottom
- save all symbols if a moving block is over a safed one and a clock signal is arriving
- the display is connected to all shift registers and is working propably (Thanks to Humm3l for the nice activation)
- left/right-shift-register
- shift the module left or right (Thanks to Smeag0l for helping me with the input gates)
- forbid shifting right and left when the module is blocked by a saved block
- down-shift-register
- shift the modules down
Subscribe to us to not miss an update!
Rave_Along, the R from RHASPberry
I am Rave_Along and this is the project I am currently working on:
When i started my project, i made the original 18x10 pixel display. I began to wire a down-shift-register to the huge display as i recognized that it would be much smarter to build a smaller prototype first, because of the big wiring.
A big version will follow when the small one is working propably!
One pixel of my display exists out of 2x2 blocks. The display is now 6x5 big and the pixels are activated by pistons.
I decided to make two shift registers (left/right and down) for the moving modules and a passive one for the saved blocks.
The function of the finished project: Tetris
First a random module generator selects a module which is read in parallely into the left/right-shift-register.
You can now shift the modules with two buttons to left or right. After a while (the time is not set yet) the clock forces the left/right-shift register to stop. Now the player can't push the buttons for shifting left or right. This is a protective mechanism to prevent the device sending a wrong module to the next shift register. Immediately after the shift left/right funktion is blocked the module is read in parallely into the down-shift-register. When it is moved down the module is given back to the left/right-shift-register again and and the player will be able to shift left/right or rotate the modules. The process repeats.
When a block of the module touches the ground or a block of a module which is already set, it will be copied in the passive-shift-register instead of the down-shift-register.
When you want to rotate a module it has to be in the left/right-shift-register. It can't be turned while the module is in the down-shift-register.
When the player hits the rotate button, the module will be send from the left/right-shift-register to the rotation unit.
The left/right shift register is reseted. After the module is rotated the new module will be send back to the left/right-shift-register.
The passive-shift-register recognises when there is a row of saved block. The register deletes the filled row and all blocks from above are shifted down. The process repeats till every full row is deleted.
You can now shift the modules with two buttons to left or right. After a while (the time is not set yet) the clock forces the left/right-shift register to stop. Now the player can't push the buttons for shifting left or right. This is a protective mechanism to prevent the device sending a wrong module to the next shift register. Immediately after the shift left/right funktion is blocked the module is read in parallely into the down-shift-register. When it is moved down the module is given back to the left/right-shift-register again and and the player will be able to shift left/right or rotate the modules. The process repeats.
When a block of the module touches the ground or a block of a module which is already set, it will be copied in the passive-shift-register instead of the down-shift-register.
When you want to rotate a module it has to be in the left/right-shift-register. It can't be turned while the module is in the down-shift-register.
When the player hits the rotate button, the module will be send from the left/right-shift-register to the rotation unit.
The left/right shift register is reseted. After the module is rotated the new module will be send back to the left/right-shift-register.
The passive-shift-register recognises when there is a row of saved block. The register deletes the filled row and all blocks from above are shifted down. The process repeats till every full row is deleted.
Specifications
Ping on Server: Reset: +12 ms
Read: +8 ms
Shift l/r: +12 ms
Clock: +1 ms
Shift d: +5 ms
Safe: +2 ms
Delete: +4 ms
Working in 1.2.3
Read: +8 ms
Shift l/r: +12 ms
Clock: +1 ms
Shift d: +5 ms
Safe: +2 ms
Delete: +4 ms
Working in 1.2.3
But it's a long way to a fast working and finished Tetris... The red topics are necessary for the gameplay:
Things to do:
- Small Version:
- build a rotation unit
- leveling with faster moving speed and
- scoring
- build "game over" funktion
- display the next module
- Buuuugs! Kill the bugs!!!!!!!
- down-shift-register flickering
- passive-shift-register flickering
- improve timing by decreasing the ticks, especially for the left/right-shift-register
- connect various commands to the control platform in front of the display
- time the sequence of shifting/forbidding/saving and so on...
- Big Version:
- longer input lanes for the display
- replace the repeaters of the long bus system with piston repeaters -> delay = 0
- synchronise shift registers
- use glowstone to safe space when wiring vertically
Etc.:
- Flickering of the down- and passive-shift-register is caused by flip flops being in 2 different chunks
- Flickering solution: push the reset button 2x (provisional)
What currently works:
- the Random Signal Generator selects a random module (thanks to Smeag0l for helping)
- writes modules into the left/right-shift-register
- the master reset sets every shift register to 0
- passive-shift-register is fully working
- when line is full of blocks -> delete and shift all blocks from above one line to the bottom
- save all symbols if a moving block is over a safed one and a clock signal is arriving
- the display is connected to all shift registers and is working propably (Thanks to Humm3l for the nice activation)
- left/right-shift-register
- shift the module left or right (Thanks to Smeag0l for helping me with the input gates)
- forbid shifting right and left when the module is blocked by a saved block
- down-shift-register
- shift the modules down
Subscribe to us to not miss an update!
Rave_Along, the R from RHASPberry
Credit | Thanks to Smeag0l and Humm3l for helping me out :-) |
Progress | 80% complete |
Tags |
17 Update Logs
Update #17 : by RHASPberry 09/23/2012 2:46:01 pmSep 23rd, 2012
Hey guys,
I decided to release my latest beta version of this Project... I don't want to complete it.
So I let you guys explore the Tetris and you may finish it if you want!
If you download the file, you will find our whole redstone test area.
Have fun!
I decided to release my latest beta version of this Project... I don't want to complete it.
So I let you guys explore the Tetris and you may finish it if you want!
If you download the file, you will find our whole redstone test area.
Have fun!
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