Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!sdd.hp.com!hp-pcd!hpcvra.cv.hp.com!rnews!hpcvbbs!akcs.falco From: akcs.falco@hpcvbbs.UUCP (Andrey Dolgachev) Newsgroups: comp.sys.handhelds Subject: Re: Minor Tetris2.1 bug Keywords: tetris2.1, tetris, bug, falco Message-ID: <27f8f606:2483.11comp.sys.handhelds;1@hpcvbbs.UUCP> Date: 2 Apr 91 21:40:05 GMT References: <27e7e619:2483comp.sys.handhelds@hpcvbbs.UUCP> <1991Apr1.232214.102 Lines: 22 Thomas, Tetris has not gotten slower as new features have been added on. At least the actual game itself, the falling pieves and such has not gotten significantly or even noticeably slower. This is because all the additionas and new features take place before you start playing, when you first start up, and after you're done playing. When talking about the speed, I assume that you are talking about the actual game, and not the pause before the screen is created, or the pause before the high scores are created and drawn up. When I worked on all the additions, I made sure that the speed stayed the same. The speed comes about as a result of the main loop which controls the falling of the pieces, the rotation, movement, dissapeareance of lines, etc. The addition I made to this main loop is the drawing of the Next Piece. The drawing only happens when the pieve first appears at the top, and this takes as much time as it takes to put a piece up on the screen, or in other words, it's barely noticeable. And you can always start on Level 9, with the Next off, and it'll be as fast as the old version. Unfortuanately, the main loop is pretty small and efficent now, thanks to Erik's original ML routines. It looks like even Tetras would not be that much faster, unless someone came up up with some really neat code. ----Falco