Archive for the ‘Tetattds’ Category

5-player local games

Sunday, June 22nd, 2008

Celebrating Midsummer is an old tradition in Northern Europe. Somewhat untraditionally we managed to bring 7 Nintendo DS together and play Mario Kart DS. I really like that game.

Of course we also tried to play a five player game of Tetattds, but unfortunately it didn’t work. Too many packets are sent and it quickly breaks down. I will try to find some time later this summer to improve the network code. It should easily be possible to have five players, and the only reason for not having more is that only four fields can fit on the upper screen. Maybe there should be some way to flip the top screen to be able to display more players.

Anyway the good news is that four players seemed to work fine.

Tetattds 3.0

Sunday, June 8th, 2008

What’s new in 3.0:

  • Local Wifi
  • Host game on DS
  • SDL port for PC
  • Lots of changes in the code

It’s been a long time since there was any news on Tetattds. Two big things has happened. The first is that we ported Tetattds to SDL so that it can run on PC during the last year. The purpose for this was that we wanted to be able test new features with access to a debugger. If we ever would add a big feature like AI players this would be very useful, although we probably never will. Another reason was to see if it was even possible. It was but the code is now in a mess. :-)

You can play the SDL version against other DS players, but as I said it is only meant to be  used for development. One problem is that the GUI is exactly the same as the DS version, and not suited for PC. I have provided a compiled version for Windows. If you want to have instructions for compiling on Linux or Mac OS X please post a comment.

The other big thing, local wifi, was added during christmas. It is now possible to play multiplayer player games without an access point. This was made possible using liblobby, which is a work-in-progress library, but development seems to have stopped.

One reason I didn’t release Tetattds 3.0 back then was that I meant to refactor the network code in to make efficient use of the bandwidth of local wifi. One problem with liblobby is that it sends packets reliably, and when too many packets is pouring in they start to pile up.

The network code in Tetattds is implemented using UDP, with reliable packets on top of that. That gave us much better response times than TCP since TCP is cached. This also means we don’t need liblobby’s reliable implementation. If it was possible to send packet directly, and skipping the “lobby” part of liblobby, we could send field updates a lot more often, since these are sent unreliably. There is a function to broadcast packages unreliably which would be perfect for this, but I need to refactor the code to make use of this.

Unfortunately the christmas vacation was over and I lost interest in the project, so I never investigated that further. I’m releasing what I have now so that it will not go to waste. Be warned that it is somewhat unstable.

Download here.

Server up

Thursday, November 29th, 2007

It seems there are still people interested in this so we have started the server again. There seems to be some problem with the old server address so please use “walkyrie.se” instead. The server is still quite unstable so please post a comment here if it goes down again.

Server crashes

Thursday, March 1st, 2007

The Tetattds server has crashed several times since we released 2.0 (and actually many times before that too) . I found and fixed a potential problem, so I hope the server is more stable now.

For those interested in the technicalities, it happened when the client closed the connection at the same time as the server sent out a packet. The server would then close it’s end of the connection, but after a while it determines that there was a timeout, since the client never replied to the packet sent out earlier. At this point the data for that player was already deleted, and it crashed as a consequence.

Tetattds 2.0 released!

Thursday, February 22nd, 2007

Tetattds 2.0 is finally here! Here is a list of what’s new since 1.2:

  • New graphics!
  • New sound and music!
  • Now saves highscores to FAT if available (otherwise it uses SRAM)
  • Server now works on ppc
  • Bug fixes
  • Improved building from source
  • Built with latest devkitpro

Download here.


Tetattds 2.0 menu Tetattds 2.0 endless mode Tetattds 2.0 vs self 1 Tetattds 2.0 vs self 2

Tetattds 2.0 wifi mode 1 Tetattds 2.0 wifi mode 2

May the source be with you

Sunday, February 4th, 2007

I’ve imported the source for Tetattds and related projects into our Google Code repository. I would have done this earlier but I wanted to get rid of copyrighted material stolen from Tetris Attack before doing this. (That also means we now have some new sound effects in place.) The code currently in the repository will be Tetattds 2.0, but it needs some more polishing before we release it. We would also want the official server to be up and running, but Thomas’ computer is broken.

If you want you can check out the source and build it yourself in the meantime. To be able to build you need some standard libraries: devkitpro, libnds, dswifi, and libfat. Quick build instructions:

  • Check out the code (instructions here)
  • make in mikmod
  • make in fwgui/tools (only on unix)
  • make in fwgui
  • make in tetattds/tools (only on unix)
  • build.bat in tetattds/libcartreset (on unix run build.sh)
  • make in tetattds
  • make in tetattds/server (only on unix)
  • build the project tetattds/server_gui (only in Visual Studio 2005)

Music!

Sunday, January 7th, 2007

Jakob convinced one of his friends to provide music for Tetattds, and it sounds great! I actually think it’s better than the old Tetris Attack music, especially the “critical” music. Wait till you hear this.

For some reason the new music didn’t work i my port of libmikmod. It worked fine in the linux version of mikmod, but for some reason it crashed deep within library code that I had never touched. I was finally able to solve it by switching from “-O2″ to “-O1″ (lower optimization). A compiler bug?

The last thing needed for the new release is sound effects. The guy doing the music will take a shot at this as well, and if it is only half as good as the music it will be great.

There is so much new in the next release that I’ve decided we should call it 2.0 instead.

Progress towards Tetattds 1.3

Wednesday, January 3rd, 2007

We are still working on Tetattds, and version 1.3 is coming along slowly. The major new thing with the next version is the new graphics. I’ve made the new blocks and backgrounds myself so there are no copyright problems with them. This is one step towards removing things that originally was ripped from the snes version of Tetris Attack. We still need to find new music and sound effects though.

There are also some news in the gameplay department. Thomas has implemented support for the “Late Slip” technique (see this page for description).

Here are some images of the upcoming version:

Tetattds 1.3 menu screenshot Tetattds 1.3 ingame screenshot


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