diff --git a/src/include/constants.asm b/src/include/constants.asm index 7014261..7c9460c 100644 --- a/src/include/constants.asm +++ b/src/include/constants.asm @@ -23,131 +23,131 @@ sPieceYOffsets:: ; How to draw each piece. Y-offsets of the sprites. sSpeedCurve:: ; Speed curve of the game. dw $0000 ; Level 0000 - db 0, %00000001 ; 1/8G + db 1, 8 ; 1G every 8 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0100 ; Level 0100 - db 0, %00010001 ; 2/8G + db 1, 7 ; 1G every 7 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0150 ; Level 0150 - db 0, %01001001 ; 3/8G + db 1, 6 ; 1G every 6 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0200 ; Level 0200 - db 0, %01010101 ; 4/8G + db 1, 5 ; 1G every 5 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0225 ; Level 0225 - db 0, %01011101 ; 5/8G + db 1, 4 ; 1G every 4 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0250 ; Level 0250 - db 0, %01110111 ; 6/8G + db 1, 3 ; 1G every 3 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0275 ; Level 0275 - db 0, %01111111 ; 7/8G + db 1, 2 ; 1G every 2 frames db 25, 14, 30, 40 ; ARE, DAS, LOCK, LINECLEAR dw $0300 ; Level 0300 - db 1, %11111111 ; 1G + db 1, 1 ; 1G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0350 ; Level 0350 - db 2, %11111111 ; 2G + db 2, 1 ; 2G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0400 ; Level 0400 - db 3, %11111111 ; 3G + db 3, 1 ; 3G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0450 ; Level 0450 - db 4, %11111111 ; 4G + db 4, 1 ; 4G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0475 ; Level 0475 - db 5, %11111111 ; 5G + db 5, 1 ; 5G db 25, 14, 30, 32 ; ARE, DAS, LOCK, LINECLEAR dw $0500 ; Level 0500 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 25, 14, 30, 24 ; ARE, DAS, LOCK, LINECLEAR dw $0600 ; Level 0600 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 25, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR dw $0700 ; Level 0700 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 20, 8, 30, 24 ; ARE, DAS, LOCK, LINECLEAR dw $0900 ; Level 0900 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 16, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR dw $1100 ; Level 1100 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 12, 6, 25, 16 ; ARE, DAS, LOCK, LINECLEAR dw $1200 ; Level 1200 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 12, 6, 25, 8 ; ARE, DAS, LOCK, LINECLEAR dw $1300 ; Level 1300 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 10, 6, 20, 7 ; ARE, DAS, LOCK, LINECLEAR dw $1400 ; Level 1400 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 10, 6, 18, 6 ; ARE, DAS, LOCK, LINECLEAR dw $1500 ; Level 1500 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 8, 4, 16, 5 ; ARE, DAS, LOCK, LINECLEAR dw $1600 ; Level 1600 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 8, 4, 14, 4 ; ARE, DAS, LOCK, LINECLEAR dw $1700 ; Level 1700 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 6, 4, 12, 3 ; ARE, DAS, LOCK, LINECLEAR dw $1800 ; Level 1800 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 6, 4, 10, 3 ; ARE, DAS, LOCK, LINECLEAR dw $1900 ; Level 1900 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 4, 4, 8, 3 ; ARE, DAS, LOCK, LINECLEAR dw $2000 ; Level 2000 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 4, 3, 8, 3 ; ARE, DAS, LOCK, LINECLEAR dw $2500 ; Level 2500 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 2, 1, 8, 2 ; ARE, DAS, LOCK, LINECLEAR dw $3000 ; Level 3000 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 1, 1, 8, 1 ; ARE, DAS, LOCK, LINECLEAR dw $4000 ; Level 4000 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 1, 1, 6, 1 ; ARE, DAS, LOCK, LINECLEAR dw $5000 ; Level 5000 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 1, 1, 4, 1 ; ARE, DAS, LOCK, LINECLEAR dw $6666 ; Level 6666 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 1, 1, 2, 1 ; ARE, DAS, LOCK, LINECLEAR dw $9999 ; Level 9999 - db 20, %11111111 ; 20G + db 20, 1 ; 20G db 1, 1, 1, 1 ; ARE, DAS, LOCK, LINECLEAR sPieceRotationStates:: ; How each piece is rotated.