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updated readme for v2
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CHANGELOG.md

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- Savestates added to Debug Mode
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- Controller input added to Debug Mode
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- Garbage Trainer
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- Always Tetris Ready
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- Normal Garbage
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- Smart Garbage
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- Hard Garbage
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- Infinite Digging
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- Piece distribution in Setups Trainer is now even
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- Added new setup (#6)
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- Added new setup (L/J doubletuck)
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- Wraparound on main menu cursor
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- Display current trainer during gameplay / level select
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- Fixed some NES Tetris bugs;

README.md

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* [Setups](#setups)
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* [Floor](#floor)
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* [(Quick)Tap](#%28quick%29-tap)
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* [Garbage](#garbage)
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* [Drought](#drought)
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* [Debug Mode](#debug-mode)
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* [Level Editor](#level-editor)
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* [Savestates](#savestates)
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* [Controller Input Display](#controller-input-display)
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* [PAL Mode](#pal-mode)
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* [Resources](#resources)
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Several preset playfields for practising different types of tucks and spins.
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0. Z
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1. T / S
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2. T
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3. I
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4. Buco
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5. Various
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6. L / J Double
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### Floor
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![Floor](/screens/floor.png)
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For practising tapping and quicktapping pieces over towers. 0-G will have a tower on the left of the screen and H-W will have a tower to the right.
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### Garbage
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![Garbage](/screens/garbage.png)
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Different styles of garbage to dig through.
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0. Always Tetris Ready - Pushes blocks to force tetris readiness
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1. Normal Garbage - Random amounts of garbage
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2. Smart Garbage - Follows your well
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3. Hard Garbage - Brutal random garbage
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4. Infinite Dig Generator - Scrambles the bottom of your stack
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### Drought
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Create artificially inflated droughts. Increasing the value causes less I pieces.
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## Debug Mode
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![Tap](/screens/debug.png)
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![Controller](/screens/debug.png)
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Allows full control of editing the playfield and current / next pieces.
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Allow more fine control over aspects of gameplay.
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This is a config option only, and will enable debug mode globally.
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When enabled, press start to go into debug mode.
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You can use use the dpad to move around, and select to switch between piece editing and playfield editing.
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### Level Editor
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* DPad
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Move around
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* Select + Left
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Switch between piece and playfield editors
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In piece mode
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* A / B
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Change the current piece
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* A + B
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Change the next piece
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In playfield mode
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* A
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Draw block at cursor
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* B
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* Delete block at cursor
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### Savestates
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When paused
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* Select + Up
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Increment save slot
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* Select + Up
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Decrement save slot
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* Select + A
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Save state
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* Select + B
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Load state
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During gameplay
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* Select + B
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Load state
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Savestates require SRAM to work, but are tested and working on Everdrive / Emulator / MiSTerFPGA.
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Combined with the level editor, savestates are effective for practising specific scenarios.
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### Controller input display
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* Piece editing
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A/B to change current piece, hold one and press the other to change next piece
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* Playfield editing
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A to draw a block, B to delete a block
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![Controller](/screens/controller.png)
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This is a config option only, and will enable debug mode globally.
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* Select + Right
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Toggle controller input display
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## PAL Mode
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main.asm

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.addr garbageAlwaysTetrisReady
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.addr garbageNormal
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.addr garbageSmart
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.addr garbageTypeC ; infinite dig
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.addr garbageHard
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; one random block per item
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; flat shapes / hearts
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; big blocks
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; falling blocks
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; vertical garbage
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; mean bean machine stuff
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.addr garbageTypeC ; infinite dig
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garbageTypeC:
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jsr findTopBulky

screens/controller.png

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screens/debug.png

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screens/floor.png

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screens/garbage.png

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screens/levelselect.png

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screens/menu.png

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screens/setups.png

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