Oshisaure's NullpoMino Modshit

💠  🎮 games Oshisaure's NullpoMino Modshit 2022-03-29

Oshisaure's NullpoMino Modshit
An old NullpoMino mod that I thought was lost forever. Don't ever delete your old backups.

---- == [ ==== [ < O S H I S A U R E ' S N U L L P O M I N O M O D S H I T > ] ==== ] == ----

Thank you for downloading and trying out this mod! Here is a bit of info about everything you will find in this mod.

You might be more interested in part 0, since that's the actual instructions. The rest is a few technical details about how everything works.



0.1) What do I do with those files?

In order to run the mod, you just need to put all the files in the same directory as the NullpoMino executable.

You might be asked if you wanna merge folders and/or replace files. You do want to replace the files, since this means I had to modify existing files to get the mod to work.
But besides that, extract the archive in your game's folder and you should be good to go.

0.2) Now NullpoMino tells me a Java exception occured and crashes, what's wrong?

You most likely just need to update Java.

I faced this issue when trying to run my mod on an older computer and updating Java fixed it.
Just go on this site and download the latest one labeled JRE, that shoud do: http://www.oracle.com/technetwork/java/javase/downloads/index.html

0.3) Demon Mode has no music! How do I fix that?

Demon Mode uses music set as BGM Special 1 to 4. You will need to set those up using the music editor.

Just open it, click on the "..." button next to the BGM you want to change, and go find the BGM file.
If you want the same soundtrack for Demon Mode as I use, use the following songs from the bgm folder:

BGM Special 1: Get Insane.ogg
BGM Special 2: Get Insane IV.ogg
BGM Special 3: Get Insane III.ogg
BGM Special 4: Get Insane X.ogg

Make sure to untick every checkbox to make the songs loop.

Also, you don't have to use those specific songs. You should be able to customise it and use any music of yours instead.
Although I think it works best when the files are in one of NullpoMino's directories (hence me using a bgm folder),
and if i recall correctly, it has problems with MP3 files, so you might need to convert it to something like wav or ogg.



1.1) Biased-On-Nutty-Kick-Enhancement Rotation System (B.O.N.K.E.R.S.)

This rotation system was made to allow the most insane kicks ever. Ever wanted to put that T into that hole you made 15 cells below? Now you can.

The pieces' default positions are like in SRS, except for O, which has a +1/-1 offset to allow it to kick. However, everytime your piece rotates into a wall or the floor, it will kick 20 cells down.
From there, the piece will try to lock here if there is a place to go. If there's not, it will check right and left, like in ARS.
If there is a place to go, it will go there, and if not, the process repeats one cell up, until it finds a place to go.
Here's an example to show how it works:

After getting the hang of it, you can clear the best T-Triples ever:

1.2) Transform Rotation System

Warning: This rotation system is extremely unstable. I can't really show any twists or something simply because even I am not sure what you can do with it.

All i can say is that on wallkick, the piece transforms like so:
T -> Z
Z -> J
J -> S
S -> I
I -> L
L -> T

It will then try to move the piece and find a place for it to go in a 2-cell range vertically and 1-cell range horizontally.
If the process fails, it tris again up to 5 times, then turns the piece into an O for the last attempt.

1.3) Classic O-Spin Rotation System (ARS-O as i like to call it)

After making the transform rotation system that messes with everything but O, I made one that does the exact opposite, and where O is the central piece.
It is still somewhat weird to get the hang of, but at least, it's consistent enough to let you perform some twists back-to-back.

To enable wallkick, the O piece rotates down into the floor. Then, the O piece transforms into a piece and tries every lateral position, from the closest to the furthest,
3 cells below. If this fails, it tries 2 cells below, then 1, then 0. If this fails, it tries again while turning into another piece.
The piece order is: T -> I -> L -> J -> Z -> S -> O.
if the O rotation fails, the whole rotation is cancelled.

Another important thing to remember is that the piece keeps track of the current rotation, meaning that your piece will always end up in the same direction
if you used the same inputs.

With all that in mind, you can start building simple setups for O-Spin Triples...

... O-Spin Terises...

... or even crazier things!

1.4) Shirase Rotation System (Shi. R.S.)

I'm not gonna lie, this one is pretty hard to describe.

This was made by Makiki a while ago, and I personally think this masterpiece deserved a place in this mod.
How was it made? By putting random numbers in the NullpoMoni rule editor.
The results? A rotation system just right in the uncanny valley of sense and playability.

This rotation system is too complex to be fully described here, but to give you an idea, imagine SRS wallkicks/floorkicks, but with the default rotation points
placed in a spot that could be the least sensible.

Just to give you an example of what you can do with this beauty:

Thank you once again for making this Makiki.

1.5) Super302 Rotation System (S.302 R.S.)

This rotation system is pretty much a copy TGM/TAP's ARS, except whenever your piece cannot rotate, it will fill the whole screen instead.
Keep in mind that the I piece still doesn't kick, so it won't fill the entire screen.
I think this pretty much shows what this is about:
Also big mode is somewhat buggy and fills more than the whole screen but to be honest I like it that way so it will stay like it is.

Shoutouts to Super302 from the Tetris and Puyo community!



2.1) Twist Quardathlon

Recommended rulesets:
- B.O.N.K.E.R.S.
- Classic O-Spin
- Shirase R.S.

This mode is pretty much the same as Marathon, except you need to clear only Tetrises, and they have to be twists or spins.
Whenever you clear a line without twist, or if that twist doesn't clear 4 or more lines, the game ends.

Spin recognition is using the immobile algorithm. However, EZ-Spins count, so this wouldn't kill you in B.O.N.K.E.R.S.:

However, if you manage to complete the mode, the amout of non-EZ spins performed will have a influence on your ranking.

Timings are the same as Marathon, except a level is 20 lines instead of 10. You can pick 100 lines, 200 lines, 400 lines or 1000 lines.

2.2) Line Race (O-Spin Ver.)

Recommended rulesets:
- B.O.N.K.E.R.S.
- Classic O-Spin
- Shirase R.S.

As you could probably tell from the name, this mode is pretty much a line race, and it involves O-Spins

Specifically, it's a line race where only O-Spin line clears matter. If you clear a line with something else than an O-Spin,
it's simply ignored, and added back to the remaining line count.

2.3) Demon Mode

Recommended rulesets:
- Classic Easy A (ACE-ARS)
- Classic Easy B2 (ACE-ARS with lock on down)
- Standard Hard 128 (ACE-SRS)

This mode is the hardest mode of the game, even harder than final. The goal of it is having something challenging for both human players and tool-assisted players.

The mode is made of 26 levels, from 0 to 25, 25 being an ending roll. A piece drop makes you progress 0.01 level, and line clears make you advance using this formula:
0 -> 0.00
1 -> 0.01
2 -> 0.03
3 -> 0.06
4 -> 0.10
5 -> 0.15 (if it ever happens)
... -> ...
n -> n*(n+1)/200
In the same was as in TGM, if your counter is at x.99, piece drops won't make you go to the next level, but you need to clear a line.

The timings are the following:

|LEVEL | ARE |Line D.|Lock D.| DAS |
| 0.xx | 30 | 15 | 30 | 15 |
| 1.xx | 30 | 15 | 25 | 15 |
| 2.xx | 30 | 15 | 22 | 15 |
| 3.xx | 30 | 15 | 20 | 15 |
| 4.xx | 30 | 15 | 15 | 15 |
| ------------------------------------ |
| 5.xx | 25 | 15 | 15 | 10 |
| 6.xx | 15 | 10 | 15 | 10 |
| 7.xx | 14 | 10 | 15 | 10 |
| 8.xx | 12 | 8 | 15 | 10 |
| 9.xx | 11 | 8 | 15 | 10 |
| ------------------------------------ |
|10.xx | 10 | 5 | 10 | 5 |
|11.xx | 8 | 5 | 10 | 5 |
|12.xx | 8 | 5 | 9 | 5 |
|13.xx | 6 | 5 | 9 | 5 |
|14.xx | 4 | 5 | 8 | 5 |
| ------------------------------------ |
|15.xx | 4 | 3 | 7 | 4 |
|16.xx | 4 | 3 | 6 | 4 |
|17.xx | 3 | 2 | 5 | 3 |
|18.xx | 2 | 2 | 4 | 3 |
|19.xx | 1 | 1 | 3 | 2 |
| ------------------------------------ |
|20.xx+| 0 | 0 | 2 | 1 |
|21.xx | - Bone blocks appear - |
|22.xx | - Garbage starts rising - |
|23.xx | - Invisible kicks in - |
|24.xx | - Hold is disabled - |
| ------------------------------------ |
|25.xx | - Big roll for 22.28 sec. - |

As you can probably see from the chart, level 20 is where the game gets to TAS-only difficulty.

On top of that, there are a few requirements to make sure you play good.
There is a time limit of 50 seconds on level 0. Beating it will warp you directly on level 5. Failing it will get you to level 1, but you game will then stop when you reach level 5.

Then, for every level starting from 5, you need to make at least one tetris per level. If you don't do that and reach the end of the level, you will have to do the whole level again.
If you manage to pass a level on the first time, you get awarded a new grade. Here are all the grades you can get:

0 -> 0
1 -> 1
2 -> 2
3 -> 3
4 -> 4
Torikan'd on lv.5 -> 5
warped to 5 -> S
6 -> S-A
7 -> S-B
8 -> S-C
9 -> S-D
10 -> X
11 -> X-A
12 -> X-B
13 -> X-C
14 -> X-D
15 -> W
16 -> W-A
17 -> W-B
18 -> W-C
19 -> W-D
20 -> MASTER
21 -> MASTER-A
22 -> MASTER-B
23 -> MASTER-C
24 -> MASTER-D

When you reach level 25 with a Grand Master grade, the game then starts the Big Block challenge. And it enables big mode without clearing the field, so keep that in mind.
You will of course need to survive, but just to prevent people from stalling a piece for 20 seconds, there is a 300 lines requirement as well.

If you managed to get all those requirements checked, you will finally be awarded the purple "Demon Master" rank.

Good luck, and enjoy.
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