As someone who's been following the NES Tetris scene as a spectator, I found your projects really cool.
I'm very happy about that, thank you.
Although you can be not only a spectator, but also a player.
Fairtris 2 doesn't have much in common with the NES version, apart from mechanics, scoring, colors and sounds, but you can always try the first
Fairtris, which is compatible with Nintendo Tetris for the NES. Using it, you can even play with other NES players via
MaxoutClub, for example.
I would hardcode Alt+Enter to toggle fullscreen since it's standard for games, and have F11 as the customizable secondary keybind.
Okay, if you insist. I removed the
TNavigation class and changed the references to its properties to read keys from the
TKeyboard class. Everything that was there before works the same as before, and I also gave the option to toggle fullscreen using the
Alt+Enter shortcut. The changes are already in the repository and will be available in the next release.
Here is the commit with all changes made.
All special function keys were hardcoded (and still are) and there is no way to remap them. They are selected in such a way that no one needs them to assign gaming functions to them. Therefore, it makes no sense to provide the possibility of remapping them.
Also I suggest having the choice of using integer scaling instead of the awfully blurry bilinear scaling.
Integer scaling is not an option because it looks super ugly. Moreover,
Fairtris 2 supports a pixel aspect ratio of
8:7 for CRT compatibility — with square pixels the playing field is too high and the effect is as if the game was running too fast. So nothing will change on this topic. Moreover, pixel perfect graphics and square pixels result from a complete misunderstanding of what retro style is.