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It really depends what version of Tetris you're talking about, but it might be possible if it follows the concepts of Playing Tetris Forever ( http://www.tetrisconcept.net/wiki/Playing_forever ) - specifically, the generator they use ( further discussed in the same Wiki on the http://tetrisconcept.net/wiki/Random_Generator page).

That being said, it would be awesome if someone fit the algorithm onto a little microcontroller and got it to generate the control signals for a particular console (although as you already mentioned, resolution might be a limiting factor here...).



I was thinking of the original NES version, specifically. You'd need to emulate it yourself so that you could figure out when to supply inputs to manipulate the RNG and give yourself the pieces you need.


Are the timings that precise? ISTR that there were only 24 or 100 frames per second, so a micro-controller ought to be able to send the proper signals.


A microcontroller can easily send the proper signals; check out NESBot for an example. Here's a video of NESBot playing the original NES Tetris with a series of inputs that manipulates the RNG: http://tasvideos.org/1502M.html .

You just need to emulate the game when planning out the series of moves, to figure out what timing to use to manipulate the RNG and get the pieces you want.


They can be... Rickard Gunée actually generated a raw analog NTSC/PAL signal to be connected to a composite cable using a microcontroller: http://www.rickard.gunee.com/projects/video/sx/howto.php

It's a pretty good read if you're into that sort of thing, and really helps explain the mechanics of analog video (and also gives you some hints about simulating it in software). He also created his own clones of Tetris and Pong that run on the MCU as well!




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