Graphics Profiles (stores up to 5 different sets of graphics options to quickly swap between your favorites)
2 Color Background Gradients
Background Gradient Randomizer
2 new Grid Options
1 new Skin
2 new Ghost Pieces
1 new Clear Style
Clear effect direction option (because I can't decide which option looks better)
Queue/Hold Backgrounds
Monochrome Palette (#5) now uses Frame Color
Fluid Simulation Board Effects
'Smooth' Screen Shake (works more like screen bounce)
No Clear Text (including streak/combo) Option
Explore Option (randomizes graphics options every 10 lines cleared)
Randomize Graphics button (for when you are out of ideas)
4:3 Aspect Ratio (only affects text, bringing it closer to the center of the screen so that you can overscale the game on 4:3 screens without anything getting cut off)
Audio:
Added option to disable multiple 'piece move' SFX during DAS
You can now change sound effects and change/add/remove the game's songs on GBA (including adding your favorite russian folk song) without having to be a programmer
(Read the README that comes along with the ROM for info!)
Handling:
You can now test your handling options right in the handling menu
Gameplay (New Category):
Pro Mode (used to have to hold L/R when starting a game)
Goal Line (shows how many lines left till the goal)
Rotation System:
SRS
ARS
NRS
BARS (made by CreeperCraft)
Big Mode (used to have to input Konami code on Title Screen)
Peek Above 20th row (board scrolls up when you build high enough)
Unpause Countdown (enables/disables countdown after pause)
Spawn location (shows where next piece will spawn so that you can avoid blockout)
Saving (New Category):
SaveType display (GBA only)
SaveSize display (GBA only)
Autosave Interval
Added New Information Menus:
Stats (all-time gameplay statistics)
Links (links and QR codes to important websites)
Added Demo Gameplay during the Title Screen (starts after 10 seconds)
Added No Gravity Option to Training mode (Level 0)
Added Countdown after Unpausing (along with an option to disable it)
Fixed Master Mode bug that caused the game to crash if your grade was too high
Fixed Master Mode issue that made getting cools easier than intended
Fixed Initial System Type B not allowing IRS and IHS at the same time
Fixed rumble not stopping when pausing the game
Fixed training mode saves menu issues
Fixed training mode saves bugs
Fixed issue that made it possible to top out during zone
Fixed bug that caused the next piece in the queue to get skipped when ending zone
Fixed being able to pause during the zone start animation
Fixed background showing when returning from sleep during zone
Fixed 180 spin being enabled in Classic Mode
Fixed Classic Mode level selector display bug
Fixed issue that made it impossible change the Playback audio setting
Fixed being able to bind more than 2 keys to the same action
Fixed t-spin detection for niche t-spins
Fixed Big Mode spawn height inconsistencies
Fixed Big Mode zoned lines display text
Fixed a few 2P Battle bugs
Fixed perfect clear attack scoring (combo lines now get added and multi-line perfect clears award correct values)
Partially fixed background issue for gbarunner2 users that caused a line to show up on the top of the screen (this is a gbarunner2 accuracy issue so it can't really be 100% fixed on my side)
Added "off" option to L+R quick reset setting
Added ability to buffer actions and charge DAS during game start
Added airless(?) kick stall prevention (for kicks that allow you to gain height without bottom of the piece touching anything and thus circumventing lock delay)
Improved zone meter display accuracy (n/4 values are now actually accurate)
Hard drop now only buffers if held instead of on press during entry delay (only affects Master Mode)
Changed IRS behavior. It now behaves closer to other games (making higher zone clears possible)
Gravity now applies to every movement of ARR (affects V.FAST and INSTANT)
Training mode saves now reset when exiting the current game
Added initial hold/rotation type. Type A activates if the button is held while a new piece spawns. Type B activates if the button was newly pressed during the previous clear/entry delay
Saving now works on Analogue Pocket openFPGA
Fixed spawn position for held pieces. Pieces that spawn after holding now have the same spawn logic as other pieces
Fixed initial hold issue where that caused the first hold to happen twice
Fixed initial rotation not working in Master Mode with Normal rules
Fixed save conversion issues that caused crashes during highscore screen
Fixed clear text showing in Training Mode Load/Save menu
Fixed bug that caused the game to freeze in Survival Mode after a Perfect Clear
Disable diagonals no longer affects Classic Mode
v3.4.4
Added Initial Hold & Initial Rotation toggles in handling settings
Fixed various UI Bugs
Fixed bug where pieces would have wrong spawn rotations after pausing
v3.4.3
Fixed IHS getting stuck to on position
v3.4.2
IRS and IHS now only work on button hold, and behave more like their TGM counter parts in Master Mode
Disable Diagonals is now always set to SOFT when playing Master Mode with Normal rules
Fixed Disable Diagonals soft option not working when rebinding keys
Fixed in-game score display bug (would show the score modulo 2^16)
Fixed save conversion from versions 3.2 and before
Fixed lines not getting cleared if saving during clear delay in Training Mode
Fixed zone meter animation getting stuck if zone gets activated while it's happening
v3.4.1
Fixed Master Mode tuning issue on high speed level
Fixed palette not resetting after zone if player tops out while breaking a record and closing the game
Added Master Mode (based on TGM3) available with Normal handling and SRS or classic handling with ARS (secret-grade and promotion exams to be added in the future)
Added a marathon sub-mode called Zone where clearing lines fills the zone meter, which you can then spend to activate Zone. During zone, lines don't get cleared right away and instead get cleared all at once when zone ends.
Handling changes:
You can now set DAS to an exact number of frames (keep pressing left on the Auto Repeat Delay setting to set this)
Added "Instant" options to ARR and Soft Drop Speed
"Delay Soft Drop" option to toggle the delay before soft drop starts when holding down
Disable Diagonals now has 3 options: OFF/SOFT/STRICT. (Strict ignores the second press entirely while soft only ignores it while the first button is held down)
Added connected skins (3 for now, but I will add more in the future)
Added Gradient Backgrounds graphics option. If you want to disable this, set it to 0 0 0.
Renamed previous Background option to "Grid" which describes the setting better
Pressing Select in Graphics Settings resets them to default
Added Pro Mode. Enable it by holding L or R while starting a game. With Pro Mode a PPS counter and a correct finesse streak counter get enabled. Also clear delay gets reduced to 0.
Improvements to Training Mode:
Added a level selector to Training Mode so you can practice at speed
If you top out, the board just resets instead of leading to a game over
Pressing pause opens the "Saves" section if the last time you paused you had "Saves" open
Added several stats to the post-game stats, including "IGT" or In-Game Time which is a timer that doesn't count during clear delay, so that you can compare your times with other games that don't have it
Pause menu now hides the board and previews to prevent cheating by pausing to think
Added the post-game stats and mode text to the pause menu, so you can see all of them while in-game
Added Classic Mode (based on NES, has both A-type and B-type)
Added sub-modes for sprint and dig (sprint attack and dig efficiency)
Added the Skin Editor where you can create your own skins
Added 2 new skins and a new palette
Reordered the graphics settings
You can now see your total playtime in the settings screen (starts tracking from this update onward)
It is now possible to reset a scoreboard by pressing L + R + Select while viewing it
Improved DAS/ARR making it more consistent, though DAS might feel a bit faster
Improved the "disable diagonals" option. Now the second key-press causing the diagonal is pressed when the first key is released, instead of ignored completely. This makes "rolling" the d-pad possible
You can now input hold or rotate the next piece while in the line clear animation