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resources cia stuff Jan 26, 2017
romfs new theme format Feb 12, 2017
source different block colors + new score calculation Feb 12, 2017
.gitignore cia stuff Jan 26, 2017
LICENSE Initial commit Jan 23, 2017
Makefile.config add romfs and gpu stuff to makefile Feb 4, 2017 add screenshot Feb 12, 2017
saveconverter.c updated readme and included a save converter Feb 12, 2017


Port of 1010! to 3ds homebrew, made in C.
It's like Tetris but with infinite time, you lose when you can no longer place any of the pieces you have available.

Displays a 10 by 10 (hence the name) grid of blocks with 3 pieces you can place. When you complete a line or a column, it disappears, leaving space for new pieces and giving you a lot of points. You can't really win this game, the goal is just to get more points than the next guy



Use the touchscreen or press and hold L/R/Nothing + A to select a piece, then drag it to the place you want on the grid using the stylus or the D-PAD/Analog stick. If you release it outside of the grid, or in a place where it doesn't fit, it will go back to your inventory

Press X to open the Themes menu, Y to reset (if you lost, or want to start over), or START to quit, or touch the corresponding icons (they're in the same order on the screen).

Save format

There have been 3 save file format for now. The first one is composed, in order, of:

  • 20 bytes for the grid
  • 3 bytes for the inventory (each one containing 1 piece)
  • 4 bytes for the current score
  • 4 bytes for the highscore

The second, newer, is pretty much the same except for:

  • 1 byte for the length of the theme name
  • X bytes for the theme name (in ASCII, without a NULL terminator)

The third and latest, use 40 bytes for the grid.

I included a converter for the save (accurately named "saveconverter"). A binary should be present in the release, and the source in the saveconverter.c file.

Theme format

There have been 2 save formats for now: The first one is composed of:

  • a 3 bytes file named bgColor.bin containing the color of the background in RGB8
  • a 64x64 pixels 32-bit color png file containing 4 32x32 sprites:
    • 1 for the "blank" blocks of the grid
    • 1 for the "filled" blocks of the grid
    • 1 unused for an options menu
    • 1 for the small blocks of the pieces in the inventory

The second and latest contains:

  • a text file named colors.txt containing on 3 lines: the color of the background, the color of the text, the color of selected text (for the Themes menu), all in RGB8
  • a 128x128 pixels 32-bit color png file containing 10 sprites:
    • 1 128x64 one for the banner displayed on the top screen
    • 4 32x32 sprites, for the "blank", and different colors of "filled" depending on the piece type
    • 3 32x32 sprites for the Themes, Reset, and Exit options
    • 3 16x16 for the different colors of pieces in the inventory

#Credits Thanks to the folks at #3dsdev and #Cakey for the help, especially Desynched (DDews), xerpi and fincs for helping fix the drawing

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