Tetris Return rotation system

is a rotation system used in Tetris Return (the successor of Tetris Best), being the successor of Tetris Best rotation system. Category:Rotation Systems
==Basic rotations==
The basic rotations are similar to the ones in TBRS. However, the O rotation has a different starting orientation so that its spawn rotation center aligns with LJSTZ.
==Wall kicks==
TRRS has sixteen rotation buttons.
Perhaps let's start with the four rotation buttons in TBRS: rotate left, rotate right, rotate 180° left, and rotate 180° right. (z, x, a, s)
Then add the rotate left and rotate right buttons that either specifically use the left kick table or the right kick table. This makes it eight rotation buttons. (left/right rotation is 1/q for left table, 2/w for right table)
Then there is force rotation, cvdfer34 (for each of the eight rotation buttons so far, zxasqw12). The way force rotation works is that it tries moving one space down and rotating. It moves back up if the rotation fails. This makes it 16 rotation buttons, the total amount in Tetris Return.
The coordinates assume x coordinates increase to the right, whereas y coordinates increase upwards. 
Left wall kick table: {{0,0,},{0,-1,},{0,-2,},{0,-3,},{-1,0,},{-1,-1,},{-1,-2,},{-1,-3,},{1,0,},{1,-1,},{1,-2,},{1,-3,},{-2,0,},{-2,-1,},{-2,-2,},{2,0,},{2,-1,},{2,-2,},{0,1,},{-1,1,},{1,1,},{-2,1,},{2,1,},{0,2,},{-1,2,},{1,2,},{-2,2,},{2,2,},{-3,0,},{-3,-1,},{3,0,},{3,-1,},{-3,1,},{3,1,},{0,3,},{-1,3,},{1,3,},};
Right wall kick table: {{0,0,},{0,-1,},{0,-2,},{0,-3,},{1,0,},{1,-1,},{1,-2,},{1,-3,},{-1,0,},{-1,-1,},{-1,-2,},{-1,-3,},{2,0,},{2,-1,},{2,-2,},{-2,0,},{-2,-1,},{-2,-2,},{0,1,},{1,1,},{-1,1,},{2,1,},{-2,1,},{0,2,},{1,2,},{-1,2,},{2,2,},{-2,2,},{3,0,},{3,-1,},{-3,0,},{-3,-1,},{3,1,},{-3,1,},{0,3,},{1,3,},{-1,3,},};
In force-left rotation (1q3e), left kick table is used, and respectively the right kick table for force-right rotation (2w4r).
Otherwise, in OI or 180° rotation (asdf), left rotation uses the left table and right rotation uses the right table.
Otherwise (LJSTZ with zxcv buttons), 0→1, 2→1, 3→2, 3→0 use left kick table, and 1→0, 1→2, 2→3, 0→3 use right kick table. This makes the left/right preference match the first kick of SRS and therefore making it more SRS-compatible than TBRS.