Ah, if implementing it is the issue, use this as reference: https://tetris.wiki/Super_Rotation_System. Everything you need is under "Wall Kicks". The kick table gives you the locations to test for each piece and rotation. For instance, the kick tests you do in the current (not SRS) system are: (0, 0), (1, 0), (2, 0), (-1, 0), (-2, 0). This means that you check two spaces to the right then two spaces to the left. If you swap those 5 tests with the ones from the table, you'll have a working SRS implementation since you've already done all of the other stuff.