Post subject: Timers keeping track of miliseconds and running at 30-60 fps
Joined: 5/30/2005
Posts: 98
A milisecond is 1/100 of a second so in order for every milisecond in a timer to be displayed a game would have to run at 100 fps and show one milisecond every frame. Since most games run at 30-60 fps if the game keeps track of miliseconds that means that 40-70 milisecond displays have to be skipped. This isn't a big deal in real time because even if the game was running at 100 fps you wouldn't be able to read the numbers very well if they were changing each frame. If you slow the game down when making a TAS though you would be able to see each frame seperately and be able to tell if numbers were skipped or not. Anyone have a list of what games have timers that keep track of miliseconds. The only ones I can think of are sonic adventure 1-2, sonic advance 1-3, and f-zero games. I know there are certain times that are impossible for level clear times in the sonic games when speedrunning but I haven't heard what times are impossible for f-zero games probably since I don't follow the f-zero speedrunning community.
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gbagcn wrote:
A milisecond is 1/100 of a second
A millisecond is 1/1000th of a second :D
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Sonic 3 competition mode has a timer with 1/100th second resolution, and at first glance it appears there are "impossible" times in that game, as well. But strangely, if you are clever, you can force the timer to display any time you want, for individual laps or the whole race, provided it is greater than the fastest possible completion time.
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Bomberman 64 has a hundredth second timer, but I forget which two digits it skips.
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So how would you get the timer to display any time in sonic 3.
Mitjitsu
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I have no idea how games that use 1/1000th of a second could possibly give any form of accuracy e.g. Mario Golf: TT, but then again would can figure out exactly any time in a game with clever calculations, but knowing what part of the animation hit a certain flagged point in the game.
Post subject: it isn't that hard.
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Just increent the timer by 0.016s every frame. =P
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Couldn't (in a racing game) the game use the distance from the finish line and the velocity of the vehicle at the last whole frame to calculate centiseconds or milliseconds for the final time?
upthorn
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Jammer01 wrote:
Couldn't (in a racing game) the game use the distance from the finish line and the velocity of the vehicle at the last whole frame to calculate centiseconds or milliseconds for the final time?
Yes, and I believe this is the most common way of getting sub-frame time resolutions on racing games.
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Mitjitsu
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Jammer01 wrote:
Couldn't (in a racing game) the game use the distance from the finish line and the velocity of the vehicle at the last whole frame to calculate centiseconds or milliseconds for the final time?
This is what I was refering to.