User:Arcorann/Timing definitions and examples: Difference between revisions
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The frame on which the player can no longer move the piece. | The frame on which the player can no longer move the piece. | ||
== DAS == | == DAS delay == | ||
Also DAS or DAS startup. | |||
=== Inclusive === | === Inclusive === | ||
The first shift frame and the auto-shift frame are included. | The first shift frame and the auto-shift frame are included. | ||
For example, if the piece moves on frames 3, 17, 22, 27 etc. after input, DAS would be 15 frames. | For example, if the piece moves on frames 3, 17, 22, 27 etc. after input, DAS delay would be 15 frames. | ||
Used by: | Used by: | ||
* Heboris (defined as mpc[player] in the code) | * Heboris (defined as mpc[player] in the code) | ||
* Heboris UE (defined as waitt[player]) | * Heboris UE (defined as waitt[player]) | ||
* Falling Down | * Falling Down | ||
Line 28: | Line 27: | ||
The first shift frame is not included, but the auto-shift frame is included. | The first shift frame is not included, but the auto-shift frame is included. | ||
Used | Used by: | ||
* Cambridge | * Cambridge | ||
* Lockjaw | |||
* NullpoMino | |||
* Tetris (NES, Nintendo) | |||
=== Exclusive === | === Exclusive === | ||
The first shift frame and the auto-shift frame are excluded. | The first shift frame and the auto-shift frame are excluded. | ||
Used by: | |||
* All games in the TGM series | |||
* Shiromino | |||
== Auto-repeat rate == | == Auto-repeat rate == | ||
ARR for short, this is the rate at which automatic inputs are repeated after DAS delay. | ARR for short, this is the rate at which automatic inputs are repeated after DAS delay. | ||
=== Interval-based === | === Interval-based === | ||
e.g. 1 frame. | Also DAS period e.g. 1 frame. | ||
=== Frequency-based === | === Frequency-based === | ||
e.g. 60 Hz. | e.g. 60 Hz. | ||
== Comparison of DAS timings for various games == | |||
{| class="wikitable" | |||
! rowspan="2" | Game | |||
! colspan="4" | Shifts | |||
! rowspan="2" | Input lag | |||
! colspan="3" | Delay | |||
! rowspan="2" | Repeat period | |||
|- | |||
! 1st | |||
! 2nd | |||
! 3rd | |||
! 4th | |||
! inclusive | |||
! half-inclusive | |||
! exclusive | |||
|- | |||
|[[Tetris (Famicom)]] ||2||28||36||44||1||27||26||25||8 | |||
|- | |||
|[[Tetris (NES, Tengen)]] ||2||12||18||24||1||11||10||9||6 | |||
|- | |||
|[[Tetris (NES, Nintendo)]] ||2||18||24||30||1||17||16||15||6 | |||
|- | |||
|[[Tetris (Game Boy)]] || 3 || 26 || 35 || 44 || 2 || 24 || 23 || 22 || 9 | |||
|- | |||
|[[Tetris (Atari)]] || 1 || 11 || 22 || 33 || 0 || 11 || 10 || 9 || 11 | |||
|- | |||
|[[Tetris (Sega)]] (System 16) ||2||22||23||24||1||21||20||19||1 | |||
|- | |||
|[[Tetris (Sega)]] (System E) ||1||12||13||14||0||12||11||10||1 | |||
|- | |||
|[[Tetris The Grand Master]] ||3||18||19||20||2||16||15||14||1 | |||
|- | |||
|[[Tetris The Absolute The Grand Master 2]] (Normal) ||2||17||18||19||1||16||15||14||1 | |||
|- | |||
|[[Tetris The Absolute The Grand Master 2 Plus]] (Death Lv. 0) ||2||13||14||15||1||12||11||10||1 | |||
|- | |||
|[[Tetris DS]] ||3||14||19||24||2||12||11||10||5 | |||
|- | |||
|[[Tetris (Mega Drive)]] || 3 || 9 || 15 || 21 || 2 || 7 || 6 || 5 || 6 | |||
|} | |||
== Lock delay == | == Lock delay == |
Latest revision as of 09:30, 16 May 2023
This page includes definitions of various timings and related elements, and which game engines use certain definitions. Under construction.
These definitions take into account the existence of input lag.
Preliminary definitions
Spawn frame
The frame on which an active piece appears on the playfield. Depending on the game, the player may be able to input actions that occur on the spawn frame.
Landing frame
The frame on which an active piece makes contact with the stack in such a way that the piece cannot move downwards.
Lock frame
The frame on which the player can no longer move the piece.
DAS delay
Also DAS or DAS startup.
Inclusive
The first shift frame and the auto-shift frame are included.
For example, if the piece moves on frames 3, 17, 22, 27 etc. after input, DAS delay would be 15 frames.
Used by:
- Heboris (defined as mpc[player] in the code)
- Heboris UE (defined as waitt[player])
- Falling Down
Half-inclusive
The first shift frame is not included, but the auto-shift frame is included.
Used by:
- Cambridge
- Lockjaw
- NullpoMino
- Tetris (NES, Nintendo)
Exclusive
The first shift frame and the auto-shift frame are excluded.
Used by:
- All games in the TGM series
- Shiromino
Auto-repeat rate
ARR for short, this is the rate at which automatic inputs are repeated after DAS delay.
Interval-based
Also DAS period e.g. 1 frame.
Frequency-based
e.g. 60 Hz.
Comparison of DAS timings for various games
Game | Shifts | Input lag | Delay | Repeat period | |||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | inclusive | half-inclusive | exclusive | |||
Tetris (Famicom) | 2 | 28 | 36 | 44 | 1 | 27 | 26 | 25 | 8 |
Tetris (NES, Tengen) | 2 | 12 | 18 | 24 | 1 | 11 | 10 | 9 | 6 |
Tetris (NES, Nintendo) | 2 | 18 | 24 | 30 | 1 | 17 | 16 | 15 | 6 |
Tetris (Game Boy) | 3 | 26 | 35 | 44 | 2 | 24 | 23 | 22 | 9 |
Tetris (Atari) | 1 | 11 | 22 | 33 | 0 | 11 | 10 | 9 | 11 |
Tetris (Sega) (System 16) | 2 | 22 | 23 | 24 | 1 | 21 | 20 | 19 | 1 |
Tetris (Sega) (System E) | 1 | 12 | 13 | 14 | 0 | 12 | 11 | 10 | 1 |
Tetris The Grand Master | 3 | 18 | 19 | 20 | 2 | 16 | 15 | 14 | 1 |
Tetris The Absolute The Grand Master 2 (Normal) | 2 | 17 | 18 | 19 | 1 | 16 | 15 | 14 | 1 |
Tetris The Absolute The Grand Master 2 Plus (Death Lv. 0) | 2 | 13 | 14 | 15 | 1 | 12 | 11 | 10 | 1 |
Tetris DS | 3 | 14 | 19 | 24 | 2 | 12 | 11 | 10 | 5 |
Tetris (Mega Drive) | 3 | 9 | 15 | 21 | 2 | 7 | 6 | 5 | 6 |
Lock delay
The time between when a piece lands and when it locks. This is generally inclusive of the landing frame and exclusive of the lock frame.
Entry delay
Line entry delay
Properly post-line clear entry delay. Also Line ARE.