User:Arcorann/Timing definitions and examples: Difference between revisions
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== Comparison of DAS timings for various games == | == Comparison of DAS timings for various games == | ||
{| | {| class="wikitable" | ||
! Game | ! rowspan="2" | Game | ||
! 1st | ! colspan="4" | Shifts | ||
! rowspan="2" | Input lag | |||
! colspan="3" | Delay | |||
! rowspan="2" | Repeat period | |||
|- | |||
! 1st | |||
! 2nd | ! 2nd | ||
! 3rd | ! 3rd | ||
! 4th | ! 4th | ||
! | ! inclusive | ||
! half-inclusive | |||
! | ! exclusive | ||
! | |||
|- | |- | ||
|[[Tetris (Famicom)]] ||2||28||36||44||1||27||26||25||8 | |[[Tetris (Famicom)]] ||2||28||36||44||1||27||26||25||8 | ||
Line 69: | Line 72: | ||
|- | |- | ||
|[[Tetris (Game Boy)]] || 3 || 26 || 35 || 44 || 2 || 24 || 23 || 22 || 9 | |[[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 16) ||2||22||23||24||1||21||20||19||1 | ||
Line 81: | Line 86: | ||
|- | |- | ||
|[[Tetris DS]] ||3||14||19||24||2||12||11||10||5 | |[[Tetris DS]] ||3||14||19||24||2||12||11||10||5 | ||
|- | |||
|[[Tetris (Mega Drive)]] || 3 || 9 || 15 || 21 || 2 || 7 || 6 || 5 || 6 | |||
|} | |} | ||
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.