User:Arcorann/Timing definitions and examples: Difference between revisions

From TetrisWiki
Jump to navigation Jump to search
Arcorann (talk | contribs)
No edit summary
Arcorann (talk | contribs)
Line 43: Line 43:
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 ===

Revision as of 08:29, 7 July 2019

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 1st shift 2nd 3rd 4th Input lag Delay (inclusive) Delay (half-inclusive) Delay (exclusive) Repeat period
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 (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

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.

Line clear delay