User:Arcorann/Timing definitions and examples
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
Properly DAS delay.
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 would be 15 frames.
Used by:
- Heboris (defined as mpc[player] in the code)
- Heboris UE (defined as waitt[player])
- NullpoMino
- Falling Down
Implicitly used by:
- Tetris (NES, Nintendo)
Half-inclusive
The first shift frame is not included, but the auto-shift frame is included.
Used by:
- Cambridge
Exclusive
The first shift frame and the auto-shift frame are excluded.
Implicitly used by:
- All games in the TGM series
Auto-repeat rate
ARR for short, this is the rate at which automatic inputs are repeated after DAS delay.
Interval-based
e.g. 1 frame.
Frequency-based
e.g. 60 Hz.
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.