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Added a long new message regarding my curious thoughts about 60fps vs the Timer of 0.01 seconds.
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(Added a long new message regarding my curious thoughts about 60fps vs the Timer of 0.01 seconds.)
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Melee can be run at 50 fps. Does the game store data in 60fps and display it at 50fps? – [[User:Smiddle|Smiddle]] 06:55, 20 November 2014 (EST)
Melee can be run at 50 fps. Does the game store data in 60fps and display it at 50fps? – [[User:Smiddle|Smiddle]] 06:55, 20 November 2014 (EST)
== Something I noticed and/or realized a little while ago about Super Smash Bros' frame-timing ==
In Brawl, Smash 4, and Ultimate, the timer is counted in centiseconds (=0.01 second(s)), but due to the fact that Super Smash Bros runs at 60 framers per second (like most video-games do), their timer's last digit can only display 0, 1, 3, 5, 6, and/or 8, but never 2, 4, 7, nor 9. This is likely due to the division of 01/60th Seconds not matching perfectly with the division of 01/100th Seconds, so let's say if we were to start a countup from Second-0, and we showcase 6 consecutive frames, the 2-digit timer's display of sub-seconds will indicate 00.01<span style="text-decoration:overline">6</span>, 00.03<span style="text-decoration:overline">3</span>, 00.050, 00.06<span style="text-decoration:overline">6</span>, 00.08<span style="text-decoration:overline">3</span>, 00.100, etcetera. This applies to the 3-4 most recent Smash Titles with no exceptions as far as I recall whenever I watch gameplay videos on YouTube with a frame-by-frame button on my laptop's keyboard. When playing Special Smash (aka Custom Smash), using Slow speed causes "frame interpolation", while playing it in Fast mode makes the screen still display at 60 frames per real-second(s), but the engine is influenced by a 90fps programming based on the 1.5 speed. Despite this though, the centisecond's last digit on the timer still only displays 0, 1, 3, 5, 6, or 8, and never 2, 4, 7, nor 9. I know this because in Ultimate, I saved a replay that takes place at Pokemon Stadium in 1.5 speed, and when I paused to check the background-timer while moving the replay frame-by-frame, half the centisecond displays were repeated for certain movements of the fighters and/or items during that match. That's all I have to say for Post-Melee Smash games in how 60fps influences their timer(s) of centiseconds.
As for Smash 64, the way that 60fps influences their timer's centiseconds (only displayed in Break the Targets and Board the Platforms) is actually very-similar and almost identical to the timer's programming in Brawl afterwards, but the only difference is that instead of 6 and 8 being possible last digits in the timer, 7 and 9 are the possible last digits instead, yet 1 and 3 were still possible over 2 and 4. The logic behind this discrepancy(ish) is very unknown, meaning I have no idea how it selected these specific numbers to be programmed as the possible last digits for the timer displaying centiseconds.
Finally, as for Melee, this is apparently the ONLY Smash game where 60 as the exact amount of Frames-per-Second is arbitrarily Drop(ed), meaning it's not completely linear for it's 60fps timing, that's according to all 10 number-symbols being possible displays for Melee's last-digit in their timer's centiseconds. My only guess is that Melee either runs at 59.94 FPS, or uses a more realistic exact timing for 0.01 seconds like Racing Games (such as Mario Kart) do for milliseconds, despite still being limited to 60fps.
Sorry if this description was too long, but don't worry, I promise that's finally all that I have to type for this essay-ish first message. Feel free to correct me if I made a mistake upon my calculation research of how 60fps influences timers in the Super Smash bros. games.
Thanks, [[User:NinTOONdo|NinTOONdo]] 10:32, 16 October 2022 (EST)
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