In-game second: Difference between revisions

140 bytes added ,  3 May 2021
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reordered sections (based on https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Layout)
(Slide delay calls half moves "ticks", and changing that feels wrong to me there; clarified use of "move" in M/s)
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An '''in-game second''' is the amount of time between two consecutive decrements of the [[time limit|timer]]—or, more generally, any other period of time equal in length (similar to how "day" can mean "the time between midnight and 11:59pm" or "a period of 24 hours"). This unit of time is intended to emulate 1 real second. In [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], 1 in-game second is in fact 1 real second; in [[Microsoft's version of Chip's Challenge|MSCC]], however, it depends on the machine. On most of the more modern 32-bit machines, MSCC consistently runs at about 1.17 real seconds per in-game second. [[Tile World]]'s emulation of the [[MS ruleset]] attempts to emulate this lag at 1.1 real seconds per in-game second.
An '''in-game second''' is the amount of time between two consecutive decrements of the [[time limit|timer]]—or, more generally, any other period of time equal in length.<ref group=note>Similar to how, for example, "day" can mean "the time between midnight and 11:59pm" or "a period of 24 hours".</ref> This unit of time is intended to emulate 1 real second. In [[Lynx ruleset|Lynx]] and [[Steam ruleset|Steam]], 1 in-game second is in fact 1 real second; in [[Microsoft's version of Chip's Challenge|MSCC]], however, it depends on the machine. On most of the more modern 32-bit machines,<ref group=note>See [[Chip's Challenge 1 on 64-bit machines]].</ref> MSCC consistently runs at about 1.17 real seconds per in-game second. [[Tile World]]'s emulation of the [[MS ruleset]] attempts to emulate this lag at 1.1 real seconds per in-game second.


== Common subdivisions ==
== Common subdivisions ==
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Every 3rd frame from the beginning of a level is a '''movement frame'''. Even though voluntary moves can only start on movement frames, i.e. once per tick, movement is actually processed every frame, not just their animations, as can be seen when objects slide. <!--I'd mention the whole misalignment thing, but i already have that on 2 other articles. Maybe it should be its own article?--> <!--Also not clear which frames (mod 3) are movement frames, or if movement is processed between frames.-->
Every 3rd frame from the beginning of a level is a '''movement frame'''. Even though voluntary moves can only start on movement frames, i.e. once per tick, movement is actually processed every frame, not just their animations, as can be seen when objects slide. <!--I'd mention the whole misalignment thing, but i already have that on 2 other articles. Maybe it should be its own article?--> <!--Also not clear which frames (mod 3) are movement frames, or if movement is processed between frames.-->
== References ==
<references/>


== See also ==
== See also ==
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** [[Spring slide]]
** [[Spring slide]]
* [[Release desynchronization]]
* [[Release desynchronization]]
== Notes ==
<references group=note/>
== References ==
<references/>


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[[Category:Terminology]]
[[Category:Terminology]]
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