Time limit: Difference between revisions

183 bytes added ,  6 October 2023
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(It wouldn't be a "random" character if we know what the characters are. Well, except for what comes after 2399)
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In MSCC, the clock is controlled by a continuous upward counter which starts from 0, counts each number as 1/10 of a second, and executes the command to tick down every multiple of 10. Unlike [[Tile World]], which resets the timer after every death or level change, the MS clock counter will not reset to zero unless the game is exited, and will thus cause the timer to tick down sooner than one CC second a lot of the time. To fix this, [[Fullsec]] can be used. Otherwise, perform [[clock setting]], or exit and reopen the program, which does this automatically and will also set the [[odd and even step]] algorithm to even step. The timer algorithm maxes out at 65,536 if the player continues to play this long, and it will roll over from here, which causes the legendary [[Long First Second Glitch]].
In MSCC, the clock is controlled by a continuous upward counter which starts from 0, counts each number as 1/10 of a second, and executes the command to tick down every multiple of 10. Unlike [[Tile World]], which resets the timer after every death or level change, the MS clock counter will not reset to zero unless the game is exited, and will thus cause the timer to tick down sooner than one CC second a lot of the time. To fix this, [[Fullsec]] can be used. Otherwise, perform [[clock setting]], or exit and reopen the program, which does this automatically and will also set the [[odd and even step]] algorithm to even step. The timer algorithm maxes out at 65,536 if the player continues to play this long, and it will roll over from here, which causes the legendary [[Long First Second Glitch]].


Even though the info panel only reserves three digits for the time limit, it is possible for the time limit to go up to 65,535, since four bytes were allotted to this function; however, the clock in actual play can only handle 32,767.
Even though the info panel only reserves three digits for the time limit, it is possible for the time limit to go up to 65,535, since four bytes were allotted to this function; however, the clock in actual play can only handle 32,767. If a time limit over 32,767 is set for a level, the timer freezes, the last two digits on the timer turn yellow, and the hundreds digit will be a garbled unintelligible mashup digit.


For time limits above 999, the info panel displays the following character as the first digit, followed by the last two digits of the time limit, in either yellow or green:
For time limits above 999, the info panel displays the following character as the first digit, followed by the last two digits of the time limit, in either yellow or green:
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