Difference between revisions of "Frame"
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(Adding IGT info and trivia) |
(Clarifying that the timer isn't blank on the Total Results screen at the end of the game, just when making a save) |
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** Since the timer is stored as an unsigned 32 bit integer, it will overflow (wrap-around) back to 0 after around 2 years 3 months of solid play. | ** Since the timer is stored as an unsigned 32 bit integer, it will overflow (wrap-around) back to 0 after around 2 years 3 months of solid play. | ||
** If the timer is less than 60 when a save is made, the save file will have a blank space where the play-time is normally shown, rather than showing 0 sec.. | ** If the timer is less than 60 when a save is made, the save file will have a blank space where the play-time is normally shown, rather than showing 0 sec.. | ||
** If Yami is defeated and the game is beaten at less than 60 frames, the Total Results screen will show 0hr. 0min 0sec.. | |||
* Many constants and values in-game are also represented in terms of a rate of change per-frame. For example: | * Many constants and values in-game are also represented in terms of a rate of change per-frame. For example: | ||
** [[Health]] lost to being on fire, or health gained via the Wood Mat. | ** [[Health]] lost to being on fire, or health gained via the Wood Mat. |
Latest revision as of 17:42, 17 March 2024
Note: This page describes a unit used in Okami. To learn more about the values representing quantities of these units, see Reverse Engineering.
Explanation
A Frame is the minimum progression of time in-game. Inputs are polled, the game state is updated, and the image displayed on-screen once per frame. During normal gameplay, Okami generally runs at a fixed frame rate of 30 frames per second (FPS). In some menus, such as the pause and fan menus, the game instead runs at 60 FPS.
Mechanics
- The in-game timer (
main.dll+B217FC
) is incremented by 1 every frame when the game runs at 60 FPS, and 2 when the game runs at 30 FPS.- The maximum displayed IGT is 999hr. 59min. 59sec., which is equivalent to an internal value of 215,999,940 (60 FPS frames) or over 41 solid days of play.
- Since the timer is stored as an unsigned 32 bit integer, it will overflow (wrap-around) back to 0 after around 2 years 3 months of solid play.
- If the timer is less than 60 when a save is made, the save file will have a blank space where the play-time is normally shown, rather than showing 0 sec..
- If Yami is defeated and the game is beaten at less than 60 frames, the Total Results screen will show 0hr. 0min 0sec..
- Many constants and values in-game are also represented in terms of a rate of change per-frame. For example:
- Whether the game is running at 30 FPS (general gameplay) or 60 FPS (some menus) is determined by the 1 byte Framerate Divisor value located at
main.dll+B6AC45
.- It is set to 1 in menus, and 2 in general gameplay.
- Using tools to change it to 1 during gameplay causes the game to run at 60 FPS, but causes physics and various game mechanics to behave strangely.