Global timer: Difference between revisions

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(added a few more things dependent on global timer)
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The '''Global Timer''' starts counting from the moment the console/emulator is powered on, and resets to 0 every time the game is reset. Many Objects and variables depend on the global timer to determine their course of actions on any given frame. Example: the coin display value in the [[HUD]] only goes up once the '''Global Timer''' is odd. This why that with pause buffering, the coin display can fail to update for a certain amount of time.
The '''Global Timer''' starts counting from the moment the console/emulator is powered on, and resets to 0 every time the game is reset. Many Objects and variables depend on the global timer to determine their course of actions on any given frame. Example: the coin display value in the [[HUD]] only goes up once the '''Global Timer''' is odd. This why that with pause buffering, the coin display can fail to update for a certain amount of time.
==Phenomena Dependent on the Global Timer==
* The opacity of Bowser's shock waves is decreased by 1 when the global timer is not divisible by 3.
* Waves created when an object is thrown into water will disappear when the global timer is a multiple of 16.
* Swoop's yaw and roll are dependent on the value of the global timer.
<!--It does something with clouds gotta look into it more-->
* Coffin's shaking movement and sound is dependent on the global timer.
* The LLL drawbridge only begins lowering or raising if the global timer is a multiple of 8.
* Blowing wind spawns large particles when the global timer is even and small particles when the global timer is odd.
* Water ripples created when Mario moves in water only spawn if the global timer is even.
* The JRB aquarium bubbles only spawn when the global timer is odd.