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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. |