anny84 Posted October 13, 2010 Share Posted October 13, 2010 Hi, sorry for odd question: why most of timed games are "two minutes, sixteen seconds" long? Is there a particular reason? Thanks in advance! Anny Carano 2 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 13, 2010 Share Posted October 13, 2010 (edited) Deleted! Edited October 13, 2010 by GroovyBee 2 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted October 13, 2010 Share Posted October 13, 2010 I don't know...a bunch of reasons probably added up to using that for the length of a game. Clicking a "jiffy" every 64th frame is easy to keep track of in terms of "bits" (64 is a power of 2...corresponding to a single bit's on/off state). Coupled with keeping another bit's positive/negative status means that it produces 128 x 64 frames, or approx. 2:15. This doesn't quite match up with the television's 60 jiffies/sec...so if a game ran too much longer, a user would eventually notice that any ingame clock (if displayed) isn't keeping track of seconds correctly. The advantage of relying on positive/negative status in the timer means that could double as the flag for inactive games...a game is in progress only when one state is true. In addition to that, using a single byte to keep track of either score means that you end up with a very short period before a score would roll over (at 9 if using the same byte for both players, or 99 if using seperate bytes)...so a short game time period is an advantage there. 2 Quote Link to comment Share on other sites More sharing options...
homerwannabee Posted October 13, 2010 Share Posted October 13, 2010 Wow, anny you have an extremely symmetrical face! As far as the time thing goes, I have no idea. 1 Quote Link to comment Share on other sites More sharing options...
nofrills100 Posted October 13, 2010 Share Posted October 13, 2010 Wow, anny you have an extremely symmetrical face! As far as the time thing goes, I have no idea. I think my face would be a 2.16 where as anny's would be a clean 2.00 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted October 13, 2010 Share Posted October 13, 2010 Ah...but her hair is covering some of it. From that picture, she could have one eyebrow permenantly fixed in a Spock "puzzlement" expression 1 Quote Link to comment Share on other sites More sharing options...
nofrills100 Posted October 13, 2010 Share Posted October 13, 2010 do you like my car anny - it's Italian ok.... now I am just going for brownie points.... I'm married!!! what am I doing Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 13, 2010 Share Posted October 13, 2010 Someone stop all flights to Italy from the United States before things get ugly. 1 Quote Link to comment Share on other sites More sharing options...
StanJr Posted October 13, 2010 Share Posted October 13, 2010 this is why girls don't come here. Shame on you, boys! Anny, Which games in particular? I am trying to think of timed games that are 2:16...? 3 Quote Link to comment Share on other sites More sharing options...
SlowCoder Posted October 13, 2010 Share Posted October 13, 2010 I'm sure that by her age she's aware the dangers of entering a gamer nerd forum. Besides, she could probably kick all of our nerd asses on a whim. Quote Link to comment Share on other sites More sharing options...
Pioneer4x4 Posted October 13, 2010 Share Posted October 13, 2010 I honestly don't understand the point of the thread. Plus for all we know it is some 46 year old overweight guy. 1 Quote Link to comment Share on other sites More sharing options...
Deteacher Posted October 13, 2010 Share Posted October 13, 2010 this is why girls don't come here. Shame on you, boys! Anny, Which games in particular? I am trying to think of timed games that are 2:16...? Combat and Air Sea Battle games are 2:16 long. There might be others too. After 2:00, the scores start to blink, telling you that you're down to your last :16 of game time. Quote Link to comment Share on other sites More sharing options...
SlowCoder Posted October 13, 2010 Share Posted October 13, 2010 I honestly don't understand the point of the thread. Plus for all we know it is some 46 year old overweight guy. I see from your profile that you're 46. Alter ego? Quote Link to comment Share on other sites More sharing options...
OldAtarian Posted October 14, 2010 Share Posted October 14, 2010 (edited) I honestly don't understand the point of the thread. Plus for all we know it is some 46 year old overweight guy. Too true. I made the mistake once on another forum of addressing another forum member named "Andrea" as a she and was quickly informed that "Andrea" is a boy's name in Europe, it's pronounced On-DRAY-a instead of An-DREE-a. Edited October 14, 2010 by OldAtarian Quote Link to comment Share on other sites More sharing options...
Pioneer4x4 Posted October 14, 2010 Share Posted October 14, 2010 this is why girls don't come here. Shame on you, boys! Anny, Which games in particular? I am trying to think of timed games that are 2:16...? Combat and Air Sea Battle games are 2:16 long. There might be others too. After 2:00, the scores start to blink, telling you that you're down to your last :16 of game time. AH, I get it, thanks! Quote Link to comment Share on other sites More sharing options...
Pioneer4x4 Posted October 14, 2010 Share Posted October 14, 2010 I see from your profile that you're 46. Alter ego? But can you believe MY profile? Quote Link to comment Share on other sites More sharing options...
OldAtarian Posted October 14, 2010 Share Posted October 14, 2010 (edited) It has me wondering if you couldn't do longer timers than 2:16 by handing control of the clock over to a new counter every time you reach a multiple of 2:16 and killing the old counter as soon as it loses it's accuracy all while seamlessly maintaining the clock on screen. So you start with counter A maintaining the clock to 2:16 then starting a counter B to 4:32 then starting a counter C to 6:48, and so on starting over again at A when you run out of variables. Edited October 14, 2010 by OldAtarian Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted October 14, 2010 Share Posted October 14, 2010 Since the long "positive/negative" timer is seperate from the framecounter, you can just bump the positive/negative one when the framecounter rolls to zero instead of at every 64th. That produces 256 x 128 frames, or about 9 minutes. In Combat, the framecounter check is near the top of the binary (change AND #$3F to two NOP instructions). Quote Link to comment Share on other sites More sharing options...
OldAtarian Posted October 14, 2010 Share Posted October 14, 2010 (edited) That would be a good programming challenge to see who can write the most accurate clock program. Anyone feel up to it? Edited October 14, 2010 by OldAtarian Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 14, 2010 Share Posted October 14, 2010 That would be a good programming challenge to see who can write the most accurate clock program. Anyone feel up to it? No need :- http://www.atariage.com/forums/topic/99473-accurate-2600-digital-clock-rom Quote Link to comment Share on other sites More sharing options...
littleman jack Posted October 15, 2010 Share Posted October 15, 2010 Freeway goes for about 2.16 as well. Quote Link to comment Share on other sites More sharing options...
anny84 Posted October 15, 2010 Author Share Posted October 15, 2010 I don't know...a bunch of reasons probably added up to using that for the length of a game. Clicking a "jiffy" every 64th frame is easy to keep track of in terms of "bits" (64 is a power of 2...corresponding to a single bit's on/off state). Coupled with keeping another bit's positive/negative status means that it produces 128 x 64 frames, or approx. 2:15. This doesn't quite match up with the television's 60 jiffies/sec...so if a game ran too much longer, a user would eventually notice that any ingame clock (if displayed) isn't keeping track of seconds correctly. The advantage of relying on positive/negative status in the timer means that could double as the flag for inactive games...a game is in progress only when one state is true. In addition to that, using a single byte to keep track of either score means that you end up with a very short period before a score would roll over (at 9 if using the same byte for both players, or 99 if using seperate bytes)...so a short game time period is an advantage there. That's right, thanks. There's the reason all 2'16" games in Italy are 2'45" long. We in Italy have 50 j/s instead of 60. To everyone: I'm 26... not so young. But thanks anyway Thanks Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 15, 2010 Share Posted October 15, 2010 To everyone: I'm 26... not so young. But thanks anyway You're 26? Ewwww! That's ancient! I bet you have that old people smell and your bones pop and snap when you move. Gross! 1 Quote Link to comment Share on other sites More sharing options...
Pioneer4x4 Posted October 15, 2010 Share Posted October 15, 2010 To everyone: I'm 26... not so young. But thanks anyway You're 26? Ewwww! That's ancient! I bet you have that old people smell and your bones pop and snap when you move. Gross! In Fahrenheit, that is almost 79! Quote Link to comment Share on other sites More sharing options...
doyman Posted October 15, 2010 Share Posted October 15, 2010 Dog age? Quote Link to comment Share on other sites More sharing options...
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