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monitor refresh rates

Posted: Sat Oct 21, 2006 10:47 pm
by rob3034
Hi everyone, over the last few days ive started playing DM on and ST emulator called steem, and there have been some issues relating to the speed that the game runs which is causing a descrepancy between RTC orig version and the ST version, appearing to run at different speeds.

does anyone know anything about steem? and the way that the emulator runs? all aspect of the game see to run normally, in that monster move at the correct speed, doors open at correct speeds etc.

how does the monitor referesh rate affect the game? if things like light levels decreasing quicker are affected my the refresh rate, why are other things (such as monsters, door etc) not effected?

does this make sense to anyone? sorry its a bit of a mouth full :D
rob

Posted: Sun Oct 22, 2006 2:12 am
by Paul Stevens
if things like light levels decreasing quicker are affected my the refresh rate, why are other things (such as monsters, door etc) not effected?
I can tell you for sure that the clock that drives the
monster movement/regenerator is the same clock that
determines light level duration. If one is faster then
the other will be faster. Therefore, if one seems
fast while another seems slow, it is the program that
counts the clock's ticks that is making the difference,
not the emulated or real monitor refresh rates.

Posted: Sun Oct 22, 2006 7:55 am
by beowuuf
Perception is a funny thing - the instantaneous events won't seem much faster like doors or monsters, but long term effects like light dropping and food will, because they are more affected by the clock. Doors are are only a few ticks out, the rest will be the cummulated ticks of minutes of gameplay out.

Again, I come back to watching a film with someone in america - it won;'t seem any faster if you are watchign a scene together, the dialogue seems to be said at the same time, but I can tell you that every so often you have to pause the damn tape because the films are out of sync