What FPS does TGM and TAP pcb run at?

Thread in 'Discussion' started by tmc_retro, 23 Feb 2009.

  1. The title says it all really,

    I was wondering what FPS TGM1 and TAP runs at using the actual PCB.

    I'm trying to gage how acuarate my emulation of these games is. I'm tempted to say that they'd both run at
    60 fps but my knowledge of arcade games tells me that not all games run at a this speed by design. My TGM1 through ZinC seems to start at 60fps but can sometime drop to 40 and then back up again. TAP seems to run even slower in Mame.

    Also how would a frameskip setting to achieve the desired fps setting alter how the game plays at high level? would it mean that the precicion would be lost at 20g?

    And finally, why do these games seem to run so slow through all means of emulation, they are, compared to many other games, less complex and smaller roms with less demands on ram etc, so i just don't understand it!

    many thanks,

    tmc.
     
  2. tepples

    tepples Lockjaw developer

    It really depends on how the emulator implements frameskip. If it reads the controller every frame, you won't lose precision; it'll just add a bit to the lag. But if it reads the controller once and applies that value to all skipped frames, you will.

    Besides, frameskip doesn't do jack on framebuffer-based systems like Williams games, the Atari Lynx, and the PS1-based Capcom ZN that TGM1 runs on. The emulator really has to emulate the GPU every frame; otherwise, the CPU will see wrong data. Only scanline-based renderers like those of the NES, Genesis, Super NES, etc., where the CPU can't read the composited screen except in a few cases related to collision, can be reliably frame-skipped.

    For one thing, TGM and TAP run on boards with fairly fast (for MAME) RISC CPUs and 3D GPUs.

    Smaller != less complex: see .kkrieger. All smaller means is that the ROM will fit into the PC's RAM so that it doesn't thrash the swap file like a Kirby game on PocketNES. Besides, a lot of Tetris products have been tricky to emulate:
    • Tetris for Game Boy was developed on prototype GB hardware, and its code is inefficient as a result.
    • Some N64 emulators don't support the shader mode that The New Tetris for N64 uses to color its blocks. In these, you'll probably get monochrome pieces if you get anything at all, even in an emulator that perfectly runs other games like Super Mario 64, Ocarina of Time, and Doubutsu no Mori.
    • Tetris Worlds for GBA couldn't pause in GBA emulators for at least a year.
     
  3. They're all 60fps.
     
  4. they're probably actually 59.997 hz or whatever it is that's standard for CRT's
     
  5. Muf

    Muf

    I assume you mean 59.940Hz, which is NTSC standard, and no, they don't. It's 60.0Hz.

    EDIT: New Shit Has Come to Lightâ„¢
     
    Last edited: 11 Jan 2015

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