idontknow
03-24-2006, 11:02 PM
How about in the options menu (Etc.->Options), there's a checkbox for 'Preview Timer'. If on, whenever you go to a screen & press X to turn on preview mode, a timer appears, with minutes, seconds, & hundredths of a second. When you 'pause' things (animation, combo cycling, freeform combos, etc.) the combo stops and advancing frame by frame then will cause the timer to go up like 1/100 of a sec or whatever with each press of the A key.
This is good so you can time things to happen at precisely different moments. For example, if you have a freeform combo of Link in a cutscene where he walks from the bottom of the screen to the top, you could time how long it takes for Link to reach the top using the data you have set. Knowing this, you could set the Timed Warp Tics to the appropriate number so when 'Link' reaches the top, you warp.
*Note that in this cutscene, link is actually a ff combo and the player is hidden & can't move until after the cutscene is over with.
This may also be good so you could set up combo cycling appropriate so two cycles or multiple events coincide with each other correctly.
Justa thought...
This is good so you can time things to happen at precisely different moments. For example, if you have a freeform combo of Link in a cutscene where he walks from the bottom of the screen to the top, you could time how long it takes for Link to reach the top using the data you have set. Knowing this, you could set the Timed Warp Tics to the appropriate number so when 'Link' reaches the top, you warp.
*Note that in this cutscene, link is actually a ff combo and the player is hidden & can't move until after the cutscene is over with.
This may also be good so you could set up combo cycling appropriate so two cycles or multiple events coincide with each other correctly.
Justa thought...