View Page Source

Back to Page
Revision 4 (current)
Edited by Stovent on 9/6/2018 11:25 PM
This page is dedicated to explain how the game ''The Legend of Zelda: Spirit Tracks'' works%%%
/!\ In this page, Frame reffers to a visual frame (30 Frames per seconds) and a VI (Vertical Interrupt) is what happen at 60Hz (a frame contain several VIs), see General for more infos.
%%TOC%%

! General
* The framerate varies between 25 and 30 FPS, even though the game runs at 60Hz.
* The game only interpret inputs when they happen during non-lag frames. Pressing a key during a lag frame will result in nothing.
* The 2 screens refreshes during lag frames nearly everywhere in the game. However, it can refresh alternatly in some cases (E.G. in the title screen, the top screen refreshes during non-lag frames and the bottom screen refreshes during lag frames. The input rule apply the same way here).

! Link
* You have to wait a frame before rolling again or you won't gain any speed.
* To perform a spin attack, the game must record at least 6 different stylus positions, performing a circle.

! Train
* Moving the camera does not create extra lags except with some ennemies like tanks : moving them out of screen reduce the lags they produce a bit. 
* Use the cannon creates at least 3 more lag frames, so use it only if necessary. Kill as many ennemies as possible with wistle.
* Climbings and downhills in the landscape affect the travel time. A flat landscape is faster that a non-flat one.