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The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
bythegarbz ( 1787294 ) writes:
The PPU (which draws the frame) is synced to the CPU clock on the NES. The APU also. The CPU clock is what determines the speed the game runs at (and fun fact there's multiple variants of the NES on the market and if you play a PAL game on an NTSC NES you'll get a game that runs 17% off - the speed running community already knows that and bans the practice.
What this error here will affect is the speed at which audio samples are played - incorrect pitch, and potential artefacts if the audio sample ends befor
bygodrik ( 1287354 ) writes:
I don't know it won't affect speedrunning. Speed running by humans, you are probably right. But TASes might be impacted.
If a game is written in a way where the CPU waits for an audio effect to be completed, then a variation in the clock speed of the sounds processor could shift the end of the sound to a previous or later frame.
bythegarbz ( 1787294 ) writes:
Oooh interesting, I didn't consider that. Honestly I've not looked into how TAS operates before.
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