Thread: Programming EonTimer / ZomgTimer
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Old Feb 12th, 2013, 8:41:32 PM   #118
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Quote:
Originally Posted by Fat Misdreavus View Post
Love EonTimer (Luvdisc'd :D)! A few questions about the settings:

Is "Action Interval" measured in milliseconds?
Thanks!
It is, indeed, measured in milliseconds.

Quote:
Originally Posted by Fat Misdreavus View Post
What is the purpose of the "Console" drop-down menu on the "Timer" tab of EonTimer's "Settings" window have? What changes when you select what type of DS (or GBA) you're using?
There is a slight difference in how long a frame is between GBA and NDS. I included all types so that no one would get confused by their console not being there. In truth, NDS = DSI = 3DS.

Quote:
Originally Posted by Fat Misdreavus View Post
What is the "Refresh Interval?" When I hover over it, I see the first several words of a description, but not enough of it to explain it.
Hmm.. guess it does show only the first couple of words. It is basically a performance tuner. It controls how often (in millis) that the timer checks remaining time.

Theoretically, a lower value should make it more accurate but it uses quite a bit more power and possibly reduce performance. In practice, the default setting is low enough that you won't really get much of a boost. Raising that value will reduce accuracy but increase performance. Disclaimer: you may notice no difference.

Quote:
Originally Posted by Fat Misdreavus View Post
Also, why when I click "Update" (with nothing in the "Calibration" or "Second Hit" fields) does "-95" appear in the "Calibration" field?

Thanks!
It uses a value stored behind-the-scenes as your current calibration value, -95 in your case. When you press update, it reads sees the empty boxes and skips any kind of update but re-syncs the textboxes with the value that it has stored. Hope that makes sense...
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