Perhaps in an old version of the game there was a different timing system and this timer was missed when removing it? This timer includes cutscene time, which doesn't necessarily prove that it's obsolete, but it more than likely is.

Anyway, I think I've found a value in memory that is consistent with the timer and provides the results to prove it. The way I tested this was using the timer from KR, I got to 366 frames and quitout, knowing that 366 = 12 on the timer (which of course it was) and took note of this other value at the same time (it was 1,100,566,350), then I went onto TC and got this long value here to roughly the same amount and quitout (I got 12 again). I tried this on other levels: UU, CR, CoW2, Meltdown and they all gave the exact same results, which means that this value is directly related to the timer.

The problem is that I don't know what this value measures. It starts at roughly (hard to get this exactly right without a frame advance feature) 1,050,728,829. Why this number? I have no idea. If I subtract this value from the value that corresponds to 12 seconds I get 49,837,521. Of course there are many other values around this that also correspond to 12, but I can't figure out how this value can correspond to 12. If I divide it by 12 I get 4,153,127~, meaning this value would

*approximate* to 1 second, but what unit of measurement could this possibly be? I've never seen it before, but at least this is a step closer to figuring out the timer.

The value is a long, btw. It pauses when the game is paused or when a cut-scene is playing such as the elevator door closing on Masquerade.

EDIT:

Okay, so this number is horrible. I took some sample quit-out times and compared them to the seconds that correspond to them and their value minus the initial value of that number.

Value in Memory Minus Initial Value Seconds

1,050,728,829 0 0

1,100,566,350 49,837,521 12

1,115,296,431 64,567,602 39

1,125,406,094 74,677,265 94

1,127,804,363 77,075,534 117

1,135,373,207 84,644,378 219

As you can see, 12 seconds corresponds to approximately 49 million, which would suggest, logically, that 24 seconds would be approximately 98 million (simply doubling the values), but instead 98 million isn't reached even by a value representing 219 seconds (over 18 times the 12 second value). From this data, my only guess is that this timer value increases to a decreasing exponent, which, if true, will make this whole process a nightmare. There may not be an exponent, however. I'm not ruling out the possibility that I overlooked something to do with the initial value. I'll try and figure out what the exponent is (if it exists) and if I can find it in memory, but it might take a while, since I suck at maths. Unless maybe Deep-Darkness will help me

.

One thing that puzzles me is this. Even assuming that the developers decided that the timer should increase to an exponent, what would be their reasoning? This could only create problems in coding and debugging the game.