I'm pretty sure pre-gen-3 was sub 60 frames for actual updates.
Yes, that's what I said
To be more exact (for the GB/C at least), after a certain amount of clock cycles have passed (the time it takes for the screen to draw every *onscreen* vertical line), a flag is set in the CPU indicating the VBLANK (vertical blank) interrupt is to take place. If the interrupt is enabled, this causes the code to jump from wherever it's executing to a predetermined location in memory (in the GB/C, this is $40), where the programmer has to write code to do whatever drawing is needed, then jump back to wherever the game left off. The time for this is relatively short (about 1 ms). The time taken to draw the 144 onscreen vertical lines, and the time in VBLANK to "draw" 10 more lines, corresponds to a 59.72 fps refresh rate. The time taken is constant, so in GB/C's "double clock rate" mode (going from 4MHz to 8MHz), there's more time in the VBLANK to do whatever.
We need some solid proof here. lol Perhaps I'll just do it myself, I was trying not to spoil X and Y by playing a Pokemon game before it's release.
I was kind of curious about the "59.73 fps", it seems the actual game boy and game boy advance's screen has that refresh rate, thus, it makes that frame rate. What would occur if these games were ran in a emulator on the 3DS? Would they be 60 FPS or 59.73?
(For this explanation, I use "system doing the emulation" as 3DS, and the target system as "GB/C", but it applies to almost any system.)
It depends on how well the emulator is written. For example, you'd be doing these things in a loop:
Fetch instruction from program
Decode
Execute
Update memory
Update timers
Update I/O connections
Update sound playback
Update display
etc...
and that takes a variable amount of time, depending on how complex the instructions you're doing are. If the 3DS can do all these operations within 1/60th of a second, then great - the 3DS has enough time to properly time its screen refresh to match the GB/C's refresh rate, to give the appearance that this is running at exactly the same speed as the original hardware. But if not, you experience slowdown - hence most emulators offering "frame skip", which gives them more time to do whatever complex operation they need to do before drawing the screen with the sacrifice of drawn frames.