I want to know the exact time interval per these images.
As for an emulator, they should be capable of outputting at any framerate, which I assume would be adjustable. That's why I asked.
So if you look at a move that has 60 frames in it, it will require 1 second of game time for that move to be complete.
Forget frames and fields. I'm using these definitions:
Frame: The game can run in 480p, but usual is run in 480i, if it where to run in 480p it would be literally 60 fps, in 480 it gives the illusion that it runs in 60 fps. So lets just assume progressive scan and say there are 60 "frames" in a second, and every one of my images is defined as a frame. This is the standard in the smash community and what every one means when they say frames. If that still isn't clear thing about it this way: If a move lasts 1 second, you could pause during that move and get a unique position 60 times. Each one of these we're calling "frames" regardless of whether in 480i they are interlaced.
So once again, 60 images in the folder = 1 second game time
ignoring the 59.94 thing of course
As for the emulator, the speed the emulator was run at is completely irrelevant because its not like I took a image of them at game speed. Debug mode was used, and when you press start in debug mode and press z, it advances to the next frame, which is the smallest increment the game can progress in. The images were taken by this method where though the emulator may say its running at 45 fps, it doesn't matter because the game is frozen on one frame.
I'm not sure if you get the point I'm trying to make, but the bottom line really is that the time it takes for 60 of those images "frames" to pass in game time is about 1 second.