You need to download digits1.zip, un-zip it and upload the contents to your internet directory.

<SCRIPT>

//assign an HTML string to the variable colon, this makes it easier to read code later on
var colon = '<IMG SRC="digits/colon.gif">';

//create the initial HTML images & names so that they can be used by JavaScript later on
document.write('<IMG SRC="digits/0.gif" NAME="h0">');
document.write('<IMG SRC="digits/1.gif" NAME="h1">');
document.write(colon);
document.write('<IMG SRC="digits/2.gif" NAME="m0">');
document.write('<IMG SRC="digits/3.gif" NAME="m1">');
document.write(colon);
document.write('<IMG SRC="digits/4.gif" NAME="s0">');
document.write('<IMG SRC="digits/5.gif" NAME="s1">');
document.write('<IMG SRC="digits/am.gif" NAME="tod">');

function upDate() {
    
//create a Time Variable called now,
     //then get the hours, minutes, & seconds from this variable

     var now = new Date();
     var hours = now.
getHours();
     var minutes = now.
getMinutes();
     var seconds = now.
getSeconds();

     var ampm = "am"; //am or pm?

     //since hours go from 0 - 23 the hours need to be converted
     if (hours >= 12) {
          ampm = "pm";
          hours = hours - 12;
     }

     //if hour = 0 then convert to 12,
     // NOTE: also takes care of the above situation where hours = hours - 12

     if (hours == 0) hours = 12;

     //if less then 10 we need the "0" placeholder for hours
     if (hours < 10) hours = "0" + hours;
     else hours = hours + '';

     //if less then 10 we need the "0" placeholder for minutes
     if (minutes < 10) minutes = "0" + minutes;
     else minutes = minutes + '';

     //if less then 10 we need the "0" placeholder for seconds
     if (seconds < 10) seconds = "0" + seconds;
     else seconds = seconds + '';

     //swap out the old images with the "new images" (the new time)
     document.images['h0'].src = "digits/" + hours.charAt(0) + ".gif";
     document.images['h1'].src = "digits/" + hours.charAt(1) + ".gif";
     document.images['m0'].src = "digits/" + minutes.charAt(0) + ".gif";
     document.images['m1'].src = "digits/" + minutes.charAt(1) + ".gif";
     document.images['s0'].src = "digits/" + seconds.charAt(0) + ".gif";
     document.images['s1'].src = "digits/" + seconds.charAt(1) + ".gif";
     document.images['tod'].src = "digits/" + ampm+".gif";

     //the window method setTimeout() causes upDate() to run,
     //only after waiting 1000 milliseconds or one second
     //since this call itself is in inside the upDate() it causes upDate to run every sec
     //-- hences making the "time" dynamic

    
setTimeout("upDate()", 1000);
}

</SCRIPT>

after "everything" is loaded into memory
the upDate() call then triggers the entire process
<
BODY onLoad="upDate();">