Path: chuka.playstation.co.uk!tjs From: tjs@cs.monash.edu.au (Toby Sargeant) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Game / Demo Competition.... Date: 7 Jul 1998 06:44:23 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 19 Message-ID: References: <6nlf6k$6102@scea> <35A10C71.E193D187@jps.net> <35a157c7.862833@www.netyaroze-europe.com> <35A1A1B8.F2BEE57@shell.jps.net> NNTP-Posting-Host: indy16.cs.monash.edu.au X-Newsreader: slrn (0.9.5.1 UNIX) On Mon, 06 Jul 1998 21:19:04 -0700, Elliott Lee wrote: >Well, if you design for the NTSC systems, you should have little >problems with frame rate. NTSC also uses lower resolution. So, >if you spec your games out to run at 50 fps with 320x240 res you >should be fine. In the beginning of the program, just have a text-only >menu or something that allows you to select NTSC or PAL outright. > >- e? I don't understand that.. I thought NTSC was 60fps, and PAL was 50fps. That's what I remember from c64 and amiga days... (for an example of just how badly NTSC/PAL _can_ screw things up, try watching a PAL C64 game/demo that really pushes the hardware on an NTSC C64 or vice versa... *shudder*) Regardless, there's also the problem of music playback. Maybe this isn't a problem with .seq files, but isn't it a problem with .s3m files? And if we're going to use your s3m player... well... toby.