Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Joshua Meeds Newsgroups: scee.yaroze.freetalk.english Subject: Re: Game / Demo Competition.... Date: Tue, 07 Jul 1998 21:23:07 -0700 Organization: SCEA News Server Lines: 30 Message-ID: <35A2F42B.59625FEB@sinclair.net> References: <6nlf6k$6102@scea> <35A10C71.E193D187@jps.net> <35a157c7.862833@www.netyaroze-europe.com> <35A1A1B8.F2BEE57@shell.jps.net> NNTP-Posting-Host: dreamer.sincom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) That's the case - PAL is higher resolution, 512 lines instead of 480. Because of this, it takes longer to draw the screen, thus PAL only goes at 50 Hz instead of 60 Hz. If you write your game to go at 50 Hz and the lower resolution of NTSC, you'll have the least of both worlds, so the game will work on both systems. Toby Sargeant wrote: > > > 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. -- - Joshua Meeds Dreamwriter Dragon -=UDIC=- _____________________________________ We are the music-makers, And we are the dreamers of the dreams - Willy Wonka quoting Arthur O'Shaughnessy