Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.freetalk.english Subject: Re: Game / Demo Competition.... Date: Thu, 09 Jul 1998 16:01:48 -0400 Organization: SCEA News Server Lines: 30 Message-ID: <35A521AC.24F6FB7@mail.datasys.net> References: <6nlf6k$6102@scea> <35A10C71.E193D187@jps.net> <35a157c7.862833@www.netyaroze-europe.com> <35A1A1B8.F2BEE57@shell.jps.net> <35A2F42B.59625FEB@sinclair.net> Reply-To: darco@bigfoot.com NNTP-Posting-Host: dial-6.r1.ncbldw.InfoAve.Net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Joshua Meeds wrote: > > 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. ACTUALLY.............. NTSC runs at 60 Hz because back when the video format was being written, the power ran at 60Hz as it does today; Not because it can update the screen quicker. So to make things simpler and to make the TV's cost less, they Synced the refresh rate with the AC power Hz. I assume the same thing for PAL TV's but I'm not sure. Ok, none of that information makes a damned bit of difference if you are programing for NTSC/PAL, but I just thought you might want to know... :) > 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. Ok, great. Now how am I going to sync my game at 50 Hz? :) -- 'Darco darco@NOSPAM@bigfoot.com (Replace "@NOSPAM@" with an "@" to email me) UIN: 1454810 (You can page me at http://wwp.mirabilis.com/1454810) Voria: http://www.datasys.net/users/stu/rquat/voria PGPKey: http://www.datasys.net/users/stu/rquat/pgpkey.txt