zenac
Moldy Popcorn
Posts: 41
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Post by zenac on Dec 13, 2016 18:36:32 GMT -5
Consider any song played inside a Sega Genesis game in NTSC. How will this same song be executed in PAL? Faster, slower or with the same speed?
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v3n0mn33dl3
Moldy Popcorn
public text 4 hire!
Posts: 33
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Post by v3n0mn33dl3 on Dec 14, 2016 3:27:23 GMT -5
Not sure, but as the PAL is slower, I think it will be out of key.
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Post by landeel on Dec 14, 2016 10:37:03 GMT -5
It plays the same notes, only slower.
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Post by tiberiyltim on Dec 14, 2016 14:29:58 GMT -5
PAL - 50 fps: Music - slower Graphics code - fast
NTSC - 60 fps: Music - fast Graphics code - slower
Is not present?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 14, 2016 16:33:30 GMT -5
NTSC = 60 frames per second, or 1/60 = 0.01667 ~ 0.017 seconds (or about 17 microseconds) per frame PAL = 50 frames per second, or 1/50 = 0.2 seconds, or about 20 microseconds per frame
PAL frames are longer (slower), so you can do a little more during each frame, so loading graphics would take longer due to the length of the frame, but you can load more (unsure of how much, but I can't imagine a whole lot more) during a PAL frame, but since you get an extra 10 frames in NTSC, you would be able to load more graphics quicker in NTSC than PAL, but I doubt anyone would really hit that limit on either side (PAL or NTSC).
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Post by sega16 on Dec 16, 2016 0:17:06 GMT -5
Generally slower but one can account for the difference in frame rates to make PAL play at the same speed. Just play multiple the durations by 6/5 (if using VBLANK for timing) and they will both play at the same speed excluding rounding issues.
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Post by mekanaizer on Dec 16, 2016 8:47:37 GMT -5
NTSC = 60 frames per second, or 1/60 = 0.01667 ~ 0.017 seconds (or about 17 microseconds) per frame PAL = 50 frames per second, or 1/50 = 0.2 seconds, or about 20 microseconds per frame PAL frames are longer (slower), so you can do a little more during each frame, so loading graphics would take longer due to the length of the frame, but you can load more (unsure of how much, but I can't imagine a whole lot more) during a PAL frame, but since you get an extra 10 frames in NTSC, you would be able to load more graphics quicker in NTSC than PAL, but I doubt anyone would really hit that limit on either side (PAL or NTSC). "PAL = 50 frames per second, or 1/50 = 0.02 seconds, or about 20 microseconds per frame" Yes you can do more per frame with a PAL mode. PAL 320x240 NTSC 320x224 PAL 40x30 Tiles +80 Tiles NTSC 40x28 Tiles But I never saw a Official game with PAL mode. I think the main reason for that was the VRAM space, and sure to save development time/money too. And this is one of the main reasons why PAL games have the top and bottom bars without "valid" data graphics. About the sound I think Sega16 (post above) replied well and short. Nice fact: While I was writing/testing the PAL stuff for KOS before submitting the diffs to Dan for approval I found that the Dreamcast supports the resolutions 320x224 and 320x240 for both modes PAL and NTSC. What was SEGA thinking? Smash Packs
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