Subject: Re: [stella] Reflex: To NTSC/PAL50/PAL60, or not to NTSC/PAL50/PAL60 From: "Lee Fastenau" <stella@xxxxxxxxxxxxxxx> Date: Thu, 5 Aug 2004 14:02:58 -0700 |
>You can't compensate for aspect ratio for sprites for the most part because >you can't exactly scale a sprite to sub-scanline levels. So if a scanline >is 10% shorter in PAL50 than NTSC then sprites are going to be shorter even >if you somehow add some extra padding to extend the playfield out to the >edges. So with that, combined with the palette, sound, and speed >differences, an NTSC game is just not going to be quite the same as a PAL >game no matter what you do. I didn't consider sound, but you're right on all counts. It would be unreasonable to expect a PAL50 game to look, sound, and behave exactly like its NTSC cousin or vice-versa. This was the main reason I added PAL60 support, where there is only a slight shift in color palette, but no other difference. -Lee
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