Subject: RE: [stella] acceleration and inertia From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Fri, 09 Jan 2004 08:20:37 +0100 |
Hi there! > Is this related in some way with this? : > "...If the NTSC version is designed with 2 byte > fractional addition techniques (or anything not based > on frames per second) to move objects, then PAL > conversion can be as simple as changing the fraction > tables, avoiding major surgery on the program." (from > the big book). I think so, yes. > I didn't really know what the author tried to say, but > I think I get it now. You can tell me. It's some very simple pseudo implementation of floating point numbers of sorts. If you only have one byte, you can move a thing only in n pixels per frame. With 2 bytes you can move it n.(m/256) pixels per frame For 1,5 pixels per frame make m = 128 for example. Well, and for NTSC to PAL timing transfer, just ensure the NTSC m to be ~80% (can someone provide the correct value? 83,4%?) of the PAL m That is valid at least for a NTSC to PAL50 translation. If you do a PAL60 conversion only, the timings match already. Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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