PAL vs NTSC
Posted: Tue Feb 09, 2010 11:32 pm
i've been searching in the previous threads, but sadly i haven't found what i'm looking for... PAL vs NTSC - i know the theory but how did it work in BD games?
if PAL games are supposed to run slower because 1sec lasts 1.2sec, why is there a difference in one of the BD intermissions that makes it impossible to play on PAL systems? [i've found one cave set and there was a remark about that].
is hatching delay supposed to be longer in PAL versions? [that would explain why PAL version of the intermission is not playable]. if so, and the time runs slower as well, then wouldn't these factors combined produce the same result as NTSC version, only with the 'feeling' of slower gameplay on PAL?
if, on the other hand, hatching delay would be counted in real seconds, and PAL game runs slower, resulting in less cave scans executed during this real time of hatching - shouldn't then teh player be born quicker [quicker considering the game time] and make this intermission playable on PAL and not playable on NTSC?
i'm confused here. some time ago cirix showed me a cave to verify if game physics is implemented properly [http://gratissaugen.de/erbsen/exact.html] and i was grateful for that - now, is there a cave to test if all game timers, PAL timing and hatching delay are implemented properly? how did you guys verify that in your games?
i believe some of you know these things like a back of your hand - it's time to share your knowledge boys and girls, don't be shy! ;]
BR,
Sarr.
if PAL games are supposed to run slower because 1sec lasts 1.2sec, why is there a difference in one of the BD intermissions that makes it impossible to play on PAL systems? [i've found one cave set and there was a remark about that].
is hatching delay supposed to be longer in PAL versions? [that would explain why PAL version of the intermission is not playable]. if so, and the time runs slower as well, then wouldn't these factors combined produce the same result as NTSC version, only with the 'feeling' of slower gameplay on PAL?
if, on the other hand, hatching delay would be counted in real seconds, and PAL game runs slower, resulting in less cave scans executed during this real time of hatching - shouldn't then teh player be born quicker [quicker considering the game time] and make this intermission playable on PAL and not playable on NTSC?
i'm confused here. some time ago cirix showed me a cave to verify if game physics is implemented properly [http://gratissaugen.de/erbsen/exact.html] and i was grateful for that - now, is there a cave to test if all game timers, PAL timing and hatching delay are implemented properly? how did you guys verify that in your games?
i believe some of you know these things like a back of your hand - it's time to share your knowledge boys and girls, don't be shy! ;]
BR,
Sarr.