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-
- TO: EVERYBODY!!
-
-
- On 13-Apr-97, Mike Hiltunen wrote:
-
- >Let's say I have a screen using 320x256 pixels in PAL.
- >Now, everyone with a PAL screen would see the whole
- >screen display, but....
-
- >If you have an NTSC screen, what would you see?
- >Would you loose some at the top and some at the bottom,
- >or would you just loose some at the bottom?
-
- PLEASE NOTE that the following info is based on my system. It
- should be correct for ALL systems but, I cannot guarantee it.
- Anyway, this is the basis for my NTSC-PAL support routines...
-
-
- Generally speaking, your PAL screen will appear "lowered". This
- combined with the fact that NTSC cannot show the entire 256-
- line PAL screen means you will indeed lose a good chunk of the
- bottom.
-
-
- I cannot give you an EXACT number of lines for a maximum NTSC
- display as it depends on the monitor or television. For example,
- my brother's television can display 228 lines at maximum while
- my television can display 232 lines and my monitor (which is what
- I now use) can handle 241 lines in NTSC.
-
- Theoretically, NTSC overscan should easily show 241 lines but
- this is for the Amiga's hardware and does not take into account
- the actual viewing-device.
-
-
- I have never heard from any PAL users so, actually I do not even
- know if this looks fine to them or not so, bearing in my mind that
- this is all based on theory this is how StarStrike2000 handles it...
-
-
- 1. First, I define maximum NTSC display at 239 lines and maximum
- PAL display at 252 lines (better to be on the safe-side and narrow
- the differences). Please note that I am coming from the angle of
- an NTSC-user offering PAL support. Certainly, use 256-pixels as
- your PAL display size because you know it will work and exactly
- where to position the screen!!
-
- 2. Next, (and this does not pertain to NTSC support but, I figure I
- might as well cover everything at once) use
- Default Palette 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 which will tell
- AMOS to open it's screens with an all-black palette instead of
- the default-orange.
-
- 3. The screen(s) are opened and immediately Flash Off and Curs Off
- are used.
-
- NOTE that the screen(s) are opened at their maximum size which
- in this case is 16 lines for the Status-screen and 232 lines for the
- Game-screen.
-
-
- 4. Now, keep in mind that SS2000's in-game display uses two
- screens (kind of like most other games). One for the Status-
- Bar at the top and a second for the actual play-field, this is how
- they are "centered" for PAL and NTSC...
-
- YOFFSET1=0 : YOFFSET2=0 : Rem Default for NTSC
- If Not(NTSC) then YOFFSET1=7 : YOFFSET2=19 : Rem Pal Adjust.
-
- Screen Display STATUSSCREEN,128,34+YOFFSET1,,
- Screen Display GAMESCREEN,128,40+YOFFSET2,,
-
- where the xx+YOFFSETx is the bit you're interested in.
-
-
-
-
- Again, I'm not saying this is THE way to handle it but, I hope it
- helps...
-
-
-
-
- Garfield (Unlimited Design)
-
-
-
- BTW - If my games do NOT look right in a PAL display then I would
- certainly appreciate someone telling me. So, if you think
- they should be moved up or down a bit then just let me
- know and I will adjust my routines accordingly.
-
- THANKS!!
-
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-