FrankenGraphics wrote:
If you live in a PAL region, you're likely to think of PAL as default, even if we got localizations last and only a small minority of titles were written for PAL first. PAL is home. From that standpoint, opting for NTSC may be the active choice and PAL the passive neutrum.
I come from a PAL region (Germany) and in today's time, I would never program a game with PAL as the master. Maybe in the 90s when I didn't know better, but not in today's time.
Besides, I would never program a game to be incompatible with either version at all. Even my NTSC game runs on both consoles. On PAL in 50 Hz, but it runs. And I even let it adjust the music in the beginning.
And if it had relied on something like timed code (for example for raster effects*), I would have included an if-else for these parts.
So, yeah, taking PAL as the master is fine if that's home for you. But I don't like it if people abuse features that work
only on one console.
* I use the nine sprite overflow flag and sprite 0 for raster effects, so no timing adjustment necessary if you pay attention that the level is designed in a way, so that the pixel line with the split consists only of one color.
tokumaru wrote:
Maybe that's just payback for all the craply converted games they got, with slow music, slow gameplay, and broken raster effects.
"Nintendo treated us badly. Let's show them by getting revenge on the players who had it better than us."