Post subject: C64 - PAL or NTSC?
Noxxa
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There's been some confusion recently (involving a handful of submissions) over whether or not the C64 core in BizHawk is supposed to have NTSC settings available, or which of these settings should be used for C64 TASing. I don't know enough about C64 myself to make any informed decisions on this right now, so I hope that people more familiar with Commodore 64 architecture can pitch in here. • Do separate PAL and NTSC variants of Commodore 64 systems exist? • Do separate PAL and NTSC variants of Commodore 64 games exist? • If yes to above: is there any easy or convenient way to tell whether a C64 game is PAL or NTSC, or how to tell that a C64 game is running on right or wrong settings?
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Alyosha
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Yes. Yes. I don't know. A well known ROM hosting website has C64 roms seperated into regions with the typical (U) (E) designators, but I do not know how they confirm their information. GoodTools has a tool but I've never used it.
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Yes, Yes. Regarding tapes, no. You have to load the game in an emulator (parse the content and emulate it) to figure it out. GoodTools info for the C64 submissions: PAL(+NTSC). AFAIK this only notes the region for the system used for dumping/using GoodTools. Most of the online databases also rely on GoodTools informations. #5608: DrD2k9's C64 Jungle Hunt in 02:28.35 PAL(+NTSC?) ass #5606: DrD2k9's C64 Congo Bongo in 00:29.45 crt not in goodtools (disk: PAL(+NTSC?) ass, tape: PAL(+NTSC?) ass) #5598: DrD2k9's C64 Frogger in 03:31.30 crt not in goodtols (disk: PAL(+NTSC?) ass, tape: PAL(+NTSC?) ass) #5595: DrD2k9's C64 Double Dragon "OCEAN Port" in 12:53.11 crt not in goodtols (disk: PAL(+NTSC?) ass, tape: PAL(+NTSC?) ass)
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Some software on the Commodore 64 is locked to a particular video standard (they will attempt to survey the video hardware to determine this) but quite a lot of software, especially early software, will actually run on both. Many of these titles will run faster and have their sounds and music pitched higher on NTSC. Everything depends on the video circuitry you choose. Here are the important ones: MOS 6567 R8 - NTSC, prefer later revisions as they're a little faster and are far more common (some timing sensitive games will not run correctly on R56A.) MOS 6569 - PAL (these are all identical as far as games are concerned) Edit: The compatibility of the media itself has nothing to do with the video standard, all disk drives have a fixed 16mhz internal timing system, the C64 KERNAL handles tapes in a standard-agnostic way, and the only thing that's verified on cartridges is the string "CBM80", to verify a cartridge is in fact connected.
Noxxa
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Thanks for your input, everyone. It sounds like the best option here (to be consistent with the site's rules) would be to check whether or not the game was released in NTSC or PAL regions, and allow NTSC/PAL settings accordingly. As far as I can tell, this is the best option to verify a game runs on a mode it's intended to run on, as GoodTools info cannot be used for this purpose. This is somewhat similar to the rules for SMS games, where NTSC timing is allowed based on whether or not a PAL game was released in Brazil. Of course, then it might be complicated what to do with obscure media that release info can't be tracked down for. Maybe allow NTSC anyway in such cases? I don't think there's any better option there.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
DrD2k9
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Mothrayas wrote:
Of course, then it might be complicated what to do with obscure media that release info can't be tracked down for. Maybe allow NTSC anyway in such cases? I don't think there's any better option there.
If it is impossible to determine the release information for a particular rom, and there are no noticeable differences in gameplay (other than music/sound pitches and speed); wouldn't it be acceptable to consider either setting option as valid and select whichever results in a faster play-through for that particular rom? The other option that needs to be considered by the site managers, would be to not allow any runs for publication unless the release region information can be confirmed for a particular rom file....And yes, I realize if this decision was made, it would negate most of the submissions and the few publications I have in the C64 section of the site. Enacting this policy, however, may also deter people from TASing for the C64 in the future.
Noxxa
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DrD2k9 wrote:
If it is impossible to determine the release information for a particular rom, and there are no noticeable differences in gameplay (other than music/sound pitches and speed); wouldn't it be acceptable to consider either setting option as valid and select whichever results in a faster play-through for that particular rom?
That's what I suggested, and as I said I don't think there's a better option than this. I'll wait for some more input, but I think this would be the best way to go.
DrD2k9 wrote:
The other option that needs to be considered by the site managers, would be to not allow any runs for publication unless the release region information can be confirmed for a particular rom file....And yes, I realize if this decision was made, it would negate most of the submissions and the few publications I have in the C64 section of the site. Enacting this policy, however, may also deter people from TASing for the C64 in the future.
This would be much too restrictive.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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My suggestion would be to default C64 runs to PAL, with NTSC only being used in specific circumstances. All of our current publications run on PAL, having runs obsoleting them by solely being NTSC would make for some pretty bad precedents on a judging standpoint.
Noxxa
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Well, we could say those publications were made prematurely without appropriate research (from a judging perspective) anyway, so we could replace/obsolete those runs without setting much of a precedent (or at least for a subset of C64 runs only). Let's not previous judgments and publications based on incomplete research define our new policy. That said, I don't see why we should force PAL by default. For these games NTSC looks to be equally valid, faster too, and it would be consistent with general policy for pretty much every other system.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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To me, the main question is, do the existing PAL runs have to be redone on NTSC if it's technically feasible? Especially the ones in the queue.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Noxxa
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I would say that if both NTSC or PAL are valid options, NTSC would be preferred, but I wouldn't outright exclude PAL runs. Sort of like handhelds and modern systems, except here there's still a framerate difference, and the difference is not actually in the ROM itself. That said, I'm unsure if C64 NTSC runs that do the same things as PAL runs (except being faster because of NTSC hardware) should obsolete them - I'm leaning towards yes.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Post subject: new C64 policy
Noxxa
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Since the discussion has got to a standstill again, I'm going to go ahead and set down a policy here (based on above posts). • If a game is known to be released exclusively in a particular region, that region's settings must be used (e.g. force PAL for Europe-only releases). This is similar to current rules for SMS games. • If either region setting is valid, NTSC is preferred, although PAL is allowed. (This is similar to current rules for handheld/PAL60 games, even though the reasoning is quite different.) A NTSC version TAS can obsolete a PAL version TAS as long as it is faster and its technical level is equal or better than the PAL TAS. Unless anybody has any significant objections, I will be going ahead with this. Regarding PAL runs currently on the queue (assuming NTSC is valid), it's up to the author if they want to cancel the submission and redo on NTSC, or let the PAL run be accepted for now and obsoleted with NTSC later.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Post subject: Re: new C64 policy
DrD2k9
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Mothrayas wrote:
Regarding PAL runs currently on the queue (assuming NTSC is valid), it's up to the author if they want to cancel the submission and redo on NTSC, or let the PAL run be accepted for now and obsoleted with NTSC later.
PAL/NTSC info for the current queued C64 runs: C64 Jungle Hunt in 02:28 -- faster NTSC run similar to current published PAL run C64 Diamond Mine "2 player, 100%" in 17:51 -- This is PAL. Accept/reject as is for now, I'll look at obsoleting via NTSC later. C64 Double Dragon "OCEAN Port" in 12:53 -- This is a PAL release of the game (graphical glitches in NTSC) accept/reject as is. C64 Congo Bongo in 00:29 -- faster NTSC run similar to current published PAL run C64 Frogger "Parker Brothers Port" in 04:12 -- I canceled the original submission that was made in PAL mode. I then tweaked the run in NTSC and uncanceled requesting in the author's comments that the submission .bk2 be updated to the faster NTSC version i uploaded to WIPs (link in comments). Thanks to all of you for the discussion...it will help with TASing C64 in the future.
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If it can help I found this: On http://gb64.com go to advanced search, then you have under "PAL/NTSC" PAL, NTSC+PAL and NTSC.
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phoenix1291 wrote:
If it can help I found this: On http://gb64.com go to advanced search, then you have under "PAL/NTSC" PAL, NTSC+PAL and NTSC.
So very few NTSC only titles there. Also it's not definitive. For example, there are numerous titles listed as PAL only that were made by Spinnaker Software which was an American company. It's hard for me to believe they'd only release those games as PAL only. But I guess it still could be used as a resource.
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This input should have stayed PAL, as that's where the game was, and the NTS vesion is simply the same game without changes. Here's the real guidelines. 1) if the game needed a NTSC-FIX, use the PAL version, unless the NTSC fix version was actually commercially sold. same for PAL fix (though generally ntsc is faster anyway) 2) if the game runs on both video standards without any difference except the slower framerate (and thus longer TAS time) then use the one that's faster (which is nearly ALWAYS NTSC) UNLESS the game was never sold in a NTSC region. (this is why i say this game is PAL, and should have stayed at that) 3) if there are PAL and NTSC compatible OFFICIAL releases, NTSC is preferred due to faster action. 4) if it's unclear, use the video standard that plays the music at the right speed, or the video standard with less graphical glitches. As an example of the former, bubble bobble plays some music at wrong speed on NTSC c64s, so it's a PAL game, and a run on NTSC not only shouldn't be accepted, it plays the intro story music way too SLOW. it may not be obvious what the right speed is, but when it's an arcade conversion, or has a cover of a real tune, it's obvious which is right. If the game flickers on NTSC and not on PAL, it should be ran as PAL.
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What is the 100% authoritative resource of official information on any C64 game image that might be used in a TAS? We have this thread, and it doesn't have links to a resource we could fully trust.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The lack of authoritave sources is indeed an issue, but https://www.lemon64.com/forum/viewforum.php?f=10 is a pretty good resource. lots of people who used the computers are there. the sid file for the game is clocked at PAL. verified at HVSC.
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Regarding the PAL/NTSC debate: Something that needs to be considered is that real software from either region often worked on real hardware of the other region WITHOUT any necessary fixes/modifications. If playing a PAL game in NTSC mode yields a faster framerate/music but otherwise presents no new errors/glitches, playing that game on an NTSC system is something that would have been possible on actual systems. It should therefore be allowed in an emulated environment too. Theoretically, the faster pace of play would make many of these (if not all) such games harder on an NTSC system due to requiring faster reflexes to accomplish the same results at the higher framerate. So if anything, the current policy off allowing PAL games in NTSC mode allows for beating the game in a way that would have been 'harder' for a casual gamer on real hardware.
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Yeah there's no authoritative list that's definitely right. I do have a bit of knowledge. 1) if a game flickers on one video standard, and not on the other, the standard it does not flicker on is the intended one. 2) if the music plays atthe right speed (easy to determine for arcade onversions and covers of real tunes) then the video standard that plays the music properly is the one to use. 3) many games will play on both NTSC and PAL just fine. If the game got an NTSC release, that shousl be used. 4) in the absense of anything to the contrary, the original software company shoud be a guideline. Some examples. 1) Synapse software is a US game company. their games are NTSC. 2) but encounter was originally by novagen, which is PAL. the synapse software release is intended for NTSC< while the novagen releases were from PAL 3) US GOLD imported us games to europe from synapse and others. the games are PAL, BUT there are ntsc original releases of them not from US GOLD. THe games nearly always play right under NTSC as well even the US GOLD releases. use NTSC. 4) lucasfilm games were made in the USA. they are NTSC. 5) but Activision imported them to europe. and those release are PAL, with the music speed adjusted to match wha twas intended. the activision imports are PAL, and th elucasfilm originals are NTSC. Trying to run, say a PAL ballblazer on NTSC or vice versa breaks the game. 6) spectrum ports are generally PAL, since that's where the spectrum game was released. Apple II ports (like wavy navy) are generally NTSC, since apple is a US company. 7) if there are separate releases, but there was really no change, use the original country. The game was developed for the platform that was in the original country, and even if it works on the other without glitches, it's like running a pal game on an ntsc NES. even if it works, its' not a valid run. Example: most people think commando for c64 is PAL. it's not. it's ntsc, as evidenced by the game music speed being too slow on PAL, and correct on NTSC. this game is NTSC. Yie ar kung Fu is PAL. the music is too fast on NTSC. Only if there's nothing indicating otherwise, should NTSC be assumed the default. also. if there's a cart version, use that for faster boot times. :) ps. gb64 is worthless. it defaults everything that works on both to PAL (ntsc?). it's flat out wrong for most stuff. this is because most ntsc stuff works on PAL. very few do not.
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i understand that argument, but the intended reigon is generally the final arbiter, when something else like graphical and/or music glitches doesn't give it away. playing a pal developed game that was never released as NTSC on c64 is like playing a pal game on an ntsc nes. it allows an unfairly fast time, because the PAL game is usually optimized for 50 fps. that's what i believe. Now fairly often a game does get released without changes. an example of this is c64 tetris. the music plays faster in the USA, but the game still plays fine (if a little faster) because it was officially released in the USA, the game should be tased on that video standard. the game was most definitely originally PAL, but it was released on NTSC in stores (i know, i bought it!). Not that this is a particularly good game to TAS. In fact, its' a horrible choice. :) At times the "play at hardest level" guidelines and "play at native video standard" guideline conflict for computer software. and that's not getting into bugfixed cracks (very common on this platform) Some pathological examples. 1) Exile. the only version that works on NTSC is a crack. in this case the original is not deliberately incompatible with NTSC, it just is. There are many such games that there is no original that functions on NTSC. 2) Encounter by novagen. the game actually runs fine on NTSC, except that all PAL originals are coded to deliberately crash on NTSC c64s. only the synapse software import runs fine. You need the .g64 of the synapse original to work on NTSC, as there is no other one that works. If the PAL one is fixed to work on NTSC, it's harder than the actual NTSC version, which was made easier to account for the frame rate difference (and broke the demo in the process. Me and another Hokuto Force member actually fixed this in our crack, which plays the demo at PAL difficulty, but the main game at NTSC difficulty.). So the hardest versions are cracks of PAL versions played on NTSC, since the original pal one won't start on NTSC. confused yet? :) Also, when a game has advanced graphical effects, the PAL version can be faster, because the NTSC version has to drop to 30 fps due to lack of CPU time. The simplest example of this is bubble bobble c64, where due to not enough cpu time the intro story screen runs at half rate on NTSC, and actually plays FASTER on PAL, though the main game is slower. Bu tusually it's a NTSC-FIX version that was never released commercially because it was a crack. This is a really thorny issue. Best is to ask what the intended region is, and if it was ever actually released in an NTSC territory. On the other hand, TAS don't compete with RTA runs. and TAS at 50 hz is no different for TAS at 60 hz in difficulty. so that's a pretty good argument for NTSC if the game runs on both. Also, there's the case of a PAL and NTSC version being totally different. in this cas,e you MUST play the PAL one on PAL, and the NTSC one on NTSC. for example there are two different bionic commando versions. they are in fact different programs, with different graphics and sound. a tAS of one would not obsolete the other. in this case, even if the PAL one runs on ntsc, it's wrong to play it, because it's not the game that the NTSC region got. If we allow that, then we have to allow TASing PAL nes games at 60hz, which is known to be NOT okay. also in the absence of a cart, loading times can be different. if say you don't have a 1541, but an MSD drive, and the game doesn't have a fastloader, it will load faster on the MSD drive. which means a faster completion time. on the other hand if the game has an optimized fastloader for 1541, and kernal fallack, it will load faster on the 1541 drive. Using a fastload cart on real hardware can get the game to load faster. you can even use .d64 images on real hardware with an SD2IEC. Or you can use a snapshot cart to get a game to load faster on real hardware. It's a huge can of worms, when there isn't a handy cart version. also theres' non true drive emulation. this can someimes work on original and get them to load lightning fast. but that's proably not okay... is it? Th real issue is that the c64 isn't really a fixed platform, even though it doesn't have any way to upgrade the base hardware. it can have peripherals. we have to declare a certain official hardware platform to be used fo TASing. Generally it's a final rev kernal c64 (yes there is more than one "OS" rom for the computer) with a 1541 drive and a datasette, with true device emulation, and either a cart, a .tap, a .d64, or a .g64 image. .t64 is right out (it loads way too fast, even though certain original swill convert to it). so are .prg and .p00, though they are the fastest loading in most modern emulators. and disk emulation still isn't fully accurate, which affects timing. The position of the disk platter before it's inserted affects load time. The exact RPM of the drive (not always even totally constant) affects speed. .TAP and .crt can be considered fully accurate. so here's my best compromise rules. If the game is not an arcade onversion, and has no covers of songs, and the game does not glithc more on NTSC< use that. if the game glitches more on one video standard, use the other. if the game is a conversion of an arcade, an the music is only right on one video standard, use that. SAme if the game covers a non game tune. use the one that plays hte song back at the right speed. But if it's an original tune, it's okay to run the pal on on NTSC, as long as it doesn't glitch, and there is no separate NTSC release that's tuned differently. A decision also needs to be made for sure on fast loaders, which someone trying to speedrun the game would certainly use on real hardware.
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I don't think TASers must do research on every developer or publisher company even if the game runs in the NTSC mode without glitches. As for music speed, it's a subjective criterion because developers may change the speed arbitrarily as seen in NES titles using popular tunes (Disney's for example).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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zaphod77 wrote:
The lack of authoritave sources is indeed an issue, but https://www.lemon64.com/forum/viewforum.php?f=10 is a pretty good resource. lots of people who used the computers are there.
I've never visited that forum but nonetheless it says:
You have been banned from this forum. Please contact the webmaster or board administrator for more information.
Not too helpful.
zaphod77 wrote:
the sid file for the game is clocked at PAL. verified at HVSC.
Elaborate?
zaphod77 wrote:
a tAS of one would not obsolete the other. in this case, even if the PAL one runs on ntsc, it's wrong to play it, because it's not the game that the NTSC region got. If we allow that, then we have to allow TASing PAL nes games at 60hz, which is known to be NOT okay.
It's feasible to ensure what the intended region is for, I would say, all consoles? If it was feasible for any given C64 game image, of course we would enforce that as well.
The situation around compatible formats and loading times looks really messy. Firstly, we have this rule:
The ROM image must be good wrote:
  • Do not use fan translations, cracked game versions, or otherwise hacked ROM images — translators do not want you to use obsolete versions and we prefer non-hacked games. Hacked versions are labeled [h] and [t].
  • Exceptions may be made for bad or cracked ROM images only if no good ROM images exist, or are not obtainable.
If there are several medium types that the platform supports, we allow conversion between them (to speed up the loading times, for example) only if the software itself remains the same, and if platform in question natively supports transferring the software from one medium to another without any unsupported modifications to the platform itself (hardware or software), and can execute the software when transferred to the new medium.
Secondly, we're limited to what C64Hawk emulates and supports: http://tasvideos.org/Bizhawk/C64.html And lastly, there's this rule too: PC game environment must be legitimate Even though it mostly refers to IBM-PC, any other computer platform with a variety of supported hardware specifications is affected. So we will need to know what peripherals and components were available and default, when, and where. Is this info obtainable these days?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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NTSC C64s are "paper weights" and the vast majority of software is PAL and even then mostly PAL only. Some of the early titles do have NTSC versions EA for example, and some games again the earlier ones don't use enough of the machine to be PAL or NTSC and will work on both, but PAL is the standard.
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Though PAL may have been the standard, even PAL only releases often worked perfectly well on NTSC systems. While they may have had slightly faster music and frame rates due to the region difference, the software otherwise functioned exactly as intended. This was common even on real hardware. I myself had an NTSC C64. I also had numerous games that I've since learned were PAL only releases; yet they worked perfectly fine on my system. There was nothing about them that would have suggested they weren't designed for the system I was playing them on. To put it briefly, my system ran the software as intended; albeit slightly faster than it would have run the same software on a PAL system. When comparing how quickly C64 systems (of either region) run a particular software, it's akin to the comparing the difference in speed of two IBM compatible systems (of different clock speed) running the same software. For example: Space Quest for DOS runs faster on a 20mHz CPU than it does on a 10mHz CPU, but otherwise the software is run identically in function. Similarly, an NTSC C64 runs a particular title faster than a PAL C64 unless the software itself was coded to only work/sync properly on a PAL system...then the software doesn't work properly on the NTSC system. In those cases of special coding where the game doesn't work properly on the wrong region system it should be played in the appropriate mode that actually runs the game....this is no different from what it would have taken to play that game from real media on real hardware. EDIT: Before someone presents the argument that we've limited PC speed for TASing...The speed restrictions we've implemented for PC system TASes are based on speeds of release era, not speeds of release region. Both PAL and NTSC C64s existed in the same era.:END EDIT Requiring PAL only releases to be run in PAL mode when it would work normally in NTSC mode as well, is an arbitrary restriction that even the real hardware doesn't have. There was no form of hardware based region lock on the C64 limiting what software was able to run on any C64 system. If a particular game/software was locked to a specific release region it was locked by specific coding in the software itself. TL:DR For these reasons, the rules as currently written are appropriate in allowing any game to be run in NTSC mode so long as glitches aren't introduced by playing in the "wrong" region. Essentially, if a game plays properly (in whatever mode you've chosen) without introducing glitches not present in the other mode, it's working properly. Sped up or slowed down music does not constitute a unique glitch to one mode over the other, it's simply a result of the difference in hardware processing speeds (both CPU and screen refresh). Thus it's fair to play the game in NTSC mode for the benefit of faster gameplay.