bunny
bunnyg.bsky.social
bunny
@bunnyg.bsky.social
Reposted by bunny
they fired a special beam at me and now i look like this
October 18, 2025 at 1:36 AM
Reposted by bunny
My patio-cam bunny in the cold rain, doing happy feet after I tossed out some parsley.
December 15, 2025 at 7:11 AM
I hadn't heard of this game until just now and now I can't wait to play it (but won't be able to until January argh)!
December 13, 2025 at 2:35 AM
A couple of Vylet Pony's songs came up in my Spotify "for you" playlists a few years back that I thought were pretty good, but this year since I've switched to bandcamp + an iPod classic I've been listening to more albums in their entirety and god damn Carousel and Can Opener's Notebook are amazing
December 1, 2025 at 12:25 PM
I read your blog posts! I especially really liked the one about the girl who leapt through time, though I still need to get round to watching it lol
November 1, 2025 at 12:28 AM
Reposted by bunny
October 27, 2025 at 6:47 PM
Man...
October 14, 2025 at 2:46 PM
Reposted by bunny
i turned on the flash and got possibly the greatest bunny photo ever
September 25, 2025 at 2:45 PM
Only problem is, when your game comes out in Europe now this fact of "1 game loop = 1/60th of a second" is no longer true. Now it's 1/50th of a second, because the graphics chip is finishing drawing frames at a different rate than it did on your Japanese console you programmed your game for.
September 13, 2025 at 11:29 PM
This signal happens at a fixed rate that is useful to programmers to write their game loops around. It's hard to time game events and stuff based around a frequency of 3.whatever million cycles per second. But 60 times a second is great!
September 13, 2025 at 11:27 PM
The reason why many NTSC games feel slow on PAL consoles is because the graphics chip gives a signal to the CPU every time it finishes drawing a frame, to indicate that it is between the end of one frame and the start of another.
September 13, 2025 at 11:24 PM
But the same master clock signal is also divided by 12 to create a signal of 4.336166MHz, again close enough to work for the PAL signal.

So, the PAL and NTSC consoles have different crystals, resulting in different actual CPU speeds. But 3.579545 and 3.546893 aren't *that* different, are they?
September 13, 2025 at 11:22 PM
This is divided by 15 to get a clock of 3579540Hz, which is used both for the CPU and for video. This is close enough to the 3579545 needed for NTSC to work. PAL consoles use a crystal generating a clock of 53.2034MHz. This is divided by 15 too, to get a slower CPU clock of 3546893Hz.
September 13, 2025 at 11:18 PM
I can't claim to understand how the NTSC and PAL video systems work themselves, but PAL needs a colour carrier frequency of close to 4.43361875MHz, whereas NTSC needs 3.579545MHz. To use the Sega Master System as an example, the NTSC version has a crystal generating a master clock
of 53.6931MHz.
September 13, 2025 at 11:17 PM
Clocks use crystals that have physical properties that cause them to oscillate in a reliable way when you run electricity through them, a bit like a tuning fork. They may use a crystal that produces one frequency, and then use a circuit to multiply or divide it to get the frequency they need.
September 13, 2025 at 11:02 PM
The NMI is actually generated by the console itself to match the timing of the CRT expected in that region. Analogue video cables connecting consoles to CRTs were one-way. If you switched a console on without connecting it to a screen it would still run the game loop correctly.
September 13, 2025 at 10:50 PM
Japan is NTSC, PAL games were usually from Europe
September 13, 2025 at 10:47 PM