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That, and different speed constants for things that are ordinarily updated every frame, such as gravity, accelerations, friction, etc.
Gravity is an acceleraion.
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I wonder if any games have their graphics adapted for the pixels on PAL that are 20% wider than on NTSC.
On a limited system such as the NES this is downright impossible (unless you talk about pong or something that uses 2% of NES graphics capabilities), but on modern systems they probably fix that kind of stuff, altough not always, some PS2 games have their hero walk really weirld because they didn't adjust the speed from the NTSC version.
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What would those adjustments usually entail? Different frame count constants for animations, state logic, music ...etc?
Basically all timed code waiting constants should be multiplied by 15/16, the music frequency table has to be adjusted, the music tempo shoudl be multiplied by 6/5 and all enemy AI or logic counting frame should be multiplied by 6/5. Also, volume enveloppes in music should be adjusted.
In practice, you don't adjust everything (like if you have something scrolling a 1 pixel per frame it is sometimes simpler to just keep to that speed), and you are forced to round things a liitle (for example if you wait 10 frames in NTSC you can't wait 8.3333 frames in PAL, so you'll wait 8).