Talk:Dot clock rates

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MAME source

In response to your request for a source here, the page could have been found by following the same pattern as the existing citations for CPS1 and CPS3. But I currently prefer to use the web interface of their Git repository, since the copy isn't updated as regularly and sometimes breaks when a new version is released. --Eighty5cacao (talk) 20:31, 24 September 2013 (UTC)

The source is no longer browsable through anyway (the link that used to point to that copy of the source now points to GitHub). --Eighty5cacao (talk) 01:14, 17 October 2014 (UTC)

PC Engine video modes

I was initially reluctant to put the pixel counts on these because they are theoretically capable of a bit more than the nominal 256 / 352 / 512 pixels (those are just the max used by actual commercial games). I don't have a truly reliable source at hand though. --Eighty5cacao (talk) 04:26, 29 December 2013 (UTC)

Galaxian hardware uses same pixel clock as Pac-Man

See MAME's video/galaxian.cpp. 01:19, 1 April 2014 (UTC) (.c→.cpp fix by Eighty5cacao (talk) 18:32, 9 November 2015 (UTC))

Shmups Forum

We have been cited in this Shmups Forum thread.

To be clear, the context of that thread is really more about calculating overall frame rate (as could be done, for example, with knowledge of the number of clocks in HBLANK vs. active scanline & the number of scanlines in VBLANK vs. active frame). --Eighty5cacao (talk) 04:28, 10 June 2014 (UTC)

MAME source: problem

As of now, all pages on are showing a "Repository seems to be empty" message.

I remember reading somewhere that the development of MAME/MESS is really done via SVN and that the Git repository is just provided for convenience. (To investigate.)

We should wait a few days to see whether this is a temporary problem, but in the meantime I'll look for forum posts to see whether there was a legitimate shutdown. Don't blindly revert any of the links to point to, as that copy of the source is updated infrequently and has also broken in the past no longer exists. --Eighty5cacao (talk) 18:14, 16 October 2014 (UTC)

It is not a temporary problem; the repository has been moved to GitHub. I'll work on this article's links later this evening; I have no particular schedule for the rest of the aforementioned LinkSearch. --Eighty5cacao (talk) 22:03, 16 October 2014 (UTC)
Ok, done. --Eighty5cacao (talk) 01:34, 17 October 2014 (UTC)

For the record, a mirror of the repository was eventually restored to, but we should continue to link to GitHub due to HTTPS support. --Eighty5cacao (talk) 20:40, 30 September 2015 (UTC) now supports HTTPS, for what it's worth. --Eighty5cacao (talk) 20:36, 18 October 2016 (UTC)

TRS-80 Color Computer

Through private communication, trainbart on suggested that the Tandy CoCo 3 uses a dot clock of 3/2*color burst (hence 8:7 PAR) like the ColecoVision. Source --Tepples (talk) 14:26, 25 April 2016 (UTC)

I acknowledge that coco3.cpp does not appear to contain MCFG_SCREEN_RAW_PARAMS, unless the call is buried inside one of the other macros. --Eighty5cacao (talk) 19:33, 25 April 2016 (UTC)
I did more research, and it turns out that's not the case. CoCo uses a Motorola 6847, whose pixel clock is the same as that of Apple and Atari computers: twice color burst. And yes, the side borders are huge. --Tepples (talk) 15:31, 26 April 2016 (UTC)