<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Ape-Escape on Francesco</title><link>http://francesco.cc/tags/ape-escape/</link><description>Recent content in Ape-Escape on Francesco</description><generator>Hugo</generator><language>en</language><lastBuildDate>Tue, 08 Jul 2025 00:00:00 +0000</lastBuildDate><atom:link href="http://francesco.cc/tags/ape-escape/index.xml" rel="self" type="application/rss+xml"/><item><title>Creating a 60Hz European copy of Ape Escape</title><link>http://francesco.cc/posts/creating_a_60hz_european_copy_of_ape_escape/</link><pubDate>Tue, 08 Jul 2025 00:00:00 +0000</pubDate><guid>http://francesco.cc/posts/creating_a_60hz_european_copy_of_ape_escape/</guid><description>&lt;h2 id="introduction">Introduction&lt;/h2>
&lt;p>&lt;strong>Ape Escape&lt;/strong> is a famous PlayStation One game released in 1999 by &lt;strong>Sony
Computer Entertainment Inc.&lt;/strong>&lt;/p>
&lt;p>Games released for PSX were created in three versions: NTSC, PAL and JP.&lt;/p>
&lt;p>As most of you may know, back in 1999, &lt;strong>PAL games were about 17% slower than
their NTSC/JP counterparts&lt;/strong>, because our European televisions were slower
(50Hz). On top of that game creators based their FPS, physics and all that
stuff on the CPU clock instead of some timer. I actually don&amp;rsquo;t know much about
the MIPS processor (used in the PSX), but AFAIK &lt;strong>some games can be
accelerated&lt;/strong> just by simulating a NTSC console.&lt;/p></description></item></channel></rss>