yuppicide, on Mon Mar 22, 2010 12:07 PM, said:
let's say my game is a good 262 scanlines and I want to make a PAL variant for sale, will doing SET TV PAL 100% work or
has there been times it hasn't converted properly and needed some adjustment?!
SET TV PAL won't make it a PAL game as such, because it isn't just the number of scanlines that make a video signal PAL or NTSC or whatever. In fact, NTSC, PAL, and SECAM are really more about color signals than about line counts-- that's why it's okay to talk about PAL/60, because it uses the PAL color signal but has a 262 (or 525) line picture. So if you want to make a PAL version of your game, the simplest way is to just change the colors so they'll look correct on a PAL Atari and TV. That would be a PAL/60 version, of course.
If you use SET TV PAL, it will give you 312 lines with bB's kernel, but the colors will still be from the NTSC palette unless you change the colors, too. If you're using a custom kernel, you'll need to modify the timer values for the overscan and vblank periods to get 312 lines.
As far as the colors, an approximate correlation would be as follows:
NTSC $00 = PAL $00
NTSC $20 = PAL $20
NTSC $30 = PAL $40
NTSC $40 = PAL $60
NTSC $50 = PAL $80
NTSC $60 = PAL $A0
NTSC $70 = PAL $C0
NTSC $80 = PAL $D0
NTSC $90 = PAL $B0
NTSC $A0 = PAL $90
NTSC $B0 = PAL $70
NTSC $C0 = PAL $50
NTSC $D0 = PAL $30
Those are the hues. The luminance settings would be the same-- for example, NTSC $44 and PAL $64 should be fairly close to each other.
There are no unique correlations for NTSC $10, $E0, and $F0, although you could use NTSC $10 = PAL $20, NTSC $E0 = PAL $30, and NTSC $F0 = PAL $20.
Michael