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@ -169,6 +169,30 @@ on PAL consoles (and vice versa); RGB SCART can be used to mitigate the colour
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issue, but not the timing issue. The oscillator mod is the only solution for the
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timing issue.
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The PAL GPU clock is roughly 53.2MHz, and divides by 12 to create the PAL
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subcarrier/colorburst signal; this is needed in composite video for example.
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The NTSC GPU clock is 53.693175MHz, and divides by 15 to create the NTSC
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subcarrier/colorburst signal; ditto, this is used for NTSC composite video.
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On a PAL playstation, Sony woride 53.2MHz to both inputs, and on NTSC, wired
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53.69MHz to both inputs; that means on NTSC machines, PAL games will run with
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a 3.579545MHz colorburst signal, and on PAL consoles running NTSC games,
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the colorburst would be 3.55MHz.
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On *most* consoles except very early launch/debug models, and *very late* slim
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models, the PAL clock is pin 192 on the GPU and NTSC is pin 196 on the GPU.
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The Dual Frequency Oscillator mod uses a programmable oscillator and taps into
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the video mode signal off of the GPU to know whether PAL/NTSC is used; it
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switches the master clock hooked up to both inputs accordingly.
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Another method is to *cut* the line going to the NTSC pin on a PAL console,
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and wire a 53.69MHz oscillator (at 3.3V, with the output through a 220Ohm
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resistor) directly to the pin; on an NTSC console, do the same but cut 192
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and hook up 53.2MHz to it. The Dual Frequency Oscillator method is easier and
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therefore recommend, but you can do this other method, which I call *DO* (Dual
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Oscillator. Because it's two oscillators!)
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Modchips
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--------
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