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@ -169,16 +169,18 @@ 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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The PAL GPU clock is roughly 53.2MHz, and divides by 12 to create the 4.43MHz 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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The NTSC GPU clock is 53.693175MHz, and divides by 15 to create the 3.58MHz 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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the colorburst would be 3.55MHz. *Some* people suggest hardwiring a 4.43MHz
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clock to the video dac/buffer on PAL consoles, thus creating what is called
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a "PAL60" signal, but this is ill advised; ditto wiring 3.58MHz to it (NTSC50).
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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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@ -193,6 +195,10 @@ 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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By fixing the timings in this way, your region-free console will also have
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correct timings, thus maximum game compatibility, and colours will always be
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correct no matter what video cable you're using.
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Modchips
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--------
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