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| "PAL version" usually refers to the version of a particular game that works with CCIR/PAL TVs. | | "PAL version" usually refers to the version of a particular game that works with CCIR/PAL TVs. |
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− | CCIR and PAL (short) | + | == CCIR and PAL (short) == |
| CCIR televison sets output 50 fields per second. 2 Fields form a frame. A frame has 576 visible lines. | | CCIR televison sets output 50 fields per second. 2 Fields form a frame. A frame has 576 visible lines. |
− | A digital videooutput of 50 fileds per second with 2 fields forming an image (25 per second) that is 720 pixels wide and 576 pixels high is considered "PAL compatible". | + | A digital video containing 50 fileds per second with 2 fields forming an image (resulting in 25 frames per second) that is 720 pixels wide and 576 pixels high is considered "PAL compatible". |
− | Consoles sold in europe and Australia have to output a videosignal that fits the CCIR standard in order to work with the majority of TVs that are avaible in those regions.
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− | PAL (Phase Alternative Line) is a standard used to transport color information.
| + | Consoles sold in europe and Australia have to output a videosignal that fits the CCIR standard in order to work with the majority of TVs that are found (and sold) in those regions. |
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− | Why games need to be adjusted | + | PAL (Phase Alternative Line) is a standard used to transport color information with analog videosignals. |
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| + | == "PAL-Version" is the (wrong) expression == |
| + | Since CCIR is the reason for importent properties of a "PAL version", that is running at 25 frames per second (or even 50) and delivering 576 lines of visual information, it should be called "CCIR version". |
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| + | Games don't need to worry about PAL, since they only need to deliver colors in a digital format that the console can process. The console's videooutput has to worry about the color transmission format - in the case of PAL it is the RAMDAC that delivers a PAL-Signal suitable for RF, Composite-video or S-Video output. |
| + | RGB- or component-videosignals and digital-connections use their own format of colortransmission. |
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| + | == Why games need to be adjusted == |
| Most console games use the framerate of the videooutput for their timing. The current status of the games' entities is usually computed only for the next frame. | | Most console games use the framerate of the videooutput for their timing. The current status of the games' entities is usually computed only for the next frame. |