@7.Ren and 11.Big A2, That's right, there is no need to recode the games. In fact, in many cases there is no need to deliver the NTSC version at all. Just take the PAL version, let it run with 60 Hz and that's it. I remember having a 50/60 Hz switch on my Super NES and Mega Drive, and I played all my PAL games in 60 Hz with full speed and full screen just by using that switch. The number of games which could run into timing problems should be very low. At least, concerning games of the 8- and 16-bit-era. Polygonial games could be a different story. And, of course, with those semi-optimized PAL versions, things get even more complicated. But in the end, it's just a matter of emulation.
@13.Wilhjelm Well, I think it's a mix of both. I would assume the games are in NTSC format, because they only exist in NTSC format in the first place. Now, the Wii console choses the video output depending on the software you play. If you play a NTSC retail game, the console kinda "turns into" a NTSC console. Try playing an import retail game on a PAL Wii with an RGB cable on a CRT and you will see. Nintendo's NTSC consoles don't output RGB, they use S-Video, so you got wrong colours when using a RGB cable on a NTSC console (respectively playing a NTSC game on a PAL console). That's why we got all those "video fix" issues in homebrew import tools. Anyway, since "import" VC games are displayed correctly on my tube telly with RGB cable, I conclude that they are displayed in PAL. Or, in short: The game itself is NTSC, but it runs in PAL60. Basically the same effect as the 60/60 Hz switch I mentioned above.
Well, I am one of the two people here with a crash. It's not a big deal, though. These things just happen, maybe one time in a million. Or even less, I don't know. Haven't had a crash since then, and I wouldn't overestimate it.
@102: The moment you start from an owl savepoint, this savepoint is deleted. When the game crashes you are forced to return to the last Day 1 savepoint.
A minute ago, my game crashed, too. Clock Town, I was jut on my way to the bank to store up some money and then save the game. I think I lost about quite an hour.
Thanks Drake. To be honest, I don's remember any of those issues. Anyway, since they are not mentioned in the VC review, I assume that they are fixed now?
Too bad N64 games don't support the suspend feature. It would have been a useful addition to MM.
Comments 9
Re: Talking Point: The Virtual Console's PAL Problem
@7.Ren and 11.Big A2,
That's right, there is no need to recode the games. In fact, in many cases there is no need to deliver the NTSC version at all. Just take the PAL version, let it run with 60 Hz and that's it. I remember having a 50/60 Hz switch on my Super NES and Mega Drive, and I played all my PAL games in 60 Hz with full speed and full screen just by using that switch. The number of games which could run into timing problems should be very low. At least, concerning games of the 8- and 16-bit-era. Polygonial games could be a different story. And, of course, with those semi-optimized PAL versions, things get even more complicated. But in the end, it's just a matter of emulation.
@13.Wilhjelm
Well, I think it's a mix of both. I would assume the games are in NTSC format, because they only exist in NTSC format in the first place. Now, the Wii console choses the video output depending on the software you play. If you play a NTSC retail game, the console kinda "turns into" a NTSC console. Try playing an import retail game on a PAL Wii with an RGB cable on a CRT and you will see. Nintendo's NTSC consoles don't output RGB, they use S-Video, so you got wrong colours when using a RGB cable on a NTSC console (respectively playing a NTSC game on a PAL console). That's why we got all those "video fix" issues in homebrew import tools. Anyway, since "import" VC games are displayed correctly on my tube telly with RGB cable, I conclude that they are displayed in PAL. Or, in short: The game itself is NTSC, but it runs in PAL60. Basically the same effect as the 60/60 Hz switch I mentioned above.
Re: Super Mario Kart Races to Europe on Friday
Yeah, great... give us 50 Hz and borders, Nintendo! Not.
Re: Nintendo Download: 22nd January 2010 (Europe)
No Super Mario Kart, no Castlevania Rebirth. Nintendo drives me into piracy. How should I BUY games, if Nintendo doesn't let me?
Re: Review: Bit.Trip: Beat (WiiWare)
>yes there is a bat you can move up and down
Well, that describes 90% of the Pong gameplay, doesn't it?
Re: Review: The Legend of Zelda: Majora's Mask (N64)
Well, I am one of the two people here with a crash. It's not a big deal, though. These things just happen, maybe one time in a million. Or even less, I don't know. Haven't had a crash since then, and I wouldn't overestimate it.
Re: Review: The Legend of Zelda: Majora's Mask (N64)
@102: The moment you start from an owl savepoint, this savepoint is deleted. When the game crashes you are forced to return to the last Day 1 savepoint.
Re: Review: The Legend of Zelda: Majora's Mask (N64)
A minute ago, my game crashed, too. Clock Town, I was jut on my way to the bank to store up some money and then save the game. I think I lost about quite an hour.
Re: Review: The Legend of Zelda: Majora's Mask (N64)
Thanks Drake. To be honest, I don's remember any of those issues. Anyway, since they are not mentioned in the VC review, I assume that they are fixed now?
Too bad N64 games don't support the suspend feature. It would have been a useful addition to MM.
Re: Review: The Legend of Zelda: Majora's Mask (N64)
>Not counting the poorly emulated re-release on the GameCube
Why is the GC version "poorly emulated"?