FULL PS2 V-Fix (NTSC >> PAL) _HOT_
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On second thought, not so perfect. The menu of dropping a persona when you have full stock and get one from shuffle time is not shown. It works, but you can't see it. Not a critical error, otherwise perfect, cleared from start till end+Episode Aegis.
The PAL colour system is usually used with a video format that has 625 lines per frame (576 visible lines, the rest being used for other information such as sync data and captioning) and a refresh rate of 50 interlaced fields per second (compatible with 25 full frames per second), such systems being B, G, H, I, and N (see broadcast television systems for the technical details of each format).
Some video game consoles also output a signal in this mode. The Dreamcast pioneered PAL 60 with most of its games being able to play games at full speed like NTSC and without borders. Xbox and GameCube also support PAL 60 unlike PlayStation 2.[22] The PlayStation 2 did not actually offer a true PAL 60 mode; while many PlayStation 2 games did offer a "PAL 60" mode as an option, the console would in fact generate an NTSC signal during 60 Hz operation.
Regardless, we delved into our PS2 game collection, dug out some titles available on the PlayStation Store and ran them on three different PlayStation 3s - our launch debugging station (which runs any PS2 game from any region under full hardware back-compat), an EU launch unit with the hardware graphics synthesizer and emulated Emotion Engine, and finally, a newer PS3 with no hardware support for the older console at all. The latter turned out not to be required at all, so it was quickly disposed of: even if you're running a launch NTSC unit with all the original PS2 hardware contained therein, the PSN downloads still run completely under software emulation.
Switching the game onto our EU launch PS3 with Emotion Engine emulation, we find a curious middle-ground between the two extremes: gameplay is mostly similar to the "full fat" PS3 experience, but there are stages where the game suffers the same frame-dropping/deinterlacing issue. It's not as noticeable as it is on the emulator, but it's still a bit of a pain nonetheless.
It's worth pointing out that of the various games we tested, this was pretty much the only instance we could find of the emulation not coming up to scratch. Elsewhere, it seems that Sony has done a hell of a good job in using software alone to recreate the full power of the PlayStation 2.
Unfortunately, our test wasn't perhaps as challenging as we might have envisaged it. Maximo vs. Army of Zin appears to run at a very low resolution in PS2 terms, which is almost certainly a contributory factor in towards the game's frame-rate being so silky smooth. It's rare that we come up against a game that does indeed feature a locked 60FPS in the precise sense of the word, but based on these performance tests on the first couple of levels, Maximo vs. Army of Zin appears to do the job quite nicely both on full hardware backwards compatibility and with the emulator.
Regardless, our advice here is pretty clear. If there is no 60Hz support in the PAL version of a particular PS2 classic available on the PlayStation Store that you're dead set on buying, set-up a US account, grab a pre-paid card from eBay and buy the NTSC version. Even if you have a PAL console, you still get the requisite "full fat" 60Hz experience and to call upon a time-honoured games journalism cliché, it really is the way the game was meant to be played.
Bearing in mind that this is literally money for old rope, we can't quite understand why so few games are available - and the lack of support from Sony itself is puzzling. We can probably expect that some titles are held back for the full HD remastering treatment, but it's difficult to believe that games like Gran Turismo 3 or its sequel would ever be re-released in that fashion. Similarly, it's a strange world where EA adds Need for Speed: Most Wanted to the PS2 Classics range but omits genuinely worthy games like the Burnout quadrilogy or Black. For its part, Square-Enix offers us Just Cause instead of any of the Final Fantasies.
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PAL stands for Phase Alternating Line (or Perfection At Last in engineer circles), it was originally developed in Germany in 1962, accepted by the EBU (European Broadcasting Union) as a superior alternative to NTSC, and used in most 50Hz territories, most notably Europe and Australia. PAL video signal usually carries 625 lines per frame (where 576 are visible, and 49 are used to carry sync data and other information), and a refresh rate of 50 interlaced frames (25 full frames).
NTSC-J is the Japanese version of MediEvil. This version runs at full speed, but all the text boxes cannot be skipped. This therefore wastes time in comparison to the NTSC-U version in which this is possible.
I noticed from the SnP report that this save has a max armor value of 200, and this doesn't seem to be an issue with an altered format. Is 200 normal? Can CJ end up with less than full armor after completing vigilante?
I know that on the PC version, the unused Pay & Spray in LV does function in an unmodified game. I've tested it myself by teleporting CJ and a vehicle inside of it. The only thing that doesn't work on it is the door; it remains sealed. Otherwise, it's fully functional. I assume the NTSC-J version is similar.
Well, I don't own the game myself and I'm planning on buying the US version -- but for what it's worth, I have yet to see a Square Enix PAL conversion that supports 60Hz.The official site did say this, however:Fully optimised PAL version: allows for the full experience intended by the game creators, even for owners of 50Hz television sets. So yeah, take that as you will.I don't see why you would care, though. It's just a turn-based RPG, not an action game with a deep combat engine like Devil May Cry 3. Losing a few frames won't hurt anyone.
Under the Features section of the Official Site it says, "Owners of 50Hz and 60Hz televisions alike are guaranteed the full experience intended by the game's creators." As for widescreen, there is no native widescreen in either the NTSC or PAL release AFAIK. So enjoy the cheapness (£17.99!!!) ;-)
I own the PAL version, and although I've only played the first 2 or 3 hours so far, I haven't noticed any graphical irregularities or anything. There might be minor problems that are hardly noticeable, but they seem to have met their claim of "Fully optimised PAL version: allows for the full experience intended by the game creators, even for owners of 50Hz television sets."
(To simplify things I will generally assume that PAL is synonymous with 625 line (576i) @ 50Hz systems, and NTSC with 525 line (480i) @ 60Hz systems, but I am fully aware that there are a few exceptions around the world that use one colour standard with the other resolution/frequency standard.)
The faults (or features) of NTSC and PAL are dictated mainly by how analog TVs function. Digital TVs are fully capable of pushing past these limitations (specifically frame rates), but we still see NTSC and PAL in use today. Why?
Someone introduced us to widescreen videos on VHS. These videos presented the full picture as you saw it in the theater, but did so on our 4:3 (non-widescreen) televisions. Later, DVD came along; followed by high definition widescreen televisions, and life got confusing (but better.) In order to understand all of these differing formats you'll need to understand something about each and the purposes for which they were designed.
DVDs provided the same ability to watch widescreen presentations on our 4:3 standard definition televisions, but with one very important change. The DVD spec allowed the picture to be "pre-squished" into what we now call anamorphic (or sometimes dubbed "widescreen") video. Without processing, this condensed video would appear on a 4:3 television as if everyone were tall and skinny. DVD players, however, could take this content and stretch it back out to the correct aspect ratio and provide the black bars on top and bottom. In case you missed the critical difference between the way DVDs and VHS handle this - realize that the DVD is using up to its full potential of resolution to store the picture. It does not necessarily need to waste precious video real estate on black bars (we're generalizing for simplicity; there are actually many aspect ratios where a small amount of black bars must be encoded.)
So where does this leave us? Well, it hopefully explained a bit about aspect ratios and why black bars are going to be a part of your television viewing experience for some time. I also hope it illustrates that these black bars are not necessarily a bad thing as they preserve and display movie content in the manner it was original conceived.
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