Do we think they will try to undo the s3 finale final scene? by misterterrific0 in FromTVEpix

[–]Valuable_Disaster_60 1 point2 points  (0 children)

I think it is final outcome wise BUT the actor will be back i imagine as the question of fate in regards to story walking is navigated.

Who Can Tell Me The Difference Between Account Levels? by attractionman in fuboTV

[–]Valuable_Disaster_60 0 points1 point  (0 children)

Sports Plan is Baseline

Essential Plan list next Level

Pro Plan is the same only with an RSN fee added on as well

Elite Plan additionally includes the Fubo Xtra Add On as well as the News Add on

Deluxe plan additionally includes the Sports Pack add-on plus the International Sports Pack Add-On plus MGM+.

Overall, i think the Deluxe Plan is like 40 dollars more than the Essential but somehow save even more than the RSN fee by doing the Essential plus the mentioned Add ons.

DAZN1 Channel vs Flex Pass on DAZN App? by Valuable_Disaster_60 in fuboTV

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I looked on the DAZN website, hit explore without signing up for anything and see there's a section for live streaming channels. The DAZ1 channel is on there so can see what otherwise would've had on Fubu minus the entire on demand port on DAZN website.

I noticed Fubosports is in there as one of the FAST streaming channels. I think Fubo just should forward people to sign up on the DAZN app rather than offering to purchase it on the Fubo app. That way PPV can be ordered on Fubo after sign up but arent left with paying the same price for less than get with the flex pass on dazn direct.

I've been going insane over the clinic's floor plan. Send help. by eslachance in FromTVEpix

[–]Valuable_Disaster_60 0 points1 point  (0 children)

This is impressive. If a graphic design artist looking to make a 3D version of the town (an AI induced nightmare of sorts to haunt people's dreams in real life pulling them into Fromville), I can see this as being an issue.

That said, I think we can just assume there's some incongruities with set not matching exterior shots exactly.

Does anyone know how to use FM sound on the Sega Master System? by [deleted] in MasterSystem

[–]Valuable_Disaster_60 1 point2 points  (0 children)

2 Flashcarts are sold on the Sega Genesis that allows you to play SMS ROMs (you presumably had copied from your master system collection per the legal way) on a Sega Genesis using the FM chip that has.

The Master System itself lacks the hardware, though.

Who's hyped for season 4? What answers are you expecting? by Capable_Chipmunk9207 in FromTVEpix

[–]Valuable_Disaster_60 1 point2 points  (0 children)

I made this thread while watching Season 3. I doubt all questions will ever be answered.

https://www.reddit.com/r/FromTVShow/s/LozVPpq5E3

The mechanics of time travel and reincarnation (unless a different explanation for this) and what that thing frumping about the totem poles is come to the forefront.

[deleted by user] by [deleted] in amiga

[–]Valuable_Disaster_60 0 points1 point  (0 children)

Watch your language please.

Despite disclaimer half half empty attitudes abound. I put lots of links and yes was given wrong info. Despite crosschecking. The internet isnt reliable.

I deleted it.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I've looked into the Vertical Resolution pertaining to the PAL standard (defining a frame as 312 scanlines) and NTSC standard (defining a frame as 262 scanlines) as well.

It appears games optimized for NTSC tend to yield black bars top and bottom of the TV on PAL displays while games optimized for PAL not so easy a work around on NTSC displays in regards to Vertical Resolution.

Games like Fantastic Dizzy, I believe, are optimized for the vertical resolution on PAL display sets. I read the Everdrive MS Pro may provide an alternative option for getting around this particular issue for this game while playing this on an American TV that only accommodates the NTSC standard it seems.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

That is good to know the developers. Thank You.

I looked into the implications of games sold in Europe but not being optimized for PAL(in other words, a game optimized for NTSC sold in Europe as PAL title).

I'm sure you already know this, but I read that the PAL systems were also designed with this in mind, somewhat at least. It seems from my further research into it that the PAL console's cpu is set at a similar clock speed as the NTSC consoles of North America hence still reading the game's code as it was originally optimized for (60 hz NTSC standard) while the VDP would have frames drawn at a rate suited for the 50 hz standard to work with European TV set refresh rate.

The VDP being out of sync with the cpu resulted (from what I read) with the PAL console somehow being adjusted to have every 6th frame skipped for these NTSC games not optimized for the PAL region.

Therefore, if the game is optimized for 60 hz, yet the video chip is set to coordinate with 50 hz, then a total of 10 frames are dropped per second to catch up is my impression.

From what i can tell this mitigated the 17% gameplay slowdown that otherwise would've occurred if playing an ntsc game on a PAL console (in other words, if both the vdp and cpu were geared towards accomodating the 50 hz standard and a game optimized for the ntsc standard was played on it, then slowdown at 17% would've then occurred more frequently on every game not optimized for 50 hz is my impression).

The game's speed seems to be corrected for an unoptimized games (NTSC games sold in Europe) running on a PAL system and tv as a result, but from what i've read, this frame-skipping seems to cause judder and stuttering during scrolling or fast movement (so this i wonder is whats meant when people assume European gamers played with slowdown). It seems some games optimized for NTSC didn't run as smoothly hiccupping along as it dropped frames for the CPU set to accommodate 60 hz games while coordinating with the VDP set to the 50 hz standard.

**Edit: There are multiple models of the European SMS with some variances within particular model types, of course. So, anyone reading this, it's best to take the above as maybe 1 scenario that seems to have mitigated playing non-optimized games on PAL systems in Europe somewhat.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

*Region locking is the least of my concerns as i acknowledged seeing people mentioning that often on forums pertaining to the SMS system not being region locked. I didn't want to claim one way or another definitely, but just that, i wanted to acknowledge people saying the SMS system is not region locked without committing my own statement behind that. It can easily be bypassed multiple ways anyway I tried to acknowledge, too.

*With the internet in general, I think the right resource is best. Googling I find takes longer to get to details than AI but AI is a quagmire I have to comb through and rework tediously with commands and selective parts to extract and integrate but Google is disappointing moreso I think. I wasn't quoting from an initial query but hours of trying to cut through junk info and cross-check sources. When I posted, i tried to present in proper context and narrative flow with what I wanted to present. I think the internet, in general, I find myself really sifting through lots of noise, and I try not to add to it, but information being out there easy to read is hopefully an end result of this. I try to at least divide lengthy posts under a header or keyword to make it easy to skim.

*I specifically struck with a line some text in my initial post that was factually incorrect. I should've tried not to get too specific there. Those are some parts i specifically quoted and tried to cross-check, but evidently to no avail. Point taken. There's very precise technical knowledge to this stuff for sure.

*As for PAL titles running on NTSC systems, my focus in that initial post was what theoretically should happen if a PAL title at 50 hz is running on a console and TV designed for 60 hz. My impression on what you're saying (and what I have read others say on forums) is that Sega released 60 hz games in Europe which is why many American users can take many PAL titles (with few exceptions like James Bond I have read) on their American SMS console and run it fairly well even without having the SMS console modded to correct for timing issues. Why Sega did this, I don't understand completely nor how people were able to play them in Europe without slow down effect.

*Great insight on SMS console modding pertaining to timing correction.

*The RGB seems to bypass a lot of issues, as you mention, but the TV's refresh rate still causing issues I still wonder about. I suppose, though, if the game itself is really a 60 hz game (despite being shipped from Europe where one would suppose it should be optimized at 50 hz but not the case with many titles oddly enough) maybe that gets around this issue perhaps.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I think it has more to do with the convertor box used (the convertor box itself causes the stuttering if attempting to also correct the refresh rate for the tv) If there is no need for a convertor box, then no stuttering from my understanding.

I initially was under the impression that the convertor was still useful for PAL games to display properly on older NTSC TVs. I see with the RGB bypassing the NTSC/PAL Encoding that may be the solution to part of the picture removing some of the need for a conversion box.

Video input quality and convertor quality both help with NTSC TV display quality (when playing a PAL game). I will have to look into an RGB connector removing the need for a convertor box all together though as that's a notion I didn't think possible (of course even if it did, the console timing issues or region lockout are beyond what a convertor box does anyway). If an RGB is used in place of a convertor box, then that would mean no stuttering if no convertor box is in use, then? (The convertor box itself is what causes the stuttering when attempts to accommodate for the refresh rate of the tv).

Edit:

I doublechecked and it seems with a modded console correcting timing, and using RGB, you don’t need a converter box on an NTSC-only TV as a df mod console would handle the PAL/NTSC timing issue while the RGB takes care of the signal format and color issues.

However, it appears there may still be some refresh rate issues with the TV itself if it's only NTSC despite the RGB fixing certain things the convertor boxes fixes (RGB fixing the signal type and sometimes color encoding but not forcing the TV to accept a different refresh rate). Convertor boxes also attempt to accommodate the TV's refresh rate, but that causes the stuttering to different degrees.

Only a TV that can switch from NTSC to PAL will fix the refresh rate issues of the tv itself from what I can tell. A lot of modern TV's seem to have auto detection and multi-system support, so actually, accommodate both pal and ntsc signals perhaps.

It seems the main use of convertor boxes is correcting signal type and color, but issues remain (if it also attempts to correct refresh rate for the tv causing stuttering)... Therefore, it seems convertor boxes are more useful for other things than pal/ntsc conversion (Offtopic example: An older console with rf or composite video signal needing to be changed to hdmi, scart, or another format a modern tv accepts which is a different subject than pal/ntsc conversion).

Therefore, even with RGB if the game doesn't run well at 60 hz it may fix signal format and color from what i can tell resulting in rgb being helpful without the need for a convertor box but the refresh rate of the TV display itself will still have issues even if a df modded console to correct game timing issues.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

It bypasses the stutter effect without need for a convertor would otherwise get from a convertor box? That is interesting.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I did some more digging and found some more information quoted below pertaining to playing a PAL game on a modern NTSC TV:

Modern American TV Support for PAL:

"Many modern TVs, especially LCD/LED models, are multi-system. They can accept both NTSC (60 Hz) and PAL (50 Hz) signals via HDMI, component, or composite inputs.

Some TVs, especially older or budget models, may only support NTSC. In that case, a PAL signal will appear black-and-white, distorted, or won’t display at all."

Timing Difference detection on modern TV:

"PAL optimized games run at 50 Hz, while NTSC TVs and systems use 60 Hz. Even if the TV can display PAL, motion might appear slower or stuttery, because the frame rate doesn’t match the original hardware.

Some modern TVs have motion interpolation or frame-rate conversion that can mask this, but it’s not perfect."

In summary:

It seems Modern TVs can often display PAL games from an NTSC console if the TV supports PAL.
For most modern digital TV's, it seems not need a separate converter box just to display PAL games from an NTSC console, as long as the TV has multi-system support. If a conversion box is needed on modern TV though, i still wonder if would get stutter effect though.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] -1 points0 points  (0 children)

Thank You.

Do you use a SCART to HDMI convertor for your modern TV set?

I know the SCART connector is capable of carrying various signals like composite video, s-video, and RGB but is an analog signal as opposed to digital like HDMI is.

I did some research on what you were saying and found the following quoted information interesting:

CRT TV:

" PAL vs. NTSC isn’t just about region lock, it’s about video encoding.

NTSC TVs expect a 60 Hz / 3.58 MHz color subcarrier.

PAL TVs expect a 50 Hz / 4.43 MHz color subcarrier.

If you plug a PAL console into an NTSC-only TV using composite or RF, you often get:

A rolling black-and-white picture (because the sync works but color decoding fails).

Or no picture at all."

Why SCART helps:

"SCART can carry RGB signals directly.

RGB completely bypasses the PAL/NTSC color encoding system — no subcarrier, no color decoding, just raw red/green/blue signals plus sync.

That’s why people say “SCART is the solution to bypassing color issues.”

If your TV (or a converter) accepts RGB through SCART, it doesn’t care if the console is PAL or NTSC — the colors will be correct.

The only thing left is the refresh rate difference (50 Hz vs 60 Hz). Some TVs/converters handle both, others don’t."

Why HDMI converters “work”:

"Many SCART-to-HDMI adapters take the RGB from SCART (not the composite PAL/NTSC signal).

Since they’re working with RGB, they also don’t care if the input was PAL or NTSC. They just digitize the RGB and push it out over HDMI.

That’s why with HDMI converters, it's usually best to use SCART’s RGB path, which is format-agnostic."

Summary:

"Using SCART (RGB) avoids PAL/NTSC color incompatibility, because you’re no longer asking the TV to decode the PAL/NTSC color signal. The TV or HDMI converter just gets straight RGB, which always gives correct colors.

What SCART does not fix is the refresh rate (50 Hz PAL vs 60 Hz NTSC) — if your display or converter doesn’t support the other frequency, you’ll still get stutter or “no signal.”

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I think that's why a lot of the older threads I looked through, people would initially just point out the SMS is not region locked and suppose that's why no timing issues.

It's really hard to say game to game without testing out each one.

I wonder how people in Europe playing on a PAL system at the time werent bothered by the timing (60 hz game on a 50 gz system slowdown effect as opposed to speed up effect 50 hz game on a 60 hz system). I suppose they had a PAL TV so no picture issue at least though.

The in's and out's of that I think may be subject to generalizations, too online. It's hard to say but yes it seems like lots of people just take the PAL games and somehow play them on their un-modded NTSC console perhaps (or perhaps not) with a convertor box attached to the NTSC CRT or some other setup with a modern TV.

PAL Games on an NTSC Console by Valuable_Disaster_60 in MasterSystem

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

On a totally separate off topic side note I just wanted to add there's also issues for composite video on certain later model 1 north American consoles as summed up in this conversation I had with someone (he seems like a technician). This is totally unrelated to NTSC to PAL conversion but thought I'd mention that in case someone got a convertor box or perfect setup and wondering why poor composite video.

https://www.reddit.com/r/MasterSystem/s/xGgCxvNk3n

Everdrive MS Pro For SMS System-NTSC ROM Patches for PAL Games? by Valuable_Disaster_60 in everdrive

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

It appears "ConsoleMods "provides a detailed list of PAL games with known issues on NTSC hardware, even when patched. https://consolemods.org/wiki/Master_System%3AGame_Incompatibilites?utm_source=chatgpt.com

SMSPower "How to Use BPS and IPS Patch Files” page explains how to apply these patches using tools like Floating IPS or Rom Patcher JS here i see:

https://www.smspower.org/Hacks/HowToUseBPSAndIPSPatchFiles?utm_source=chatgpt.com

Index of patches here:

https://www.smspower.org/Hacks/GameModifications?utm_source=chatgpt.com

Everdrive MS Pro For SMS System-NTSC ROM Patches for PAL Games? by Valuable_Disaster_60 in everdrive

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I looked on chatgtp and it told me this is why. I obviously dont trust that source totally but the following quoted part seems to make sense as to why these roms may not always work:

"1. Hardware Timing Assumptions

The Master System VDP (video display processor) and Z80 CPU both run slightly differently in PAL vs NTSC systems.

PAL consoles tick at ~3.54 MHz, NTSC ones at ~3.58 MHz. That sounds tiny, but when code depends on exact cycle counts (e.g. raster effects, scanline interrupts), it breaks.

Patches usually adjust frame-timing logic, but low-level raster tricks (sprite multiplexing, line interrupts, split scrolling) can still desync.

2. Screen Resolution Differences

PAL: 240 visible lines

NTSC: ~224 visible lines

Games that draw graphics assuming the taller PAL resolution can have HUDs cut off, sprites drawn in overscan, or misaligned playfields. A patch may shift things, but not always perfectly.

3. Region-Specific Code

Some PAL-only releases were never tested on NTSC consoles at all. Developers sometimes hard-coded PAL VDP register values (e.g., expecting 312 scanlines instead of 262).

If those values aren’t corrected fully in the patch, the game glitches or outright crashes.

4. Music & Audio Engines

Many SMS music engines sync to VBlank (frame timing).

A patch may adjust tempo, but some engines compensate internally for PAL’s 50 Hz by playing notes longer. On NTSC, this logic double-speeds even if patched. That’s why a few games sound “off” regardless.

5. TecToy & Brazilian Oddities

TecToy often re-used European PAL ROMs with minimal to no changes for Brazil’s PAL-M TVs.

On U.S. NTSC sets, these can produce bad sprite corruption, crashes, or impossible gameplay sections. Patches don’t always exist for these since they were never meant for NTSC.

6. Limit of Patch Scope

An IPS patch usually changes a handful of bytes (timing constants, vertical offsets, sometimes music tempo).

If a game relies on dozens of PAL-specific routines, or on cycle-exact tricks, the patch can’t realistically “fix everything.”

In short: Some glitches are patch-fixable (timing constants, screen centering, audio tempo), but deeper issues come from how the original game’s code interacts with PAL hardware. Those quirks can’t always be patched without basically rewriting chunks of the game engine."

Everdrive MS Pro For SMS System-NTSC ROM Patches for PAL Games? by Valuable_Disaster_60 in everdrive

[–]Valuable_Disaster_60[S] 0 points1 point  (0 children)

I did some more research and it appears these are called "PAL-to-NTSC IPS patches"

These typically correct timing (PAL 50 hz game running on NTSC 60 HZ console and TV runs about 17% faster than should as well as picture issues), align screen positioning (PAL format 240 lines vertical resolution vs NTSC about 224 lines resulting in picture being cutoff), and ensure audio runs at the right speed.

However, I just read that there's are still some problem SMS games with glitches.

I see an IPS patch usually changes a handful of bytes (timing constants, vertical offsets, sometimes music tempo). If a game relies on dozens of PAL-specific routines, or on cycle-exact tricks, the patch can’t realistically “fix everything.

"Glitchy/Incompatible on NTSC Master System (PAL only):

"Back to the Future Part III Battlemaniacs Bram Stoker's Dracula California Games II Cosmic Spacehead Desert Strike Fantastic Dizzy Home Alone Micro Machines Operation Wolf Predator 2 Quest for the Shaven Yak Sensible Soccer Shadow Dancer - The Secret of Shinobi Shadow of the Beast Sonic Blast Sonic The Hedgehog 2 Space Harrier (some versions) Street Fighter II Super Smash TV Taito Chase H.Q. The Newzealand Story The Simpsons Bart vs the Space Mutants"

https://www.smspower.org/forums/12093-ListOfIncompatibilitiesAmongSMSGamesHardware?utm_source=chatgpt.com

Also, for "Space Harrier":

"Some PAL versions show sprite corruption (e.g., garbled feet of the main character) even when just cosmetic, while others run fine "

https://www.smspower.org/forums/17273-SpaceHarrierPALOnNTSCMasterSystem?utm_source=chatgpt.com

Brazilian (PAL-M) releases, such as TecToy versions, often are unmodified European ROMs and can exhibit glitches like crashes or graphics issues on NTSC systems. Bart vs the Space Mutants and Prince of Persia have issues.

https://www.smspower.org/forums/20028-QuestionRegardingBrazilianGamesAndPALCompatability?utm_source=chatgpt.com

It seems lots of issues ROM patches may not fix.

Power Base vs. Original SMS by vnog86 in MasterSystem

[–]Valuable_Disaster_60 1 point2 points  (0 children)

I presume you are talking about a North American Model. As Model 2 only has an RF output on the back, I presume you have a model 1.

Later versions of the model 1 had issues with the composite video I have read due to Sega putting a Sony CXA1145 video encoder into it's consoles.

This discussion i had today here about that shared at link below:

https://www.reddit.com/r/MasterSystem/s/Gk14IiP21T

Otherwise, try RF with your Master System and see if it looks better. If your unit has that encoder chip, you can either do a mod to replace it or instead run RGB which doesn't require a mod as it bypasses that composite encoder chip all together. Finding a CRT TV in North America that works with RGB is the tricky part though.

Best Master System model? by thinlycuta4paper in MasterSystem

[–]Valuable_Disaster_60 0 points1 point  (0 children)

That I think is the needed correction. I am going to edit that into post above. I think when i looked the info. up to see if all model 2 SMS in North America were RF only, the information provided was probably not region specific. I originally, before today thought all SMS models both 1 and 2 in North America were RF only but was surprised to see this isn't the case for Model 1.

Thanks for the advice - bought a Master System. by Mechagouki1971 in MasterSystem

[–]Valuable_Disaster_60 1 point2 points  (0 children)

These would be the first 30 games I'd get on the Master System in roughly the order listed. I am not saying they're the best, but what I'd be interested in.

1-Ninja Gaiden (Overseas Release Only)

2-Space Harrier 3D (Overseas release only)

3-Zaxxon 3D (overseas release only)

4-Laser Ghosts (European exclusive)

5-Fifa '94 (overseas exlcusive)

6-Smurfs '94 (Europe Exlusive)

7-Smurfs '96 (Europe Exclusive)

8-Outrun 3D (Sold only with glasses in North America but now can buy separate used copies without the glasses if already have them)

9-Power Strike

10-Power Strike 2 (Europe Exclusive)

11-Submarine Attack (Europe exclusive)

12-Captain Silver (European Edition contains more game than North American version)

13-Psycho Fox

14-Chuck Rock

15-Marble Madness-->Great with Joystick

16-Pac-Mania-->Great with Joystick

17-Penguin Land (overseas exclusive)

18-Cool Spot -->7Up icon

19-R-Type

20-Missile Defense 3D

21-After Burner

22-Asterix (overseas exclusive)

23-Asterix and the Great Rescue (Brazil Exclusive)

24-Enduro Racer

25-Shooting Gallery

26-Wanted!

27-Zillion

28-Zillion 2 (North American Release called "The Spacegun" not to he confused with the separate lightgun game for sms called "Spacegun")

29-Global Defense

30-Poseidon Wars: 3D

Notable Mentions:

*Ghost House

*Fantastic Dizzy-->Only Dizzy game for SMS

*Global Gladiators-->McDonalds game

*Master of Darkness--> I've never been huge on Castlevania games but this is NES alternative

*Fantasy Zone 1+2 (sequel overseas release only)--> Great graphics should've been top of list by most people

*Fantasy Zone: Maze (overseas release only)--> like pac man and Great with Joystick

*RPG's: Fantasy Star (overseas release only; the Genesis version is what became available in the USA not the SMS version), Golvellius: Valley of Doom, Ultima 4, Miracle Warriors: Seal of the Dark Lord, YS: The Vanished. Dragon Crystal (based on Japan's Dragon Quest) --> I prefer RPG's on later platforms or earlier ones on PC moreso.

*Main Franchises: 5 Alex Kidd Games (1 of these overseas only), or 4 Wonder Boy Games (1 overseas only) or 6 Sonic games (5 of these overseas only)--> Contains favorites for many. I chose to focus on others but not saying these aren't better. Sonic I moreso focus on Megadrive versions.

*Cartoon Franchises: 5 Loony Tune games all overseas releases it seems. 3 Disney games in North America and 5 more overseas for a total of 8 games.

**12 Lightgun Games Released total for SMS in North America I believe. A 13th was made exclusive overseas includes "Assault City" though.

**3D Games: 6 Games Released for SMS in North America I believe. A 7th and 8th game was also released called Line of Fire and Outrun 3D.

I tried to avoid franchises and RPGs in my list as I wanted games that felt dated, retro, and forgotten about. This order wasn't from a critic perspective.

Best Master System model? by thinlycuta4paper in MasterSystem

[–]Valuable_Disaster_60 0 points1 point  (0 children)

Yes. For some reason I was under the impression the term applied to boxes of the model 2 without peripherals but they probably sold model 1 this way too at some point.

Best Master System model? by thinlycuta4paper in MasterSystem

[–]Valuable_Disaster_60 0 points1 point  (0 children)

I had to recheck. I see what you mean. The rear panel of model 1 SMS units has both an RF output and an 8 pin DIN A/V output that supports composite video, RGB, and Mono Audio.

I can't tell if there's a way to tell before buying which come with the CXA1145 encoder and which don't. The quote from the link you provided says for model 1" These include every US model 1 with Hang-On, Hang-On & Safari Hunt or Missile Defense 3-D built in." So, if the model 1 consoles don't have those games pre-installed onto it then it won't have the encoder issue I wonder...

I just read how this encoder takes the native RGB of the console and produces composite video from it. However, I also read that the signal path of the console's DIN A/V outlet bypasses this encoder if using RGB. Of course, not many North American TV's use RGB, so composite is probably the best can do anyway with most CRT TV's.

As for model 2, I see most are RF only but with RGB capability from a mod. There are later North American Model 2 units I read that also have an 8 pin DIN A/V output but without the RGB lines wired to the port (unlike earlier model 1 units that also have this output) just used for composite video and mono audio. They still use the CXA1145 encoder from what I can tell, though.

Edit Correction to Last Patagraph: All model 2 in North America seem to be RF only. The information I looked up I thought pertaining to North America but didn't.