Fafalada said:
Many PS2 games enable 60Hz by just outputting a NTSC signal
Afaik they all do - there's no separate setting for Pal60 in libraries.
Actually I wasn't aware there were any differencies in the signal either, what I know of Pal60 has the exact same spec (hz and vertical resolution) as NTSC.
The biggest differences between PAL & NTSC is not the hz and vertical resolution (or rather, the horizontal & vertical frequency), but the way they represent colors. The H & V frequencies are so close that a PAL TV can display NTSC timings even if it was not designed to do it (60 vs. 50hz is 'only' 20% of). To be able to display NTSC colors on a PAL TV, the TV must have been designed to support both formats.
Here are some differences, they might be wrong, this is only AFAIK stuff:
1. They use slightly different color spaces. There are some colors that NTSC can't represent because of the way the color signal was added to the original BW NTSC format. If you were to display these colors they would generate a signal that is out of spec. Since PAL was designed with color in mind (based on the color NTSC format) it avoids this problem.
2. They use different carrier signal frequencies for the color signal. 3.58Mhz for NTSC, 4.43Mhz for PAL. Because of this, PAL also has higher effective horizontal resolution, not just higher vertical resolution, than NTSC.
3. Both encode the color signal (simply combine two color signals that are 90 degrees out of phase) so that the amplitude of the color carrier is saturation and phase becomes hue. The signal is compared to a reference clock to get phase, but if that reference signal is not perfectly synced with the transmitted signal, you'll get hue shift towards the right side of the screen, with NTSC. PAL has a fix for this, every other line the 'hue shift direction' is reversed, so any color shifts will average out to the correct color.
I find it surprising that you don't know this as a console dev. All three points mentioned is somewhat relevant when designing a game. Point 1: Avoid some colors. Point 2: guideline for how small you can make stuff. Point 3: Not so relevant today, but back in the old day could be used as a sneaky way to get more different colors on some PAL systems