OK: So you asked for PAL testing to be done, but I'm still not sure from all that if it was or not. Take-away point is this: Murphy's Law (or perhaps Sod's Law in this case) dictates that nothing works until you see it working on real hardware, regardless of whether the source code looks like it will work or even if it works in emulation.
Thanks for the answer though.
"Secretum Labyrinth King Gold" and "Delta Space Arena" had been posted and no one yet reported an issue with running this game on PAL. "Amok Bots", "Megaoids 2016", and "Laser Blast X" are being sold to people in the United States Europe, and Australia, no one reported anything. I know the timing is a little different that may affect DLI changes if you do not use WYSNC. If there are several register changes, you can see part of the next pixel line still set to the prior register value. With player/missile multiplexing, you may see a short pixel line flicker on rare occasions. I manage to reduce that effect by making the sprite behave as it were an extra pixel taller to reduce this small problem. It is not like a big blob of garbage suddenly appears when playing a game on PAL that is not visible on NTSC.
Edited by peteym5, Mon Jun 12, 2017 2:06 PM.