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Suggestions for the Players' Site (Read 35010 times)
KVD
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Re: Suggestions for the Players' Site
Reply #1650 - 02/12/19 at 04:43:49
 
You got that info about Joe right though, his real name is Joost van der Berneer.  Smiley
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Re: Suggestions for the Players' Site
Reply #1651 - 02/13/19 at 13:23:28
 
I see no problems with my homeland. Joost van der Berneer approves.  Smiley Smiley
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Re: Suggestions for the Players' Site
Reply #1652 - 02/15/19 at 14:49:08
 
Nikolaas Haarvije approves as well.  Cheesy
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
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Re: Suggestions for the Players' Site
Reply #1653 - 02/15/19 at 16:48:35
 
I originally read Joe's Dutchie name as Joose and had bad flashbacks
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Re: Suggestions for the Players' Site
Reply #1654 - 02/16/19 at 00:36:13
 
So in SMK we have the "Fenners" but after watching a couple CDM 18 videos KVD/Sargoth say they are named apparently because nobody knew what they were.
Don't worry I don't want the name changed or anything but is there anyone else that thinks they are just Bullet Bills?
Pretty sure everything else is pulled directly from SMW too.
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Re: Suggestions for the Players' Site
Reply #1655 - 02/16/19 at 01:16:49
 
Aren't they just Chain Chomps ?

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Re: Suggestions for the Players' Site
Reply #1656 - 02/16/19 at 02:43:07
 
yeah that may be even more likely.
So Scoub you said that in any mode the zoom start window is earlier after a retry, I agree except on your last life/4th go (My testing is purely on MC1 GP retries) last life it returns to the regular timing (technically moves later than the last go)

Happy to teach the best something new Tongue
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Re: Suggestions for the Players' Site
Reply #1657 - 02/22/19 at 16:37:15
 
Sumner21 wrote on 02/16/19 at 00:36:13:
Don't worry I don't want the name changed or anything but is there anyone else that thinks they are just Bullet Bills?
Pretty sure everything else is pulled directly from SMW too.


And there is no Chain Chomp in Super Mario World-- so you might be onto something wth Bullet Bill...



Look at those eyes, and the eyes of the Chain Chomps are circles, but maybe the truth(?) is...


ScouB wrote on 02/16/19 at 01:16:49:




Nope, they are the Unchained Chomps Grin


Bonus:



Legend to Figure 1: When Antistar meets Fenner lol
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Re: Suggestions for the Players' Site
Reply #1658 - 02/25/19 at 10:14:49
 
Harvgee bless you Krysster! Smiley

“When Antistar meets Fenner”  Smiley
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Re: Suggestions for the Players' Site
Reply #1659 - 04/22/19 at 14:41:18
 
On today's front page news, Sami welcomed Dan Lewis to the site for the second time, instead of this week's newcomer, Pat Czeranski (both American players).
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
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Re: Suggestions for the Players' Site
Reply #1660 - 04/22/19 at 15:57:39
 
Harvey Kartel wrote on 04/22/19 at 14:41:18:
On today's front page news, Sami welcomed Dan Lewis to the site for the second time, instead of this week's newcomer, Pat Czeranski (both American players).


I fixed it already, you just needed to refresh the page. I see it showing correctly.
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Re: Suggestions for the Players' Site
Reply #1661 - 05/11/19 at 00:37:40
 
An actual suggestion for the Players' Site (in accordance with this thread's title)

As someone who plays both NTSC and PAL, I think it would be mighty useful to add a link at the top of the page for each of the charts, allowing you to switch between the NTSC and PAL version charts of the same track/flap with one click for quick reference. All the NTSC charts would have a "Switch to PAL" link at the top and vice versa. The MKDS site already does this with PRB and Non-PRB so this is why I suggest this.

I'm not sure if Sami would be able to make this modification to the charts on his own; Alex Penev might have to do it. Does anybody else here wish we could have this feature added for the SMK charts? This would allow for much quicker and easier comparison of the top times on the NTSC and PAL charts for the same course, and those of us who play both versions can also easily compare our times in both versions as well as who our closest rivals are in each.
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
3rd Place in Time Trials & Match Race at ASMKC 2021
Super Mario Maker 2 ID: BP9-B1V-1MF
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Re: Suggestions for the Players' Site
Reply #1662 - 05/11/19 at 04:54:52
 
Seems a good idea Harvey  Smiley

I was also wondering when the video linkage feature is to be fully added?
As it was already partially implemented if I recall correctly.
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Re: Suggestions for the Players' Site
Reply #1663 - 05/11/19 at 05:25:43
 
ScouB wrote on 05/11/19 at 04:54:52:
Seems a good idea Harvey  Smiley

I was also wondering when the video linkage feature is to be fully added?
As it was already partially implemented if I recall correctly.


Hiya, I will raise the links idea with Alex as it is a coding level task.

In regards to the video links Alex would need to do a huge redesign on the sites which will not be done at this time. There was a backup option using the comment boxes but it made the charts look untidy therefore we have put this on hold.

I will request the NTSC and PAL links like the MKDS site. Please allow some time for Alex. Thanks.
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Re: Suggestions for the Players' Site
Reply #1664 - 05/11/19 at 20:50:57
 
Well, with 80 different pages to add the link to, nobody should expect Alex to just snap his finger and magically have it appear on every page.  Smiley

The most interesting charts to compare are ones in which the strat, or at least the optimal racing line, differs on PAL, or is more difficult to attain (e.g. VL2). Keeping in mind that the NTSC/PAL speed conversion factor is 1.0254, some WRs can be much faster on NTSC than on PAL due to the MC2 longboost being more effective or the GV2 platform jump being doable at a sharper angle. I actually checked the GV2 flap WRs, and the NTSC WR is about a tenth faster than the PAL WR, adjusted for the speed difference. If I perfectly reproduced my NTSC racing line in a GV2 PAL flap, I'd have a time that places in the top 15, but we obviously cannot realistically expect this to happen due to that platform jump and the more perpendicular jumping angle that will be required (i.e. cannot come out of the jump as tight). At best I would be able barely eke out a Titan standard, just as on NTSC.

And perhaps even more surprisingly, if the NTSC 5lap WR racing line were reproduced on PAL (most likely impossible), the PAL GV2 5lap WR would be in the lower 59"xx! (well over a second faster than where the PAL WR stands now!)

By multiplying NTSC WRs by 1.0254, and dividing PAL WRs by 1.0254, we can see if it's possible to be "faster" anywhere on PAL than on NTSC, as PAL at least provides the bonus of sharper drifting angles (but is mostly otherwise disadvantaged vs. NTSC).

A link that allows us to switch between NTSC and PAL on the fly would make comparing top 10s, top 20s, etc. more convenient, showing how difficult strats are on PAL compared to NTSC by how many players were able to execute them, etc. Could even be a useful tool for us players for deciding whether or not an NTSC strat is viable on PAL, by seeing how many players can reach the Myth, Titan, etc. in each version (standards of times often are a good indication of the strat used to achieve them; see VL2 and its island jumping routes).

P.S. By a check of both the NTSC and PAL Summary Pages, there are currently 68 players who have both an NTSC and PAL timeset. (548 NTSC players, 563 PAL players, 1043 total players)

It's also interesting to note that there are currently no players from New Zealand on the Super Mario Kart Player's Page. If there were they would almost certainly be PAL.
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« Last Edit: 05/11/19 at 21:57:32 by Harvey Kartel »  

Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
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Re: Suggestions for the Players' Site
Reply #1665 - 05/12/19 at 00:05:34
 
Harvey Kartel wrote on 05/11/19 at 20:50:57:
Keeping in mind that the NTSC/PAL speed conversion factor is 1.0254


Such a coefficient does not apply to SMK tho. (contrarily to F-Zero for example)

With the LB and platform jumps you mentionned, it's all the mechanics that aren't the same and hence can't be time converted.
Same applies for the boosts, as a boost wins more time on NTSC than on PAL (0"10 vs 0"07 I believe)  the more you do boosts the more the delta will be bigger between a PAL and a NTSC chrono, on the contrary you can cut bigger portions on PAL which might compensate a little.
This means a coefficient you might find "working" for a track, won't work for another track as it's too dependant on the game mechanics being so different between the two games.

In any case there is no easy way to compare times between SMK PAL & NTSC except by watching the videos and with the players feelings after they have accomplished both times.
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Re: Suggestions for the Players' Site
Reply #1666 - 05/12/19 at 00:23:04
 
Guys I have always wondered why the NTSC PAL time differences don't match the 50Hz 60Hz speed difference.
As in Pal time divided by 1.2 (50/60) equals NTSC time and vice versa with a 1.2 (60/50) multiplication. Is there somewhere that might explain this in a bit of detail?

Does NTSC actually run a little smoother?
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Re: Suggestions for the Players' Site
Reply #1667 - 05/12/19 at 00:30:19
 
Michael: in PAL the kart actually moves more pixels per frame in order to better approximate the speed of NTSC. It's still 2.54% off, but that's better than being 20% off. PAL games in general do not necessarily run at 5/6 of the speed of the NTSC version; as Scoub mentioned, game physics are often tweaked in order to make the PAL experience feel closer to the NTSC experience. If all you changed was the frame rate, PAL gameplay would feel sluggish compared to the original NTSC. Although I have heard that's what they did with Sonic the Hedgehog.

Part of the reason why the GV1 platform jump is more difficult to hit on PAL is due to this change in the kart's frame-by-frame movement; often the jump cannot be made (especially Non-NBT) because there sometimes just isn't a frame where the kart is close enough to jump-- one frame it's too far back to make the jump, and the next, it's already gone too far and fallen off the track (when this happens I call it a "scratch", a term used in track-and-field long jumping when the jumper crosses the foul line before jumping).

In Super Mario World, in the very first level of the game, if you immediately run forward at full speed when the level starts, small Mario can make it underneath the sliding shelless Koopa before it falls on him in the PAL version, but not in the NTSC version (you'll die), indicating that the PAL version is not simply the NTSC version slowed down by 20% (Mario moves farther per frame in PAL, as is the case in SMK)

NTSC does run "smoother" in that it's 30 frames per second instead of 25. Although a PAL picture is 625 pixels tall compared to the 525 of NTSC, allowing for PAL pictures to be sharper (many Nintendo games, including SMK, don't take advantage of this, and just use the 525 rows that the NTSC verson did, leaving 50 blank rows at the top and bottom of your screen-- this is called letterboxing, and because the shape of your TV screen is still the same whether it's 525 rows or 625, the picture on a PAL TV therefore looks a bit "flattened")
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
3rd Place in Time Trials & Match Race at ASMKC 2021
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Re: Suggestions for the Players' Site
Reply #1668 - 05/12/19 at 00:44:26
 
Harvey Kartel wrote on 05/12/19 at 00:30:19:
If all you changed was the frame rate, PAL gameplay would feel sluggish compared to the original NTSC.


Rumour has it that some people still feel this way about PAL SMK.  Roll Eyes

Harvey Kartel wrote on 05/12/19 at 00:30:19:
Part of the reason why the GV1 platform jump is more difficult to hit on PAL is due to this change in the kart's frame-by-frame movement; often the jump cannot be made (especially Non-NBT) because there sometimes just isn't a frame where the kart is close enough to jump-- one frame it's too far back to make the jump, and the next, it's already gone too far and fallen off the track (when this happens I call it a "scratch", a term used in track-and-field long jumping when the jumper crosses the foul line before jumping).


Very nicely explained. This also explains the occurence of phantom sandhits (and on the flipside getting away with blatant ones), which for example happened a lot more frequently when I was going for MC1 Non-NBT on PAL (versus when I went for 59"2x on NTSC).

Did we really need more reasons why NTSC is better?  Grin
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Re: Suggestions for the Players' Site
Reply #1669 - 05/12/19 at 13:58:00
 
Harvey Kartel wrote on 05/11/19 at 00:37:40:
As someone who plays both NTSC and PAL, I think it would be mighty useful to add a link at the top of the page for each of the charts, allowing you to switch between the NTSC and PAL version charts of the same track/flap with one click for quick reference. All the NTSC charts would have a "Switch to PAL" link at the top and vice versa.


Harvey Kartel wrote on 05/11/19 at 00:37:40:
Does anybody else here wish we could have this feature added for the SMK charts?


That's a useful feature so yes.
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Re: Suggestions for the Players' Site
Reply #1670 - 05/12/19 at 16:42:37
 
At least I'm not the only one who wants this. Now we have some input from the community before Alex goes through all the trouble of implementing a new feature.
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
3rd Place in Time Trials & Match Race at ASMKC 2021
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Re: Suggestions for the Players' Site
Reply #1671 - 05/12/19 at 22:49:24
 
Thanks Harvey yes Sonic 1 PAL runs too slow, the music is an absolute give away. Like you say it literally just runs at 50Hz unmodded and is annoying, Sonic 2 onwards fixed the issue
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Re: Suggestions for the Players' Site
Reply #1672 - 05/12/19 at 23:28:48
 
KVD wrote on 05/12/19 at 00:44:26:
Did we really need more reasons why NTSC is better?  Grin

Get a gold medal in PAL and you'll be allowed to compare the systems Smiley
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Re: Suggestions for the Players' Site
Reply #1673 - 05/13/19 at 21:27:50
 
KVD wrote on 05/12/19 at 00:44:26:
Harvey Kartel wrote on 05/12/19 at 00:30:19:
If all you changed was the frame rate, PAL gameplay would feel sluggish compared to the original NTSC.


Rumour has it that some people still feel this way about PAL SMK.  Roll Eyes


Truth be told I don't really notice the 2.54% speed difference myself. I seem to be a poor judge of speed anyhow, and often can't quite tell exactly when I'm losing speed during NBTs, etc. during a race unless I'm near a ghost. I've had flap attempts that I thought were PRs but missed by tenths, because I failed to notice when I was exiting an NBT area at a speed below my normal cruising speed. When I'm playing PAL it mostly feels like I'm just playing NTSC but in black and white, with a few very noticeable differences such as slightly different drifting physics (easy to get used to), the startboost timing (also easy to get used to), GV1/GV2 platform jumps not working as often, more speed lost when I bounce off water in VL2 et al., bouncing more when I hit bumpers on BC2/BC3, or weaker longboosts in MC2.

Speaking of PAL technicalities, can someone explain exactly why PAL games run in black and white on my TV? What's unusual is that PAL games will play in color if my specially modified SNES is set to 60Hz mode. But I want to play the games at the intended speed, so I just sacrifice color.

From my understanding, the pixels on any color TV set are divided into three subpixels: red, green, and blue. A black and white set, I presume, does not have these subpixels: there is one white pixel that can be "on" for white, "off" for black, or somewhere in between for a shade of gray. On a color set, white is created by turning all three subpixels completely on, while if all three are off, you have black. Shades of gray are made by partially turning on all three subpixels to an equal degree. And, of course, the rest of the colors are made by turning some subpixels on while leaving others off (or dimming them)-- red and green on (while blue is off) gives you yellow, etc.

In SMK, a green pipe is (normally) green because the game tells the TV to turn on only the green subpixels. Playing in 50Hz does not change the fact that I still have three independent subpixels per pixel on my TV, yet pipes are gray in 50Hz (along with everything else), indicating that all three subpixels were being turned on equally. It's as if all three subpixels are being treated as a single white pixel... just like on a black-and-white set. Shouldn't the game still be telling the TV only to light the green subpixels in order to draw a pipe? I don't get this. Maybe somebody here has a technical explanation of why I do not get color when playing a game in 50Hz on my set.
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Nicholas Harvey, The Gulfport Oracle

SMK: NTSC- #47 Emperor B; PAL- #49 Emperor E
Non-NBT: #25 Legend G; PAL- #36 King C, USA Champion
WR holder on PAL GV2 SC flap
3rd Place in Time Trials & Match Race at ASMKC 2021
Super Mario Maker 2 ID: BP9-B1V-1MF
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Re: Suggestions for the Players' Site
Reply #1674 - 05/13/19 at 22:16:58
 
In NTSC composite video, the burst signal is inverted in phase (180° out of phase) from the reference subcarrier. In PAL, the phase of the colour subcarrier alternates on successive lines.

The "burst" signal is the "chroma" which is the colour settings
Being that your TV sounds like it only supports 60Hz NTSC natively it will be looking for "Chroma" then "Luma" with the 180° phase shift simply meaning they are perfectly alternated at a consistent time rate, most likely 60Hz giving you 30fps.
Now the PAL alternates its phase shift meaning the info wont always be in the same spot (maybe it never is, not sure on the system exactly) I assume your TV then realises the information is not consistant/correct and rejects it since it prob thinks its interference/junk data.

If this is a bit weird I'll use radio waves.
If we imagine a radio station that transmits at 100MHZ
What they do is firstly create a Sine wave that is 100MHz (100 million cycles per second)
This is there baseband signal which can then be tuned to with your radio
This would just create a silent but stable connection so
They then apply the the waveform of the actual music etc ontop of the already 100MHz waveform.
This leaves you with the normal musics waveform being set along a 100MHz line instead of just a normal straight line

Not sure if it helps but basically you have 2 parts to the signal and your TV is missing one of them
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