Posts for Aktan

Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
arkiandruski wrote:
I know it's been a while, but I've been trying to open Aktan's Avisynth script in VirtualDub and I keep on getting a syntax error on line 14, column 0. I can't see what's wrong with the syntax there. Any help?
What is the exact message, and what version of Avisynth are you using? Edit: Also post your script, tho I would guess it is the same as mine...
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Lex wrote:
Any decent video player (MPC, WMP, etc.) can do that, and so can AviDemux (via its AVS proxy) and MeGui. I've had a couple bad experiences with VirtualDub in the past year or so. Its methodology is really outdated. It can only completely handle the AVI container. It can only run VfW codecs. I can't recall other problems I had, but those were the major stoppers for me. I guess if it works for your singular purpose, that's fine. It just seems like it'd be another program to maintain which can be replaced by one with a larger scope at this point to me, though.
Problem with video players is that it is playing it back in real time. Some scripts are too slow to play in real time. Then you also need to know what frame number to modify scripts, or go frame by frame. If you didn't know, most emulators capture to VfW interface only with AVI container anyway. So all the files we work on are still in VfW and AVI. Sounds like VirtualDub fits.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Flygon wrote:
I'd just mux in the WAV and hope YouTube can gobble it up.
I would consider this bad advice, especially when there are ways to fix it.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
creaothceann wrote:
You could put it into an MKV (mkvmerge) and extract the WAV file (mkxextract)... But a better solution would be to use a different video editor.
It's an AVS, so he can't put it in MKV. Other video editor may work, tho I already told him a solution.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
[09:30] <Aktan> basically I can see why continues may look bad [09:30] <Aktan> but usually that's related to human skill [09:30] <Aktan> this is no human anymore [09:30] <Aktan> now I see continues as and extra feature [09:30] <Aktan> most of the time it won't help you beat the game faster [09:31] <Aktan> in the rare case it does help, I can see it being acceptable to be used [09:32] <Aktan> deathwarping imo is the same kind of powerup [09:32] <Aktan> you made a warp from death [09:32] <Aktan> wow =p [09:33] <Aktan> hell deathwarping humans can easily do ... [09:55] <Aktan> basically your thought process is stuck to a human playing, when it's not [09:55] <Aktan> this is what I think is "killing" the enjoyment really [09:55] <Aktan> and solely that
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
It might be related to the wave file size. If it's over 2 GB, VirtualDub outputs it wrong. [offtopic]You should not cut the ending ASAP like you did here http://www.youtube.com/watch?v=FaXa4sJ5Yko. The guidelines says you should be playing the ending song once, and prefer to loop it once after.[/offtopic]
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Here is one argument against the people who say "using continues is not god like". Think of it this way, this "god like" player CHOOSE to use continues at his/her convenience aka whenever he/she feels like it. It wasn't a mistake continue. It was an intended one. He/she choose it in order to beat the game faster. The fact a continue was use does not make it any less god like since this god like player intentionally meant for it.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
So after doing a lot more comparison, even with the minor missing textures in Glide64, Glide64, by far, is better than Jabo. The lighting is completely wrong in Jabo with other missing textures.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
nfq wrote:
Ah, I see. Maybe I wouldn't get that either if I set the process priority to high.
I don't think it was related to that. Maybe I just missed it, where do you get the sound cut off?
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
nfq wrote:
I realized now that the reason for the chop was that I loaded a state at that point, so it's not a big deal since usually you don't need to load states when you're encoding.
I was going to mention that I have had no problems with sound on the first level of Goldeneye.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Scepheo wrote:
Glide64 does seem to draw those inward lines, but black instead of white. I'm really hoping there will be an encode soon. I've watched the YouTube one, but those aren't really of exceptional quality and I'd really like to show this run to some people who just love Goldeneye. (Then again, who doesn't?)
Yes I noticed it was painted black too. As I mention above, this problem doesn't seem to always exist. So no idea how bad it is. As for when it will show up, I work slower than MisterEpic, so he may have a fixed YouTube version out before I do. I'd say mine will be done by the end of the week.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Wyster wrote:
^^Never noticed that before. So is there alot of missing textures? I assume that since no one has really noticed it that it's not such a major issue? Anyway, does additional savestates(at beginnings of desynching levels) fix the problem with extra desynchs? There will of course be alot of extra segments but i can't figure out any other solution at the moment...
It's weird, the watch is fixed later on. So it was only at that point. Go figure. Well I've only noticed some so far. I think making a save state at the start of every level will work.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
So apparently the desync happens at every level. It seems that every level load, Glide64 adds one render frame. (usually around 4 key advances). It sometimes just isn't enough to desync unless multiple levels load. This would explain why I get desyncs more. Also, while Glide64 has no messed up backgrounds, it seems to be missing a lot of detail on the textures, or have wrong lighting. An example is Bond's watch. If you compare the watch look of Glide64 and Jabo, you can see Glide64 is missing stuff. Edit: Example: http://img641.imageshack.us/img641/7606/jabo.png http://img718.imageshack.us/img718/4601/glide64.png
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Flygon wrote:
start /wait x264.exe "consoleencode.avs" --versioninfo --ssim --crf 0 --keyint 300 --ref 16 --mixed-refs --no-fast-pskip --bframes 16 --b-adapt 2 --mbtree --weightb --direct auto --subme 10 --trellis 2 --partitions all --me umh --merange 64 --rc-lookahead 250 --fullrange on --8x8dct --no-dct-decimate --output "encodedboth.mp4"
Yes, this is seriously my HD encoding script.
And it is not very useful =p
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Wyster wrote:
But like i said, this should synch fine already, are you sure you have the right plugins/emulator version etc?
I'm using mupen anti-desync from a link in this thread. I hope that is the right one. An example of a desync would be the last state. Since there is another level after the level the state just loaded, that next level desyncs. I have gotton the whole run to sync not using glide64 and jabo for sound. So I don't think it's my setup.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
On a side note, no idea why you have --threads 2. You are just limiting your encode speed.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Wyster wrote:
About having more desynchs i'm not sure what you mean?? The savestates should synch entire movie without problems?
It doesn't for me. Since the save states you gave are not at every level, some goes thur two levels before the next savestate is available, I get desyncs at the second level sometimes. On a side note, ugh, this is like PCSX all over again to find and fix desyncs. Amplified with the slow capture, this is even more of a pain. Plus now that PSXJin is out with fixed internal capture, PSX games will no longer be a pain. Maybe a N64Jin next? =)
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
yea, feos, your command line is all screwed up. I would guess lucky x264 takes --qp 0 over --crf 20. To answer your question change --qp 0 to --qp 10 is one way. Also remove --crf 20. Adding --keyint infinite would also help. If --keyint infinite doesn't work, update your x264.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Synx wrote:
So just for clearing up the confusion: Is it possible to make an encode without graphical errors?
Yes, it just be a pain, apparently. I'm working on it now.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Wyster: How did you know when to create the save states? I have more desyncs than the ones you gave. Seems like every level load it will happen for me. On a side note, dang now I kind of wish I did this with OoT, since Glide64 is a lot better than any other plugins, most of the time.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Thanks!
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
The segment link is dead. Someone mind reposting?
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
As long as someone gets it once in a while, it should be fine, lol.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
That's a weirdly long chop. I guess I should mention people should set the priority of Mupen and .kkapture to high in task manager to make sure it can get most of the CPU when needed.