Posts for Aktan

Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Are you using VFR? What's in the MKV?
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
While it's nice to look at and all, I'm of the opinion of keeping the screen clean as much as possible. I'm pretty sure I'm not alone in this. To me, it should be about the run, and I actually prefer that there was no subtitles at all, but I understand why it's there. I don't see how does plain subtitles "bug" you since it does it's intended purpose perfectly but besides that, it's interesting information and I'm glad you have shared how you have made it.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
DaFees wrote:
Actually I do as I try to keep up with the latest details on texture packs. For a 100% completed SM64 high-res texture pack, check this thread, http://emutalk.net/showthread.php?t=43773 Note that I recommend using the latest glide64 plugin (if you need a link for this, just ask) for this texture pack. Oh and depending upon the game, I can link you to other texture packs if interested.
Cool! Thanks for the link. I already plan on using Glide64 as I think it's the best graphic plugin.
blahmoomoo wrote:
Note: there is a valid download link on the eighth page of that thread. The link on the first page is broken.
Thanks for the information!
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
DaFees wrote:
About the only thing I would say is that perhaps someone could do a 1080p encode using one of the high-res texture packs available, :), because that would be great.
Would you happen to know where is a high-res texture pack?
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
creaothceann wrote:
You'd miss Samus. Compare these two videos:
Oh yea, it's the same problem as Mega Man when there are too many sprites on the screen. It's true in those parts, but still, to me, having everything blurry all the time and somewhat see those missing frames, is worse than dropping frames and missing some important frames.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
creaothceann wrote:
Mister Epic: "file" should be "path" and "b" is not defined (line 3). Are you using a newer AviSynth than 2.5.8?
To use the different chroma resamplers when changing colorspaces, you do need the newer AviSynth 2.6 (Alpha)
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
creaothceann wrote:
For some games it's useful - for example Metroid's and Super Metroid's elevator sequences.
IMO somewhat a bad example cause those areas have no action, and skipping frames during those parts is not like you missed something. It's just Samus moving up and down! On the flip side, if all frames were blurred, then regular left right scrolling including background would probably be blurry. That, IMO, is not good.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
It's simple enough, but explain why hq2x(hq3x(movie)) instead of hq3x(hq2x(movie)). You said better result, but in what way?
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
It must be noted, that blurring just for YouTube to keep all frames makes the video a blurry mess. It's a bad idea to do IMO. I rather drop frames and see the movie sharper.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Kyman wrote:
For some reason this encode goes through the menu screen and other level transitions way too fast, causing the game to end at 4:55, but oh well.
This is probably due to the way sonicpacker captures with .kkapture. It's somewhat off.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Wow, very nice run. Nice an encode is there also! On the side note, did the YT glitch around 8:55? It seems that there is some missing motion...
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Anavrin wrote:
Sorry for bumping, I'm having trouble syncing the m64, it always desync when Link try to backflip on that slope just before getting the Kokiri Sword... any ideas?
You need to list what mupen version and what plugins you are using.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Cardboard wrote:
Mine wasn't meant to be looking great, syncing with sound or whatnot, it was just meant for people to be able to watch the run so the judging process can be sped up.
Oh I know, you did a good job at that =). The sound should be synced, what syncing I was talking about was input sync. In earlier versions of PCSX (including the one DarkKobold used) sounds were disabled to keep input sync, hence why there are missing sounds. When using a SPU like Eternal that does not have missing sounds, the input starts to desync with movie playback.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
BadPotato wrote:
Good job on this, I'm somewhat surprised that the sound is audible. But for the official encode, I just want to point out that the mz experimental plugin might give an interesthing result for HD/youtube.
I don't know what resolution Cardboard did his encode, but from what I've capture, it's a weird native resolution. I predict it will probably be close to 640x480 resolution when I do the encode. Also, I highly doubt it, but if eternal SPU syncs well enough, most of the sounds will be there.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Mister Epic wrote:
I want to, but I'm not able to encode PSX games. So, I'm letting anyone who can to do it.
Letting he says, like you have any say! =p
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
niamek wrote:
..all donjon,.
Do you mean dungeon?
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Wow no comments yet. Anyway seems people like to claim encoding. I just want to point out I am planning on encoding this. This is by no means a claim, but just a heads up =p.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Great job. Nice to have another application besides mine for choices. This might also be faster than mine, but I have no idea. It does do more stuff than mine currently does. Maybe I should stop being lazy and add more functionality...
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
cool, sounds useful
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
creaothceann wrote:
Wouldn't that depend on the codec?
It would normally, but practically all of our encodes here on TASVideos are now in H.264. So, basically we are talking about H.264 video.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Flygon wrote:
DeDup purely irks me simply because it seems to have more compatibility issues. That is all.
But it doesn't. You only stubbornly think it does. As C0DE RED even pointed out, MP4s plays more smoothly than MKVs.
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
Mister Epic wrote:
I'll remember that, but I don't notice any difference in encoding speed between AviSynth's DeDup and direct264's deldup.
When I say more complex, I'm not talking in encoding speed, but instead in steps an encoder needs to do (basically to be blunt, I'm calling Flygon a bit lazy).
Experienced Forum User, Publisher
Joined: 4/23/2009
Posts: 1283
I must mention that method does have some problems, though minor. 1. It may drop non-duplicate frames. While most of the time this isn't noticeable, it does happen and sometimes is noticeable, as confirmed by Grunt and I. 2. It takes slightly more CPU/GPU power to decode. This is due to the way direct264 does VFR MP4s. direct264 doubles the framerate so it can insert P-frames and weighted B-frames in between "original" frames to make the decoding order correct. Edit: While Flygon is helpful a lot of the times, it does irk me when he becomes stubborn due to whatever reason. From my observation, he refuses to acknowledge that this is a problem with direct264 despite both Grunt and I saying otherwise. He also dislikes Avisynth's Dedup, due to it being more complex to do than direct264 (which indeed is true). Lastly, his dislike for MP4s is for the same reason; AAC encoding is more complex than OGG. Again, this is my observation.