Posts for Aktan

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Bisqwit wrote:
Making the pixels larger [than the 2x necessary to overcome supersampling] won't help keeping the color detail, unless you use dithering, which I don't think happens here.
Actually, it does. It just depends how you sample it. If you sample it using point, all (2*n)x larger would all keep the color.
Bisqwit wrote:
Also keep in mind that the NES produces YUV (or some variant thereof) too, which means that it's the RGB rendering that actually loses color information, not the YUV one.
While this may be true, the emu still has all the color. Also if the colorspace is in 4:4:4 YUV, then there is no color loss.
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blahmoomoo wrote:
You said it is integrated, so it doesn't have a GPU (it uses your CPU instead). However, it may still be capable of running the game at full speed.
Naw, integrated means the GPU is in the chipset instead. No way it is using CPU as a GPU. koippis: I used Glide64 (latest here http://glide64.emuxhaven.net/index.php) to capture. Out of all the plugins I've tried, it was the fastest, but it may have a memory leak. Worth a try, I guess.
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I saw the YouTube encode and I enjoyed it. It was short enough to not be too repetitive. Too bad it was canceled.
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BadPotato wrote:
While testing the pcsx-rr version(pcsx-rr-v012+-fix1.7z), I think that I figure out what was the crash/blackscreen problem with kkapture... just play a bit with the value in "auto-skip" groupbox and then the encoding process should run fine.
Weird, I never use autoskip, since I want all frames
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arkiandruski wrote:
Yes, I am and people have been for over two years. I know the TAS community moves slow and everything, but this is ridiculous. Twice people have done the work to help the process along, but it's been ignored both times. EDIT: Scratch that, it's been over three years
Oops, sorry I didn't notice the recent discussion on it. I do agree on the naming point though, maybe I'll bug some people.
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mmbossman wrote:
Err, you guys are right, I overlooked that it hadn't been updated. I'll set it to delayed until the last few frames have been whored out.
Talk about timing, it seems adelikat has already updated the input file, so our concerns were not needed.
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mklip2001 wrote:
Is the currently-accepted submission the one with the improved final boss fight?
I'm not sure either, but I PM mmbossman about it.
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arkiandruski wrote:
Okay, why are we still naming input files that way? At least make it game name first.
Because the guidelines http://tasvideos.org/PublisherGuidelines.html said so. I guess you're suggesting a change in the guidelines?
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Dooty wrote:
No, there isn't. all PlayStations (except some rare models) have their names starting with SCPH-something... when someone dumps a BIOS it's usual to name the BIOS with that model's name.
sgrunt wrote:
SCPH7001, in this case
Did you look at the link at all?
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Aktan wrote:
I'm guessing impact stages are the stages with the giant robot?
To answer my own question, I think those are the stages and I don't have any audio lag in those stages! =D
Post subject: Re: BIOS Issue
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Dooty wrote:
The PlayStation BIOS name is derived from the console model, like the SCPH1001, SCPH7502 etc. There's no PlayStation model (U) (v4.1). My guess is that he is using a normal BIOS with a fancy name.
There is that model as said by here: http://en.wikipedia.org/wiki/PlayStation
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Oh yea, having seeing the complete run w/o sound like 6 times over while trying to figure out the best way to capture, I'd say it looks like a fun run. Yes vote. I also really like some of the soundtrack =)
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Mitjitsu wrote:
The emulation lag in the impact stages were complete overkill, I just hope these encoders know some magic formula to eliminate it.
I'm guessing impact stages are the stages with the giant robot? On a side note, I have successfully figure out a method to capture (although painful) and will have all effects in the final encode. I can't tell if the sound would be fix yet until I get the answer above.
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H.264 does support 4:4:4, aka full color, but right now x264 doesn't support it. Also it is unknown how well the decoding support of it is.
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Warp wrote:
Does RGB -> YV12 conversion really matter, especially with the games which would most benefit from lossless compression (ie. the ones which use a few colors to begin with, ie. NES, GB...)? Even if it does change some color by one step, I assume the change won't be visible in practice.
It matters a ton because of the small resolution. There are a ton of 1 pixel width or height things that when the color is loss, (1 color info per 2 x 2 pixel box) it really looks completely different. Maybe when I have time I can show a comparison.