Posts for AntyMew

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AntyMew
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Joined: 10/22/2014
Posts: 425
Fredrik wrote:
Not to denigrate the hard working people making the encodes, but perhaps it would be better to post the videos in the thread before publication so that others get a chance to review them.
It's the encoder's job to double-check it. There's a checklist which I keep in mind, but the wrong music playing isn't on it :U I'd blame these problems on Doom encodes being new and very different from the usual encoding process. Once we refine the process and make an entry for the Video Dumping page you'll see a lot less of them
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AntyMew
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Posts: 425
mklip2001 wrote:
Is the movie length reported wrongly? In the encode, it looks like there's gameplay until about 15:30, but the movie is being shown as having a length of about 14:06. If 14:06 is the in-game time, we don't usually put in-game time as the main one displayed.
Technically it's in-game time. More accurately it's the amount of frames in the movie file. Screen transitions are not included in the movie file.
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AntyMew
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Joined: 10/22/2014
Posts: 425
No, I mean I thought it was Doom 1 music. I can't tell the difference Anyway, I threw all the Doom 2 songs and all the Doom 1 songs in a wad and thought it would work. I have no idea how music wads are read
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AntyMew
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Posts: 425
Clumsydoomer wrote:
Wait, why did you use Doom 2 music? It's possible to get the correct tracks from Doom and Doom 2 packs and put them in the right order. For example: MAP01 = D_E1M2 from Doom 1 MAP02 = D_E1M3 from Doom 1 MAP03 = D_E1M6 from Doom 1 MAP04 = D_E1M4 from Doom 1 MAP05 = D_E1M9 from Doom 1 MAP06 = D_E1M8 from Doom 1 MAP07 = D_E2M1 from Doom 1 etc. I can make the whole music pack myself if you give me Doom 1 and Doom 2 SC-55 music packs. That won't take long.
What? I thought that's what I did
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AntyMew
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Posts: 425
Everything's done and uploaded. Or at least it would be if I hadn't miscalculated the time and not noticed until after I deleted my dumps.
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AntyMew
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Posts: 425
CrazyTerabyte wrote:
AFAIK, there is no Lua binding in BizHawk to communicate with the outer world. So, it is impossible to write to files or to sockets.
Vanilla lua can write files using its io library
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AntyMew
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dwangoAC wrote:
I didn't go into this concept thinking that anything would change with the existing Moons and Stars thread rules, but I actually kind of like the idea of making all three existing tiers (Stars, Moons, and Vault) have a requirement that the run completes the game and set aside whatever this new tier is to handle runs that *don't* complete the game.
That is already a rule
Movie Rules wrote:
It must beat the game (1-level movies are rejected).
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AntyMew
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feos wrote:
Tried test uploads? What fps do you capture at? I had desync problems with HD upload of the other Doom, seemed to be fixed by using exactly 35 fps in kkapture and uncapping the framerate in the game IIRC.
35.0, capped. Haven't done a test upload yet
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AntyMew
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TAS is canceled. Shoutouts to random desyncs.
D: I thought it was going to be a crazy secret world strat
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AntyMew
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Truncated wrote:
You didn't reply to the question if you've run into trouble or not... but it sounds like you haven't? Is it a busy schedule which keeps this from being published? Since it's taken a month, perhaps it is better to hand it over to someone else if this is the case.
YT encode is being ass. The dump is fine, but the encode has some lag problems. At some specific places it drops a lot of frames, then boosts the fps way up for a short time to compensate. Sometimes it even temporarily halts the audio at the high fps, which doesn't occur in audio_youtube.ogg. I honestly have no idea what would happen if it were uploaded to youtube; it sounds like vfr, or even just my comp lagging, but neither of those make sense since it's a YT encode and it happens consistently. Though I'll be honest that I haven't been having this problem for a whole month.
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AntyMew
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HHS wrote:
As for how I figured it out, I have an emulator with data breakpoints, but it hasn't been released to the public yet...
no$gba debugger has breakpoints too
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AntyMew
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Aktan wrote:
Doom could be running at 35 FPS but actually updates the screen at a lower rate. Are you sure it isn't just all dedup to have a framerate that low? Example: Mupen capture at 120 FPS, but the download files end up to be 20 or 30 FPS.
My 320x240 (plutonia) dump has some dups here and there, but nothing anywhere near 17.5 fps
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AntyMew
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Posts: 425
Truncated wrote:
Hi Anty-Lemon. This has been claimed for three weeks now. Have you run into trouble? If you need help editing the movie file to include the ending, feel free to ask me, and if there are other problems with capturing/encoding, you can probably ask feos who did the other Doom submission.
I've already hex-edited the files needed. Thanks anyways. Speaking of the files, could someone replace the movie with this one? (trimmed to last input)
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AntyMew
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Are the downloadables supposed to be 17.5 fps?
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AntyMew
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Malleoz wrote:
Glitch stuff
If you redo the run, could you please start it with the latest dev version instead of the latest stable? It'd help a lot in terms of encoding
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AntyMew
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I might be spoiled by competitive smash, but imo the reliance on nair and up+b meteor smashes makes most of it boring. Vs Samus was a nice exception. Meh vote.
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AntyMew
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True... you are being so much more personal than Samsara is.
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Post subject: Re: Question about memory domains and LUA
AntyMew
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samurai goroh wrote:
^ There's a function called mainmemory.getname(), which tells you which type of memory you're using, but there's no set function (or at least is not documented).
It's there under memory. memory.usememorydomain(string domain)
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AntyMew
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One problem. Game Ressources :U
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AntyMew
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Samsara wrote:
That's the first I've heard of it. If a new system was worked out and the admins are in favor, why hasn't it been mentioned on the forums until now? Do I need to join the IRC channel to join in on discussions like that?
feos isn't in IRC much either :P
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AntyMew
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feos wrote:
Anty-Lemon, do you want to publish this one? I was going to, but now I'm looking at handling Over the Hedge (also hires), and if you wish (or someone else), I can pass it.
Thanks, but I already took Final DOOM :P
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AntyMew
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I don't know what to do with the game version, but I'll set it to v1.9 for now, since that's the Doom engine version used for Final Doom.
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AntyMew
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Oh, right, forgot it outputs with vfr somehow.
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AntyMew
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feos wrote:
FPS: do you mean .kkapture is actually missing frames? I might capture with target fps 120, but again, file size...
Dedup wouldn't help?
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AntyMew
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The Brookman wrote:
Had I been aware that this was. . . .possible, certainly. "Note: If you have improved upon a previous submission, remember to cancel your old submission to make life easier for the judges. " Seeing this at the bottom of the submission page, and a lack of forum to change the uploaded file led me to believe otherwise and thus. . . . we are here.
That quote is, apparently, still applicable as long as it's not a "minor change"
Submission Instructions wrote:
If you later notice that your movie needs some minor changes, such as 10 frames of more input to reach the actual ending, you can request the submission file to be updated without having to cancel and submit a new movie. Such requests are made personally to a judge. This chance is only possible if the movie has not been judged or published yet. Send the admin of your choice the following information:
    The new movie file (pack it into a ZIP file, then send either an URL or the file) Which submission is in question (the URL (address) of the submission or its ID number; not its name or address of discussion) Why the request should be granted (how the movie changed from the submitted one)
Do not omit any of the information. Because this operation requires a staff member to personally update your submission, it is greatly recommended that you ensure that your submission is perfectly right before submitting it in the first place.
Just a Mew! 〜 It/She ΘΔ 〜
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