Posts for bkDJ

Experienced Forum User
Joined: 7/26/2006
Posts: 1215
If someone else took care of the script and the timing, I would be happy to translate.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
eternaljwh wrote:
And the flames around the end battle, at least, looked better on Andy's encoding
Yeah I wish that visual glitch was in the real game and rendered by plugins that do all of the effects. In other news, between the beginning of the run and end of the forest temple, 45 minutes have been cut. And to Angerfist: get the haali splitter, and play the video in media player classic.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
DaShiznawz wrote:
Is AKA still working on the any% run for this game. If so how far along is he and when will the run be finished?
You should probably read the last 4 posts in a thread (atually, more, but in this case that's not necessary) before you ask something in it :)
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Randil, I see what you mean but A) very few movies would even be able to benefit from that B) it would probably be easier to have lua take care of it in an emulator that supports it. Then you could start playing a movie in read-only, but have a copy of that file somewhere, and lua would check every frame to see if some ram check returns true and if so, turn off the button bits. ... though for the FCM format specifically, that would be a HUGE pain to code in lua, and also the .fcm would end up bigger with multiple button toggles than if it was just holding it the whole time. All other formats might have an easier time though :) Also, VBM support added. v0.7. TODO: add GMV's XYZ, allow multiple controllers, clean up processing code, post source and be done. (Eventually add PSX format lol)
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Bloobiebla wrote:
EDIT: Also, I noticed you used gln, which is good, because it makes the fire during the Ganon fight look WAY more awesome =]
Holy shit, that looks so much cooler than it did on the console. gln64 likes to do crazy stuff with fire apparently because at 2h05m into the video there are like a billion suns, too.
Post subject: Re: New Idea for downloading AVIs
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
raiscan kind of touched on this by saying everyone finishes at the same time but just to be clear...
mmbossman wrote:
4) So, by having 5 people downloading at the same time, the download for all of them will take 5 times as long as if one of them was downloading by themselves.
If each of the downloaders are able to upload just as fast as they are receiving (I sure hope that each of the 5 people has an upload capacity of over 4KB/s) then nothing is slower. a torrent's initial seeding will only go slower than the seeder's speed if one of the downloaders can't provide his data in a timely manner to the rest of the swarm so that the seeder doesn't have to repeat himself.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
freezes can also be caused by having an afinity to more than 1 core. If you have a dualcore or quadcore machine, after starting snes9x, find its process in the task manager, right-click and set its affinity to only one core (doesn't matter which one) and it should be more stable :) Also, loved the surprisingly massive amount of improvements over the previous submission, so easy yes.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
alden wrote:
So "when" this is published, I would ask that perhaps a shortened AVI exist as well -- one that skips the majority of the cutscenes. Turboing through Mupen is not fun :)
I'm trying to encode it... My direct64 doesn't render fog though so it's a lot of cutting and pasting that will be invisible in the final video. Hopefully that won't make it counts as a video edit, because it's really not, I'm just trying to provide the best presentation by splicing in glide64's rendering when I don't think that direct64's is adequate. As for shortended avi, won't be necessary, the mkv will have two editions. first (default) edition will play the movie back and have chapters at certain points of interest. Edition 2 (selectable through your mkv splitter of choice) will cut out all the cutscenes. At least that's my plan. EDIT: to be clear, that's 2 "editions" in one chapter file in one video file.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
nfq wrote:
it doesn't even melt zora's domain
thaw?
nfq wrote:
any% category is pretty weird. can you choose any percent you want? like 59% or even 100%.
any% = fastest possible, period.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
What about if instead of opening up multiple vba's, one vba has the option to open a second GBA (not a second vba) in another window that the main window owns. second gba can load a rom or not depending on what you want to do with the link. Once it works with 2 it should be pretty easy to add spport for up to 4. this way the main window can get all the keypresses and data. the vbm format was already desiged to be able to store 4 player inputs if necessary.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Since there's this special category anyway, it might as well have a neat part of the game that will never be shown in an any% or 100% run. Plus, it give the movie a higher gameplay-cutscene ratio which is always a good thing for OoT. ...Terrible reasons by themselves but to me the trials TAS'ed were really entertaining!
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
nfq wrote:
I dislike your phrasing ("real encoders", what the hell?)
by 'real encoders' i mean people who encode the official avi's for this site that don't have audio desync.
Raiscan has encoded like ~15 "official" avis (and mkvs) for this site. Anyway, as a fake encoder, I'd like to present to you what happens after a desync... Link thinks that ladders resemble Gohma.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Tonski wrote:
bkDJ wrote:
Did you read the thread?
Yes I did but couldn't get that to work.
Well it was explained, but simply make a blank txt file, copy the script into it, save. change the file extension to .lua, and in snes9x, after you start the rom and movie, and then go to File>"Run lua script", and... run your lua script. :)
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Tonski wrote:
I refuse to watch this until I get the lua script to work that removes all door transitions and item collection pauses
Did you read the thread?
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Warp wrote:
Another idea would be to append the alternate ending to the end of the official avi, with an introductory text screen (and of course a note in the movie's page so that people will know it's there).
or if the run is an mkv, it can have two "edition"s. one that is normal and one that plays the alternate ending. Not difficult to set up.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
is the movie file format mature enough to go to the movie formats page?
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
thanks for pointing that out. I misunderstood the "frames" value in the bizarre fcm spec so all FCM percentages were incorrect. The number of frames I thought the movie had was only the number of times that the controller state changed. your Solstice example had near 17k frames, not 4k. Also since no one was posting I didn't bother to continue updating but now I'm up to v0.6, and it supports FCM (correctly now, thanks!), FM2, GMV(no support for XYZ buttons yet), SMV, M64 (the analog stick is considered one button, either used or unused per frame), and writing out the data to a text file. This should work with any supported replay format* but it will only show stats for player 1. TODOs: add vbm support, add GMV's XYZ support, make tabs for movies with multiple controllers, clean up display code, post source Proof that it works: and link to v0.6: http://www.mediafire.com/?a0chh0i0vqi *If there is a two-player+ run of a nintendo64 game, with actual input on more than 1 controller, the stats are likely to be extremely inaccurate through no fault of my own. Blame the m64 spec creator or mupen's input API writers.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Comicalflop wrote:
The "little bit of extra time" translates to over 2 hours more to get 100%. (Yautja's run is over 5 hours.)
That, plus with the current state of mupen, the tas would be longer than the speedrun because deathwarps would take much longer than savewarps when you have near 20 hearts, and sda doesn't count title screen/menu time. EDIT: well, I just finished the run. It had way too many outstandingly fantastic moments. Apart from minor known route issues with the child segment, I can't help but completely overlook them and call this a masterpiece of a submission. Thanks for finishing it!
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
I've been anticipating this run for a while! I'll watch it right now but before I do, enjoy some random stats :) [URL=http://imageshack.us][/URL]
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Nice! Gate was awesome, and I was reasonably entertained. Yes vote, and as a bonus... stats!
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Nice and short, and also the best explication so far for what defines a TAS. Nice work :) (Je dirai aussi que le memory watch sers plus a voir la vitesse de l'avatar du joueur que les points de vie des boss)
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Baxter wrote:
% of the frames no button presses at all.
Oh, that's a good stat to include. Fixed it up a bit. Enjoy. EDIT1: I must be retarded. I'm trying to add smv support and it's simple hex updates unlike fcm which is almost optimized for network transfer. However, following the format spec, I end up with ridiculous results: I'm pretty sure this super metroid run used "right" more than 0 times! EDIT2: oh jeez. Endianness. Well, fixed. Here's the latest. EDIT3: Reorganized code (still terrible) for easier format additions. And wow, fm2 was ridiculously easy and made for a very quick implementation. :D Latest version here: http://www.mediafire.com/?aaaaanaabaa (what the hell is with all those "a"'s) Also, I'm open to suggestions.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
So, I was bored. Currently only supports fcm but I could add smv and gmv pretty quickly. The hardest part was wrapping my head around the way the binary is organized for fcm. Also, only records data for controller 1 for now (but multi-controller movies should work). Get it here (holy crap that's quite the url). I wrote it in managed C++/CLI as a challenge to myself but I wish I had picked something easier. This probably requires the .NET framework.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
Pekopon wrote:
You know, I was just thinking. In Ripsaw Rage, isn't that like, the stupidest way to saw a tree?
Are you smart enough to even figure out how the saw even made it into the tree the way it is when the level starts? That's right, it was placed there hundreds of years ago just so trees could grow around it, so that in the farawy future it could scare monkeys (and rats). If not the stupidest way to saw a tree, it is the most calculatingly evil and diabolical way to saw a tree.
Experienced Forum User
Joined: 7/26/2006
Posts: 1215
speaking of slow rolling, what kirkq noticed, here's a related question... Which is faster: goron rolling without magic, or supersliding? Apart from that one gate/fence, it's just a straight line to get to the zora.