Posts for bkDJ

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Joined: 7/26/2006
Posts: 1215
for anyone wanting video files because their computer can't emulate well, or for convenience, I'll be making videos as sami progresses. If the end of mumbo's mountain is going to be redone, no big deal, I'll redo it. http://tas.monotoli.org/mov/bk/ (thanks Spacecow for hosting!)
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Joined: 7/26/2006
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Great job so far, considering you don't have a gamepad. Did you use R to turn faster underwater when you got the honeycomb piece in spiral mountain? And an optimization I thought of would be that when you get the honeycomb above juju, to land on the edge of the platform and facing away, do Z+downC since the egg will be slow, and you can leave the platform sooner. while the egg bounces into juju's mouth. Plus it would look cooler :)
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Joined: 7/26/2006
Posts: 1215
EDIT: whoa, when I capture there are no desyncs. ok. I should have the avi ready tomorrow night unless real life prevents it.
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Joined: 7/26/2006
Posts: 1215
a 2h30m avi can easily look ok at 400MB if encoded with x264 3-pass at 320x240. My ganon video a few pages back was 300kbit/s ad looked fine, a 400MB avi would be 350kbits. for capturing, it should be 640x480 with nothing, or 320x240 with antialiasing. I'm not getting the video and I can't encode one myself because of a desync on child gerudo/colossus. Just trying to help the next one who wants to try to make an avi that will be accepted.
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Joined: 7/26/2006
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the big whole-game avi's won't be out till tomorrow or something so I took the liberty of doing just the final part starting from the provided savestate, up to and including the credits. Near 24 minutes, 72 MB. (obviously more compressed than my last 82MB 13min vid since I was told 320x240 is the preferred format). Enjoy and thanks again GuanoBowl. http://rapidshare.de/files/27732277/ootend-tas.mkv.html
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Joined: 7/26/2006
Posts: 1215
Not that this game needs it but I am throwing a big yes at it as well.
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Joined: 7/26/2006
Posts: 1215
kwinse wrote:
AKA wrote:
On a side note without seeing the Adult run, you could get the arrows without any keys and withing about 3-4 mins.
Mind telling us how to get past the locked doors on the way to the arrows?
You have to start as Jill Valentine instead of Link. Then you can use the lockpick!
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Joined: 7/26/2006
Posts: 1215
Bag of Magic Food wrote:
bkDJ wrote:
Did people complain that the zelda 2 tas was hilariously incomprehensible with its glitching?
yes they did or was that a rhetorical question
It wasn't. I thought the run was a lot funnier than if it hadn't been glitched to death. oh well, off topic
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JXQ wrote:
mwl wrote:
Seriously, quit complaining, n00bs.
I guess opinions don't count unless they coincide with the masses. My bad.
The point of the video is to go as fast as possible. not backwalking would make the run 25% longer. Also on a forum like this, and with a game like ocarina of time, I'm afraid "people who have not played it" is a minority. And even people who have played it wouldn't know where he's going since it's done COMPLETELY out of order. Did people complain that the zelda 2 tas was hilariously incomprehensible with its glitching? Anyway here's the spirit temple vid. My first time doing this, and I only picked up x264 last week but it came out ok I think. 13 minutes long, 40fps, 512x384 (shrunk from captured 640x480 with antialiasing 2x), white pause replaced using freezeframe() like I mentioned a page or two ago. I also tried to make the file as small as possible without looking ugly. http://rapidshare.de/files/27362583/spirit-tas.mkv.html Feedback would be nice :)
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pirate_sephiroth wrote:
NrgSpoon wrote:
This I won't be doing though, because OoT uses 60fps for more than just the parts you mentioned. For example, I believe all the fadeouts to white and other full screen effects still run at 60.
What? OoT runs at 20 fps!
Actually, I just checked. the subscreen pause menu is 30fps and will look jerky at 20fps (though, he moves around in the pause screen maybe a total of 30 seconds throughout the entire run so far?) I'm trying to make a video of just the spirit temple. I'll try 40fps so that normal 20fps movement is fluid and every subscreen frame is visible. Edit: it's done and it looks and sounds quite perfect. I'll put it on yousendit later.
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Joined: 7/26/2006
Posts: 1215
After fiddling around with mupen's avi recording, I see that "*.avi" is the only choice, and we all know anything bigger than 2 GB won't work, and lossless codecs (I prefer huffyuv sice the overhead is very low and since the point is to reencode, the recording stage may as well be quick) do make prohibitively large files if you have such a small harddrive (I tend not to think about that since I have 2TB of space). Mupen seriously needs to auto-split at the 2GB mark, but I don't have enough programming experience to do anything about that other than manually make a new file every 5000 frames. for reference, huffyuv makes 7500 frames 2GB at 640x480 and 1GB at 320x240. I've never tried using an avi with mkvmerge, but you could still try making an mkv with an audio speedup flag. Also, you don't NEED to make the first .avi lossless to change the framerate. with avisynth. It's just that for best quality and even compressibility, reencoding something that was lossily compressed is a bad idea. :) oh and no the N64 does not run at 20fps. it runs at 60. The games on it vary, though. Games like Super Smash Brothers and F-Zero run at full 60. Super Mario 64 runs at 30. OoT runs at 20.
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Joined: 7/26/2006
Posts: 1215
Spirit temple, as well as everything in the run minus child gerudo and colossus runs fantastically. Keep up the great work. For those of you wanting to make avis but the white screen bothers you a lot, there is a solution that doesn't change the framecount or the audio sync. I don't know if you plan on using avisynth for the final encode after a lossless capture or whatever, but if you do, the internal filter FreezeFrame() lets you repeat the last good frame until the pause menu loads.For example, if the pause whitescreen is from frame 10000 to 10200 inclusive, then you do FreezeFrame(videoclip, 10001, 10201, 10000) The arguments are simply "clip to modify" "first frame to replace" "last frame to replace" "frame to replace that range with". Also N64 movie framerates in the faq aren't mentioned. Since OoT uses only one third of the available frames except for the n64 logo spin and name input screen, would it be acceptable to use "Decimate(3).Decimate(2)" Which would get rid of one duplicate frame every 3rd (60->40) and then one every 2nd (40->20). This would avoid having each frame shown 3 times and give better compression no matter what codec. Downside (negligeable given the overall superior compressibility) is choppy N64 logo the first second and choppy file screen when he creates the game and then restarting after a gameover. total: 4 seconds of choppiness edit: and yeah he uses the gold scale early trick in the run.
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Dacicus wrote:
I suspect that this might be an issue on my end, but it seems that the audio lags slightly behind the video when I capture an AVI, even after encoding. This became quite noticeable with the OoT WIP AVI that I just encoded last night (child portion completed), which was about 4 seconds behind at one point, and possibly went as high as 6 or 7 seconds behind by the end of the movie. As the numbers indicate, it appears that the lag increases with the length of the movie. Does anyone know if this is an issue with the emulator?
When you say the audio is behind, do you mean it is playing later than it should? If so I think I may be able to help. I may be be wrong here but the problem might be that the capture sets the framerate to 60.0, when in actuality, an N64 runs at 59.94006. if my math is correct, you get 1 second of lag for every 16m40s. As far as I know there are two ways to fix this. 1) slow down the video: When you record in lossless, and use avisynth for final encoding either use this command on the video: AssumeFPS(59.94006) 2) speed up the audio: rather than making an avi (which is fucking terrible to use x264 with imo) make an mkv with mkvmerge and tell it to speed up the audio by a factor of 1.001 (not exact but perfect for a movie that is under 25 hours) Also doing everything you already do but reencoding the audio by resampling and changing the speed to that factor is an option, but I personally would probably opt for option 1. Like I said though, I might be wrong and it might just be you experiencing that problem :) Do you have the sync audio to video checkbox set in your audio plugin? If not, see if recording works better with.
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Joined: 7/26/2006
Posts: 1215
The desyncing is weird since all other m64 files have worked flawlessly. But it obviously works for a lot of people so when it's done it would be great if it were published. however, the next person to try to beat this should leave raw data off as that seems to cause the most problems. I don't think framebuffer->RDRAM (to fix the pause white screen) for the next run would be good though because then the only way to watch it would be through AVI. I have a pretty powerful system and with RDRAM it goes from normal 60fps to about 40.
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When I play from the beginning it desyncs at gerudo valley. when I play from gerudo valley it desyncs at colossus. [a lot I haven't watched yet] When I play from the graveyard, it works fine through shadow and forest and most of spirit and then desyncs right after you spin and activate the crystal.