Posts for fsvgm777

fsvgm777
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Post subject: Re: (I hate mobile.)
fsvgm777
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Spikestuff wrote:
Challenger wrote:
[3344] Arcade Metal Slug 3 "2 players" by zk547 in 24:27.80 no doubt!
And: [3350] Arcade Osman by xy2_ in 06:36.77
Seconding these nominations.
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fsvgm777
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The Nicovideo TAS rankings for the year 2017 are out: Part 1: Link to video Part 2: Link to video Part 3: Link to video EDIT: Ranking in full detail. (spoilers) Worst top 10 of any year-end ranking I've ever covered.
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fsvgm777
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The8bitbeast wrote:
I found this footage of the BIOS: https://www.youtube.com/watch?v=VpVOgXqx9Vo
Yeah, that's the one I found, since if you don't plop a game in it, it will boot the game that's included in the system (Alex Kidd in Miracle World (Korean translation)).
The8bitbeast wrote:
If the Japanese region (no BIOS) would be considered better then I'll edit the TAS to use it
The Japanese region still needs a BIOS file, so it's not quite "no BIOS". Hence why I think the Korean BIOS should be used (which BizHawk doesn't appear to support as of now, maybe because of the game included). Per the Movie Rules:
The BIOS must be real If the system you are using makes use of system BIOSes, only use real BIOSes, not hacked ones. Match the BIOS region to the game's region. If BIOS images are region-dependent, do not use an image from a different region. Only use USA BIOS for (U) versions, Japan BIOS for (J) versions, and Europe BIOS for PAL versions ((E) or other). See below for details in general about using non-USA region games.
In this case, I'd consider Korea different from Japan.
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fsvgm777
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OpenGL support on Intel integrated graphics (on Sandy Bridge) is notoriously shoddy, which GlideN64 relies on.
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Post subject: Re: #5773: The8bitbeast's SMS Wonder Boy in Monster World in 18:37.29
fsvgm777
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TASVideoAgent wrote:
I used NTSC for this run because this game has a release on the Gam*Boy and Aladdin Boy (the Korean equivalents of the Master System). I enabled the FM sound because Korean console had FM sound built in by default.
Nope, the FM sound only works on a Japanese Master System, and therefore, you rely on an impossible combination to make the TAS (though I myself don't know whether the region should be set to Japan or not, but without the FM sound). According to this page: "The FM Sound Unit (FMサウンドユニット) is an add-on for the Sega Mark III used to enhance the sound output of certain Mark III games. It was sold in Japan from 1987 for ¥6,800. The FM Sound Unit contains a YM2413 FM chip that acts on top of the built-in SN76489 PSG chip, adding nine extra mono sound channels. When the redesigned Sega Master System hit the Japanese market, the FM Sound Unit was built-in to the console (though it is absent from international releases)." This strikes me that the Gam*Boy and the Aladdin Boy don't actually include said FM sound unit. With that said, I'd like to know where you got that info from. By the way, the Gam*Boy and the Aladdin Boy wouldn't boot up like in your temp encode. After all, you'd have to use a Korea-specific BIOS and not the USA/Europe BIOS (which BizHawk doesn't seem to support, by the way, at least not with the only one I found).
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fsvgm777
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Aktan wrote:
Straight point with lanczos subsampling: http://i.imgur.com/Tc7Iwp8.png
Language: avisynth

AVISource("movie.avi") PointResize(2880, 2160) ConvertToYV24(matrix="Rec709", chromaresample="point") ConvertToYV12(matrix="Rec709", chromaresample="lanczos")
I seem to be experiencing inconsistent pixel sizes with this method, so now I have to resort to this method:
Aktan wrote:
Language: avisynth

AVISource("movie.avi") PointResize(3408, 2928).LanczosResize(2880, 2160, taps=2) ConvertToYV24(matrix="Rec709", chromaresample="point") ConvertToYV12(matrix="Rec709", chromaresample="lanczos") # Notice the change in chromaresample
My script now looks like this (only showing the relevant parts) and looked like this before. Here's an image, for comparison's sake. Look closely around the EXIT sign. However, I should point out that the former method is a lot slower than the latter (it's encoding at 6 FPS at best).
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fsvgm777
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Nach wrote:
This game came out in 1992. It predates all Gameboy systems that came after the original. It makes no sense to play it using SGB or CGB cores.
I concur. Heck, BizHawk/the Gambatte core properly detects it as a GB game (set Console Mode to Auto in the settings). By the way, I did not experience crashes when loading my test .tasproj files in TAStudio with this game, since I was on GB mode to begin with.
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fsvgm777
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Question: Why did you use the SGB SameBoy core, even though the game has no SGB enhancements (for instance, a SGB border)? I personally don't think there's a point in running it in SGB mode if it doesn't have a SGB border to begin with.
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fsvgm777
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Ranking in full detail. (spoilers) Sort of major announcement: I'm only going to do the year-end rankings (released at the end of the year 2017) and the rankings for December 2017 (going to be released in January 2018) in full detail (so that 2017 is fully covered). After that, I won't provide them anymore. To be quite honest, it's starting to feel like a chore to me. After I post the ranking in full detail for the December 2017 rankings, it will be open to anyone (if someone wants to take over, that is).
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fsvgm777
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Before anyone else is wondering why you can only find European release dates basically everywhere you're looking: The game was released in Brazil (with Tec Toy being the Brazilian publisher, as is usual with SMS games released in Brazil). Therefore, the run being at 60 FPS is fair game (since Brazil's PAL-M standard is 60 Hz). Thanks to thecoreyburton for providing the image.
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fsvgm777
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Note to other publishers/encoders: I'm going to encode and publish this TAS once it gets accepted.
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fsvgm777
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Here's the operators manual for the arcade game/cabinet, complete with a wiring diagram. A more detailed manual (with a detailed schematic on the last page) can be found here. I'm going to focus on the operators manual. Page 2 clearly displays a joystick (but that's already established). However, it only allows for 8 directional inputs. Therefore, the input in this case is semi-analog (as is the case with many other Arcade games), like in the Atari 2600 controller.
Bobo the King wrote:
This is perhaps the best argument in favor of ending this debate.
You missed ThunderAxe31's edit:
ThunderAxe31 wrote:
I know the TAS in this submission is actually doing L+R inputs on the same frame, while the one I've pointed out makes extensive use of subframes inputs. My question is, if it would be possible to achieve the same results of L+R with very fast subframe inputs.
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fsvgm777
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feos wrote:
It's physically impossible if you're standing before an unmodified cabinet. But it's digitally possible to send those inputs, and it's possible for the game to process them.
You're missing the point. This is an unmodified arcade cabinet of the game (ignore the condition). On a SNES controller, it is possible with a ton of twiddling to actually input L+R/U+D. On an arcade cabinet, with a joystick, as Spikestuff pointed out, it's literally impossible unless you want to completely break the joystick (and the cabinet) apart. Similarly, you can't input L+R/U+D on an N64 joystick or basically any joystick. £e Nécroyeur, it would be really nice of you to actually respond to criticism instead of flatly ignoring it, just like you did with your Track & Field submission.
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fsvgm777
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We also have to consider the game crashes on an N64 at Goomba King's Fortress when skipping Goombario (as pointed out in the video), by the way. Therefore, the glitch only seems more "viable" on the VC release.
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fsvgm777
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Fog wrote:
I'm having issues syncing this on my system.
For what it's worth, it needs an empty memory card in Slot 1. It might also require portable.txt to be created in the installation folder.
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fsvgm777
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DrD2k9 wrote:
Does the movie still sync?
fsvgm777 wrote:
Anyway, the run syncs in JPC-RR 11.8 RC2....and the SIERRA.INF is probably just a GOG thing, since it syncs just as well without it.
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fsvgm777
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Radiant wrote:
.INF files are not used by the AGI game engine, so this can safely be ignored or deleted.
This requires some slight tinkering with the movie file, so that it uses the proper HDD (the one that doesn't contain the SIERRA.INF). Here it is. The actual input remains unchanged, as all I did was remove the SIERRA.INF file (or rather, create a new HDD without the SIERRA.INF).
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fsvgm777
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DrD2k9 wrote:
The sound still sucks.
I believe the sound sucks because it comes from the PC beeper. Anyway, the run syncs in JPC-RR 11.8 RC2....and the SIERRA.INF is probably just a GOG thing, since it syncs just as well without it.
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fsvgm777
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I'm completely mystified by the presence of the SIERRA.INF file that isn't present on several locations I got the game from. Moreover, I seemingly can't create the file from the game itself. Where did you get your copy of Space Quest II (knowing it's available on Steam and GOG)?
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fsvgm777
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Alyosha wrote:
Thanks for the continued testing everyone. I see that Samus is missing in Metroid 2, but I don't see the bugs fsvgm777 describes in mario Land 2. Is that in level 1-1 or some other level?
It's in the second level of Tree Zone, and the third left level (with the ants) in Tree Zone where I noticed the other bugs.
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fsvgm777
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Going further in Mario Land 2: Only the first note of the coin-collecting and bell-ringing sound effects (possibly also the 1-up sound effect) plays. Piranha Plants and Venus Fire Traps are visible in their pipes and become invisible when they come out of their pipes. Mario remains visible inside the pipes. I noticed hard transitions to white (like in Belmont's Revenge) are completely messed up (doesn't transition to white at all). I've also noticed that you see the level "build up" (as in you see some kind of building transition) in Castlevania: The Adventure (original release), whereas in Gambatte, BGB and on console, the transition doesn't occur (so it's a hard transition from white). I can get a video up if I'm not clear enough. This is potentially related to the above issue I mentioned. smellyfeetyouhave: Gambatte actually passed all audio tests and had a glaring audio issue in Belmont's Revenge (which eventually got patched). But...yeah, pretty good work so far.
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fsvgm777
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Of note this TAS goes for the secret exit in Galoomba Garden, but does not do the special stages as in the 100% RTA runs. The hack can be downloaded right here. Anyway, the starting input is horribly bad for TAS standards (you wait several seconds at the title screen before pressing Start, then wait a good second again, and again). This alone is severely sub-optimal by our standards. I'm not going to vote (since I haven't really watched the rest of the run, as I sped up through most of the TAS to be certain it syncs).
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fsvgm777
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DrD2k9 wrote:
I acquired the new (legacy) BIOS and tried to load the movie file using the new settings. The movie ran as if I was using the stock VGABIOS.
Yeah, you actually have to replace the ID (given by JPC-RR on boot) of the VGABIOS used in the movie file itself with ID of the legacy BIOS. Anyway....yeah, I just tried it myself, and it expectedly desynced right away, due to the longer boot-up time.
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