Posts for fsvgm777

fsvgm777
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I think I might know why the uncompressed dump is fine in MPC-HC and not other players. It uses LAV Filters, which are "a set of DirectShow filters based on the libavformat and libavcodec libraries from the ffmpeg project, which will allow you to play virtually any format in a DirectShow player." (taken from the GitHub repo) This is also very likely why I didn't run into issues when I used FFmpeg to re-encode it to a different lossless codec.
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fsvgm777
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We're back in business! Everything's fine now. (I actually re-encoded it using FFmpeg with the obscure Ut Video codec (which is also a lossless RGB codec))
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fsvgm777
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Maybe VirtualDub et al. are expecting a split at 2 GB. I mean, it's consistently at these two frames. What puzzles me more is that it's just fine in MPC-HC.
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fsvgm777
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I have a dumb feeling MAME-RR's AVI dumper is kinda broken: Link, because the image is huge. (note: VirtualDub counts from frame 0, while MAME-RR counts from frame 1, therefore, frame 6155 in VDub is frame 6154 in MAME-RR (the frames before and after the occurrence are fine, though)) EDIT: It's fine in MPC-HC, though...? EDIT 2: Not fine on the internal Win10 app (Movies & TV), though. EDIT 3: Nor on VLC. EDIT 4: It also screws up (though not as severe) at frame 12311 (conveniently 6155*2+1).
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fsvgm777
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For the record, the "wind howling" sounds like someone splashing into the water twice. This is how it's supposed to sound like. Compare with BizHawk, and you'll notice a lot of difference. As the author of the run said in his submissioin comments, though, this is due to a lack of filters.
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fsvgm777
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Spikestuff wrote:
And I'll claim this puppy for publication when it gets accepted...
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fsvgm777
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Not to mention the Performance core sacrifices a fair amount of accuracy.
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fsvgm777
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Challenger wrote:
You forgot the ''Genre: Platform'' category.
And the "Genre: Action" category (since violence is pretty much the main way of interacting, aside from walking). Anyway, fixed.
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fsvgm777
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Better late than never. Here's the ranking in full detail. (spoils the ranking, obviously)
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fsvgm777
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MUGG wrote:
Yes!
Gotta gather all of your (Metal) FORCE, yo! With that being said, count me in.
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fsvgm777
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fsvgm777
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The Nicovideo end-of-the-year rankings for 2016 are out. Part 1: Link to video Part 2: Link to video Part 3: Link to video
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fsvgm777
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There's no Dutch language option in the European version. The language options available are English, French (Français) and German (Deutsch).
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fsvgm777
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grassini wrote:
is this related to pocky and rocky SNES game?
According to the Wikipedia article of KiKi KaiKai: Like The Ninja Warriors, KiKi KaiKai had been a one-off work until 1992, when Taito allowed Natsume to release KiKi KaiKai: Nazo no Kuro Mantle, which would be known as Pocky & Rocky for its North American release. Therefore, Pocky & Rocky is the sequel of this game. Anyway, the TAS was pretty solid, but....I'd prefer if it was either done on the Arcade or the PC Engine version. Really, this port's main weak point is the choppy scrolling. This gets a very weak Meh for the entertainment for me. By the way, the 7th boss is a tanuki (or rather, a bake-danuki), known in Japanese folklore to transform into humans or other objects. See the Wikipedia article for more details. By the way, said Wikipedia article also mentions this is, in fact, Rocky, who turns out to be an ally in Pocky & Rocky.
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fsvgm777
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fsvgm777
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c-square wrote:
What kind of mouse support has been implemented? I can't find any release notes or instructions on the improvements.
I'd guess the same mouse support that's required for this movie to sync. Otherwise, it would've desynced on 11.8 RC2. If anything, you could ask Ilari (he hangs out on #lsnes on Freenode).
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fsvgm777
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I can safely confirm it syncs on JPC-RR 11.8 RC2 (which supports the mouse).
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fsvgm777
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This reminds me of The Quest of Ki, where I only kept the English title, since it was the one that was prominently displayed (the Japanese title only appears in the box art of the game and at the very top. The title screen of the game only showed the English title. In this case, however, it seems the Japanese title is the one that's prominently displayed, with the English title reduced as a subtitle (on both box art and the title screen). Mobygames suggests the title be Chippoke Ralph no Daibōken: The Adventure of Little Ralph (but screw Hepburn, so it's Daibouken). Wikipedia and GameFAQs suggest only the English title (with GameFAQs noting an Also Known As: Chippoke Ralph no Daibouken: The Adventure of Little Ralph). So....in the end, I actually am in favour of having the game name be what Mobygames suggests. If we're going to stick with one or another, then let's stick with the Japanese title, since it's the one that's prominently displayed.
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fsvgm777
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Why is it still based on a 6-year old version of MAME? The latest version (0.180) was released a week ago.
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fsvgm777
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I'd say it's on par, if not better than WinAPE, emulation-wise (aside from the fact it doesn't emulate the Amstrad Plus). However, it dumps in .mov.
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fsvgm777
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WinUAE is not an Amstrad CPC emulator, though... WinAPE and JavaCPC are, however.
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fsvgm777
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Choisis un codec avec une compression sans perte ("lossless compression"), comme par exemple ceux listés sur cette page (en anglais).
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fsvgm777
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Curieux, pourquoi t'utilises le BIOS SCPH-1002 au lieu de celui du SCPH-5502/SCPH-5552, celui qui est recommandé par BizHawk ? (enfin, je sais que le BIOS du SCPH-1002 est acceptable (vu que c'est un BIOS PAL), il n'est juste pas recommandé)
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fsvgm777
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J'ai vérifié sur GameFAQs et Mobygames et il semble qu'il est sorti uniquement en Europe. Dans ce cas-ci, il est évident que la version PAL sera acceptée sur TASVideos.
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Post subject: Re: #5305: McBobX's NES Disney's The Little Mermaid in 06:41.32
fsvgm777
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TASVideoAgent wrote:
I suggest this one officialy for the publication.
Sorry, but we're not going to accept an encode with a blatant spelling mistake in the logo. If you didn't know already, "information" is an uncountable noun and thus doesn't have a plural form. EDIT: On top of that, the encode doesn't end properly. You end it shortly after the second loop starts, when it should end at the exact moment the first loop ends (~1s difference).
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