Posts for fsvgm777

fsvgm777
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Are you running the 64-bit version of VirtualDub (Veedub64.exe)? If so, please try on the 32-bit version of VirtualDub (VirtualDub.exe).
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fsvgm777
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Well, even the TASes of actual ROM hacks that we have (TSRPR, Extra Mario Bros.) don't have that particular branch, so they are branchless. Instead, they have the "Unofficial game" tag. By the way, this is a bootleg game, not a ROM hack. FR: Bah, même les TAS de véritables ROM hacks qu'on a (TSRPR, Extra Mario Bros.) n'ont pas cette branche-là, donc ils n'ont pas de branche. Au lieu de cela, ils ont le tag "Unofficial game". Au fait, ceci est un jeu vidéo pirate, et non un ROM hack.
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fsvgm777
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Do you have AviSynth installed?
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fsvgm777
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feos wrote:
fsvgm777 wrote:
RGamma is going to do the encodes of this TAS.
Unless...
Except the encodes in that publication are RGamma's.
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fsvgm777
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thecoreyburton wrote:
I'll double check that it syncs up on my system and if so I'll happily encode this run (if nobody else is doing so yet)!
Nov 24 21:39:48 <fsvgm777>	RGamma, Fog^: Either of you going to take Muramasa?
Nov 24 21:40:55 <RGamma>	fsvgm777: I have set up everything conveniently
Nov 24 21:41:16 <RGamma>	fsvgm777: Fog^: So I'll take Muramasa again
So....yeah, RGamma is going to do the encodes of this TAS.
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fsvgm777
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v101 is literally only the accuracy core, which is heaps slower (heck, I can't even run it at full speed). I believe v087 is still used, because v088 and onwards went with the "cartridge folder" format (and would very likely require everyone to convert the games to that specific format)...which itself underwent changes somewhere between v093 and v095. For reference, the last version that contains the balanced core is v098.
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fsvgm777
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FractalFusion wrote:
Sorry, I don't get why you said that it is mislabeled. ロックマンDASH 鋼の冒険心 is the name on all Japanese versions (PSX, N64, etc.) and I don't believe the description says anything about N64.
I'm aware of the Japanese name, this is not the issue. If you watched the video, you'll notice a N64 console for Hetfield's TAS of Mega Man Legends. However, it was done on the PSX version, which is why it's misidentified as being done on the N64 version instead of the PSX version. ...Perhaps I should've said "misidentified" in the first place.
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fsvgm777
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Ranking in full detail. (you get it, spoilers)
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Post subject: Re: #5276: £e Nécroyeur's Arcade Final Fight in 13:31.15
fsvgm777
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TASVideoAgent wrote:
<li> Difficulty Level 2 set to 4 of 4 (Hard) </li>
Wasn't this supposed to read "Difficulty Level 2 set to 4 of 4 (Hardest)" as well? When I looked into the DIP settings, the 4th setting of the Difficulty Level 2 switch reads "Hardest".
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fsvgm777
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First off, QuickNES does not support PAL. Use NESHawk instead. (by that, I mean QuickNES runs PAL NES games at 60 FPS, not the intended 50 FPS) Secondly, try with the NESHawk core and see if the error persists.
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fsvgm777
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Going to any frame (at least on NES (and GBA, A2600 and A7800 as well, according to Spikestuff)) completely locks up BizHawk: Link to video (lazy OBS-Studio recording, yo!) This is on BizHawk 1.11.8.2, by the way. Edit: Seems like it doesn't affect completely new .tasproj files. Edit 2: All good now. I merely had to delete the greenzone in my .tasproj.
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fsvgm777
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That's weird, I can save my progress just fine, assuming I had a previously saved game beforehand or if I created a "dummy" SaveRAM file in <BizHawk>\GBA\SaveRAM. However, I can confirm the game progress doesn't save if you didn't create a dummy .SaveRAM file beforehand. (by dummy .SaveRAM file, I mean it's 0 bytes) However, I did my tests on the mGBA core (which is more accurate than VBA-Next, by the way), so try on the mGBA core as well.
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fsvgm777
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Alyosha wrote:
@fsvgm777: I tried the game on FCEUX but I couldn't get the level select feature to work in the debug screen. Do you have a savestate or movie file for FCEUX that gets to the title screen in new game plus mode?
Sure: https://dl.dropboxusercontent.com/u/64600169/Summer%20Carnival%20%2792%20-%20Recca%20%28J%29%20%5B%21%5D.fc1 (I used FCEUX 2.2.3)
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fsvgm777
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This is a very late reply, I'm aware, but anyway... Considering our publishing team is still able to upload videos that are longer than 15 minutes to TASVideosChannel, I can safely say this did not cause an actual copyright strike, but a copyright notice. I'm speaking from experience myself, since I have a few videos uploaded to my own channel that have received copyright notices. However, I'm still able to upload videos that are longer than 15 minutes to my channel, since they're not copyright strikes.
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fsvgm777
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Alyosha wrote:
This severe graphical bug in Recca's title screen after you beat the game (or use a debug/stage select feature to start from e.g. Area 1) still persists:
Still?
It's at least been like this since the early days of BizHawk. By "still", I mean despite all of the accuracy improvements, this particular issue is still there. It's also the only issue I'm currently aware of. I wanted to bring it up when 1.11.7 got released, but it completely slipped through my mind.
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fsvgm777
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This severe graphical bug in Recca's title screen after you beat the game (or use a debug/stage select feature to start from e.g. Area 1) still persists: Video link It's fine on FCEUX, Nestopia and QuickNES. To access the stage select, select any mode while holding Select, A and B. You will reach a sound test. Keep A, B and Start (maybe?) pressed, then press Select until you hit the desired stage (Area 1 is Stage 5) as indicated on the bottom right corner.
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fsvgm777
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PikachuMan wrote:
I would prefer the Sega Saturn version.
You do realise that as of now, the only re-recording Saturn emulators we have (Yabause and BizHawk's Saturn core, itself being based on Yabause) are complete and utter garbage, right? The worst part about Yabause in general is that's horrendously inaccurate, yet somehow is ridiculously slow. Oh, by the way, please do us a favour and stop asking for encodes and/or TASes of any MSU-1 hacks that don't even alter the level design.
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fsvgm777
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PikachuMan wrote:
If we like we could use the MSU1 hack and play it on lsnes for the CD quality music.
If you so insist on the CD quality music, then just go ahead and watch the "all stages" TAS that was done on the PSX version (which is an official release, mind you). But....yeah, as Samsara said, it's not an acceptable hack. And even if it were, this TAS would probably desync somewhere. Not to mention this TAS likely wouldn't sync if played back on lsnes anyway (when converted to .lsmv beforehand).
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fsvgm777
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Saturn wrote:
Regarding timing, there should be no difference between NTSC and PAL when comparing frames (other than at text scenes) if done within rooms only, as long as they don't lag. Screen changes should be avoided for previously mentioned reasons.
Bullshit. All PAL releases of Terranigma run 16.7% slower than the NTSC-J release (known as Tenchi Souzou). It's already noticeable if you just let the intro sequence play. To top it all off, the PAL releases have an unskippable "Nintendo Presents" screen that's not present in the NTSC-J release. Bottom line: Stop with your uninformed assumption there's no difference between NTSC and PAL, when there's a noticeable one.
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fsvgm777
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franpa wrote:
1) Is it normal for the music in the game to often glitch out? Especially noticed in the 4th dungeon. The subtitles don't seem to mention the music glitching (Or I missed them mentioning it). I am watching the Modern HQ Encode via MPC-HC x64 v1.7.10, LAV 0.68.1 codecs.
That's because he pauses the game (via the Select Button), which consequently cuts all sound out.
franpa wrote:
2) I greatly appreciate the inclusion of subtitles, however as a small bit of feedback for future implementation of subtitles for this game please display them at the start of a room/screen transition instead of after the transition is mostly complete. That way there is a greater chance of being able to read them before the event their mentioning, occurs. Also various subtitles seem to appear for too brief a time to read them without pausing the video (usually short 1-liners are displayed for too short of a time).
You'd have to tell Lord Tom that.
AngerFist wrote:
fsvgm777, do you have the lossless file? Would love to download that instead (the same drill :D).
I already deleted the AVI dump... and even if I still had it, I only really have the time on weekends. (that said, re-dumping the TAS is still easy enough)
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fsvgm777
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And here's the ranking in full detail. (spoils the ranking, as usual)
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fsvgm777
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Spikestuff wrote:
feos wrote:
I can't run GLideN on my machine (old OpenGL), so if you could help me here, I wouldn't have to be switching between 2 inaccurate plugins.
I can vouch for fsvgm and myself as we both don't have issues with using GLideN
Uhh....I do have issues with GlideN64 (as in, I only get a black screen when I try any N64 game with that plugin).
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fsvgm777
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Lord Tom wrote:
fsvgm777 wrote:
Lord Tom: Do you have the FM2 file with the subtitles, per chance?
No, I just did YouTube subtitles. But if it's helpful I can throw some in the .fm2 in the next day or so.
Nah, it's fine. I managed to get the YouTube subtitles from an external online tool.
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fsvgm777
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Lord Tom: Do you have the FM2 file with the subtitles, per chance?
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fsvgm777
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It's blocked everywhere in the world, even in the USA and Canada. (image for posterity) In case anyone wonders, I don't believe re-uploading (or even re-encoding) the TAS will do the trick. Viacom will strike back if we re-upload it, that's pretty much guaranteed. EDIT: Downloadables are fine (by virtue of being on Archive.org and not on YouTube).
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