Posts for fsvgm777

fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
feos wrote:
The question is, how does it look on tv?
I found two videos related to the SCPH1000 BIOS in some way: One with a camcorder (using a modded PS1, but that's beside the point). One with a crappy capture card. As it seems, in both cases, the bootup logo doesn't screw up at all (i.e. fully opaque).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
I noticed the PS1 SCPH1000 bootup logo looks really bad for around two seconds: It's even worse when deinterlaced. (SEIZURE WARNING) (note: 30 FPS, original is 60 FPS) This is a pretty big issue. However, if you want to keep your video interlaced (see first image), the solution is thankfully simple:
Language: Avisynth

vid = AVISource("MGSI_1.avi") FreezeFrame(vid, 289, 421, 288)
In this example, 289 is the first frame the screw-up happens, while 421 is the last frame of that happening. 288 is the last "clean" frame just before the screw-up. This effectively replaces frames 289 to 421 with frame 288, while the audio remains unaltered. If you deinterlaced your video beforehand, well...
Language: Avisynth

vid = AVISource("MGSI_1deint.avi", audio=false) audio = WAVSource("MGSI_1deint.avi") a = vid.Trim(0, 287) # pre-screwup c = vid.Trim(422, 0) # post-screwup d = vid.Trim(286, 287) # fix screwup vidfixed = a + d + d + d + d + d + *insert 60 more d's* + d + c AudioDub(vidfixed, audio)
As you can see, you actually need 2 frames to fix the screwup that happens between frames 288 and 421 to keep consistency with the rest of the video. There may be a better solution , but it works. The reason why it's frame 288 instead of frame 289 in this example is because the video would be one frame too long otherwise. After all, we want to keep the same frame count. For both solutions, you can re-save them as AVI (I recommend that, actually) with a lossless codec of your choice (e.g. Lagarith). For the record, you don't have to do this when dealing with SCPH1001 (probably not even SCPH1002) or with newer PS1 BIOSes (SCPH5500-5502, etc).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Any publisher with an ATI/AMD graphics card willing to take this? I'm specifically asking for ATI/AMD because the FMVs are completely screwed up on nVidia cards (per the compatibility wiki, which I linked to).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Alyosha wrote:
I'm not sure what the rules are regarding this, are runs from dev builds submittable?.
They're not, unless the TAS that was done on a dev build syncs on an official release (the only exception being Dolphin).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
grassini wrote:
why the dirty sram alert?the tas is good and i hope this is ok
It's because the parser detected a file called moviesram.srm in the LSMV. However, since the file is 0 bytes, you can safely assume it was started on clean SRAM. As a matter of fact, one particularity to note with FF6 is that when you start it for the first time, you don't get the file select screen after pressing a button on the title screen sequence. Instead, you get dumped straight to the intro sequence, which is what happens here. EDIT: Movie replaced with a new LSMV with the dummy SRM file removed.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
AngerFist wrote:
Edit: fsvgm777, I humbly request a lossless encode :P
And done: http://www.mediafire.com/download/dic910q5h633c2a/shadowoftheninja-tas-taseditor_lossless.mp4
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
So this is an interesting case. On the one hand, if going by frame count alone, this is indeed faster than the currently published TAS. On the other hand, however, the faster time is achieved by timing out the fight against Heihachi. This in turn means that, if we count in post-input gameplay (the ~35 seconds after Nina executed her last move), this movie is slower than the currently published TAS. There has been at least one precedent (Magician Lord, though the three minute waiting period on the previously published TAS produced the opposite effect of killing the pacing, whereas it's not quite the case here, since there are people who seem to like it). To me, this TAS is slower gameplay-wise, simply because the fight is still going (and thus counts as gameplay) after Nina executes her last move. Not to mention the ending sequence is reached slower due to the timeout.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
AngerFist wrote:
Edit: fsvgm777, I humbly request a lossless encode :P
I guess this means I'll also encode this TAS when it gets accepted. It will come after Mega Man X, though (I actually have my encoding script set up for Mega Man X, so....yeah).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
They aren't either. In all cases, I noticed the jumping sound effect completely missing and the "pshaw"s (how exactly does one transcribe that sound effect?) when the flames come up in Angel Island Zone 1 are completely missing as well. Compare with solarplex's temp encode. So....yeah. They need to be redone.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Fantastic run. Voting yes. Note to other publishers: I'll be encoding/publishing this one once it gets accepted.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
ALAKTORN, obviously you're not going to read this thread anymore, but here's a quote from #tasvideos dated May 24th: 20:59:03 <Samsara> halfway tempted to replace the file and add you as co-author without mentioning anything May 24 20:59:12 <Masterjun> ._. May 24 20:59:16 <Samsara> but i won't May 24 20:59:19 <Masterjun> thank you May 24 20:59:44 <Samsara> is it something you're going to bring up in the thread, though? May 24 21:00:38 <Masterjun> currently writing a thing May 24 21:00:52 <Masterjun> I mean it's not a big deal May 24 21:01:12 <Masterjun> I shouldn't actually write anything, but I still want to say something about it May 24 21:01:21 <Samsara> fair enough It's very clear Masterjun does not want co-authorship, as already indirectly stated in his post:
Masterjun wrote:
I mean I'm fine with it, but maybe you should consider asking for permission the next time you do it.
(emphasis mine) Finally, the author himself already credited Masterjun for the 1-1 strat in the submission comments. Is that seriously not enough for you?
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Illuminati Confirmed: The song.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
theruseman wrote:
Wasn't working out so I redid the last couple hits. Also the frame counter is much lower now? Not quite sure why.
Well that's a pleasant surprise. You actually saved about a second by re-doing the last couple of hits on the final boss on the fixed DTM (with Real XFB enabled). You may ask Samsara to replace the movie file for you.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Thanks, now this game's story doesn't make sense either. Yes vote. Dat explanation of the palace skip glitch on stream, though.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
It could also mean the DTM file ended on the last VI count (i.e. early). Here's another DTM that tampers the VI count further. If that doesn't work out, then maybe re-doing the movie from the second-to-last hit of the final boss would be the way to go.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: #5118: TheRuseman's GC Pac-Man World 2 in 39:27.4
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
TASVideoAgent wrote:
PLEASE NOTE: cutscenes suddenly stopped working while I was dumping frames. Because I wanted a clean video to stream/post on YT I spliced the opening cutscene onto the start before any gameplay, and spliced the final cutscene onto the end after the game had ended. No actual splicing was needed or done in the actual run itself. Figured I should be upfront about that. The .dtm file plays it identically, but the cutscenes don't appear for some reason. (I am not very skilled technically, so if this video is published then I'll put my faith in the publisher to identify the issue and resolve it.)
This is because Real XFB emulation is disabled in the DTM itself, and Dolphin takes the settings specified in the DTM to play the movie back. Here's an alternate movie file with this setting enabled. (note that this also requires tampering with the VI count, and I haven't verified if it syncs with that setting enabled)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Re: #2411: reiki's SNES Sanrio World Smash Ball! in 25:14.65
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
TASVideoAgent wrote:
Mothrayas: Unrejecting for consideration of publication to the Vault following a rule change regarding sports games.
TASVideoAgent wrote:
Aim for game: Fast time (entertainment & time payoffs).
(emphasis mine) This seems to imply that there are speed/entertainment tradeoffs, so I have my doubts whether this particular run is even eligible for Vault, especially considering this bit:
mmbossman wrote:
The other half of the levels appear to be improvable, which makes them appear sloppy, particularly the 4th (I think) level, where there is a narrow corridor with tons of breakable blocks. Those should have been possible to manipulate much better than what is shown here.
Going by this, it would appear there are improvements to this run (but of course, one can't be 100% sure), meaning it wouldn't be the fastest possible run.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
The Nicovideo TAS rankings for April 2016 are out: Link to video No idea when I'm going to post the ranking in full detail (maybe tomorrow, maybe this weekend), so I encourage you to watch the video first.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Echoing my comment here: Why didn't you use the combined bsnes/Gambatte core (which lets Gambatte handle the GB part)? bsnes's standard GB(C) emulator is garbage (and I do mean it). In case you don't know where it is, you need to load the core.dll first (File -> Load -> Load dynamic link library -> select core.dll), then you can load it with File -> Load -> Multifile ROM -> Super Game Boy [bsnes v085 / Gambatte r537].
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Yeah, it's actually 720p60: Conversely, the 360p setting is actually 480p. In short: It's a YouTube bug.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
The one title I can think of is Return of the Incredible Machine: Contraptions. It may or may not be what you're looking for, though. It, at the very least, has a cat and a mouse. Here's some video footage. (it's a Windows game from 2000, though)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
I swear, these jumping sound effects sound like something off a Windows 3.11 game or something. Oh, and my vote? Meh~
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1191
Location: Luxembourg
Kept ya waiting, huh? (spoils the raking)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.