Well, I'm more or less fine with that naming scheme, but I'd still prefer having movie# instead of date, just to be able to locate the appropriate publication page far more conveniently. Why do I not think date is that important in this case? Because if I need an exact date, I can check the movie page (the only action being typing in the movie#), and I can still sort by date in a window manager, because the files have this attribute already "built-in". Not having a movie#, however, would make me do excess actions like searching or browsing by game name before locating the actual movie page.
Just my two cents.
Something like "game name - category - publication/submission number - player" would probably be better than having time in the filename (some movies are longer for whatever reasons like category change), and movie version number is about as irrelevant to someone who doesn't track the movie's history as the publication number… except the publication number has a page associated with it, which is a huge bonus.
I fully support the incentive, btw, the current naming conventions are indeed very counterintuitive (not to say bad). Same goes for screenshots, which could be SO much simpler going just by "publication number - screenshot version", since you don't need anything else at all.
My original point (which is to use the search to find the topic about the game in question) stands just as well, the fact that I confused two hacks doesn't mean I couldn't have searched for the relevant topics — in fact I did; I just didn't read them through beforehand to find out which is which, because it wasn't my intention to begin with — hence I got caught red-handed, and I have no problems with that, nor with not coming off great in your eyes. Hope that suits you.
My bad, it was for Super Mario Impossible/Metamorphosis/Forever, not Kaizo.
That one was definitely more prone to starting new topics, but that was more due to people not knowing the actual name of the hack, which is not the case here. All of them got eventually merged into one thread.
Not using search when it obviously works is bad.
Of course not. >_>
Seriously, why don't you use a search button? This is the fourth or fifth Kaizo topic that has been created since the one I linked to.
My opinion on this is a bit complex. For one, this run doesn't use all the opportunities for entertainment, and fails to aim for speed, either. On the other hand, the published run is no better (since it's of course severely outdated, and was made back when tools were quite poor and/or players didn't know how to use them to their full potential).
But. What I'm suggesting is, to do whatever you like with this run (it's subpar, imo), but make a new one in the near future:
1) on the arcade version when we get FBA accepted (see below),
2) and on higher loop (see below).
Version differences are quite noticeable. Arcade version has:
1) less lag (SNES version lags everywhere) yet better image quality;
2) much better sound (unlike this cow barf on SNES version) with more voice samples ("destroy the core!");
3) higher difficulty (yes, even harder);
4) more and better stages (this will increase the overall length by some ~10 minutes, but the stages themselves are so worth it);
5) more and better bosses;
6) likely something else I forgot.
As for higher loops, they have more (and somewhat faster) bullets, killed enemies release suicide bullets, all that kind of stuff that makes the game even harder (and makes TASing it more worthwhile). For example, this footage by BGR-44 demonstrates parts of loop 3 gameplay, and there are likely to be more loops meaning more bullets.
As such, my vote for this movie is meh. I'll be waiting for an arcade version.
Well, most of the improvement came from skipping a missile expansion and one-rounding Charge Beamst, the rest looked about as slick as in the 100% run, actually even better. :)
Rather, you're deliberately missing my half-serious remark basically stating that, while "Transylvania" is a word that does make sense, "Castlevania" is one that doesn't, not where the name comes from (it should be obvious to anyone knowing a bit of history behind the series' general plot).
Anyway, if you feel like analyzing this further from that particular perspective, here's some food for thought: trans is Latin for "across, beyond", silva (or sylva) is Latin for "woods, forest". Trans + sylva + nia basically means a land across/beyond a forest, a forest land. Makes sense, considering its geographic whereabouts? Indeed.
Add "castle" so that it chops a syllable off of "sylva", and you get… nonsense. You, user Sabikage, just made a post on this forum — loosely following this naming scheme, it can be called Sabikapost! At best, if you stretch it so that "-stle" serves as a phonetic replacement for "syl", you get a forest castle. Sounds quite lame, and not always true. And even "Transylvania castle" is too vague a description considering there were multiple castles there back then.
And I would like to stress once again that my original post wasn't a serious criticism of any of the game's aspects, and was more of a sarcastic remark aimed at pirate_sephiroth's nitpicking.
That's clever.
On the other hand, if you take not wobbling, but instead a 30 Hz strobing or blinking (after taking damage, for instance; many, if not most, games blink the character sprite at 30 Hz), this workaround will combine "sprite shown" and "sprite not shown" states in a ghostly translucent form, which will not look as bad as completely discarding every other frame, but still nothing close to how it's actually supposed to look. A workaround for this that is used on SDA's low quality encodes, for instance, will be decreasing the frame rate to 1/3 (20 fps), therefore successfully showing the alternate sprite states, but I bet that's going to make it look all the more jittery.
Any ideas on how to deal with that?
I think doing that manually would be more beneficial in the end since lower frame rate requires less bits to preserve image quality, which in its turn means the video will look better and will be less damaged by YT reencoding. It won't matter for short videos, but for longer ones (say, over 5 minutes), I believe the difference will be easily noticeable.
Well, MEncoder comes with a manual file, which explains most encoding parameters and their use for the included codecs, like subpel refinement quality, reference frames, motion estimation type and range, etc. You don't have to understand how any particular feature or parameter works, what you need to understand is:
1) when to use it,
2) what drawbacks it will have, and
3) what is the syntax to insert in the commandline.
That's pretty much it.
I found that H.264 was very slightly better (nothing new or surprising here, though — H.264 has been a superior codec from the start), and WMV was very slightly worse. The difference was pretty insignificant, though. In fact, a better way to increase quality for YouTube videos is to maximize the encoding quality parameters (not bitrate!) and adjust the filesize so that it's barely below the limit (which is 100 MB). Since YouTube will reencode it anyway with a lower bitrate, bandwidth is not much of a concern.
Just so that people who aren't very good with changelogs know, this version includes reset recording, input display bug fix used for watching the published Super Metroid 100% run, and sound channels toggle patch by Upthorn, among numerous other fixes and additions.
In other words, this is the single universal Snes9x 1.43 version to use for all purposes any of the previous versions were created.
It doesn't make a lot of sense in the context of the discussion; GBx games (and a lot of GBA games, too), especially non-platformers, don't usually track subpixel movement, so "how else do you explain" is… not really a way to explain. If you don't have a solid evidence (which would be one of the memory addresses mentioned above) to base your claim on, how can you be sure it is the cause of your problem? That way I could also blame you for the lack of proper heating in my room, and following your logic you will be the one required to vindicate yourself.
I thought it was common sense to attribute the cause of a problem to some factor only after you've successfully confirmed it. So I take it you have the addresses for subpixel coordinates and/or speed then, which let you know it actually was subpixels, and not something else, that made you lose frames? I'm fine with being proven wrong.
Well, that was slightly better. Two questions:
1. While grenading the tank in the beginning, you run up closer to it from time to time. Is this done because you can't have more than one grenade on screen at any time? Otherwise you'd likely save some time by spamming it from a spot that doesn't require you to leave it until the tank is destroyed.
2. In the hallway, you use the rest of your grenades in a place with little terminator density, and jump over them when it gets more dense. Any specific reason for that?
I searched for "amazing voice" on Youtube, and I found this video. I believe it's from some song contest in Russia.
Nah, it was his regular performance. However, a good point is that he sings suspiciously flawless without any visible strain usually noticeable with even very good singers, and there wasn't a single record of his voice made in an unprepared environment, which led a lot of us Russians at that time to believe the unusual extension of his voice register was made using artificial means. It's been so much time, though, that no-one really cares about him anymore.