That's a good question. Moreover, you are 8 frames behind before as much as gaining control over Samus. I say it's the lack of rerecords and understanding of the game's physics.
While I don't think a full walkathon would be published (or even enjoyed much), there's nothing prohibiting us from linking it from the short walkathon's movie description.
You could also try using SUPER for PSP transcoding.
Also, one of the current problems with your upload naming scheme is that it doesn't account for the version of the TAS. For instance, you have "NesDonkeyKongTasVideoForPsp", but it's already obsolete. How are you going to name the new one?
Unfortunately, no, this isn't good.
At the first statue, you are already 75 frames behind the published any%. By the time you reach the first missile expansion, you lose another 73 frames. Even P.JBoy's three year old WIP is 108 frames faster at this point, and that's not considering the fact that you didn't shoot destructible blocks in the morphball passage two rooms before Charge beam. As harsh as it may sound, by the time you catch up to that WIP, you'll be minutes behind.
I suggest reviewing the published any% as well as PJ's old 9% WIP, before you continue.
I think it's due to an old agreement made between players during the early frame wars in order to ease completion time comparison. It makes sense because touching the axe is the last point of reference between all SMB submissions.
For the record, I'd like to say that there is nothing wrong with obtaining records.
I think you missed the point. People were pointing out that HappyLee was upset with adelikat being competitive, which I believe goes against what you said.
Yeah, I know 9.52 preview works, I just don't feel like downgrading.
Anyway, what particular advantages will this have over YouTube/Google Videos? Last I checked Theora didn't hold up to H.264 well, if at all.
I measured from entering the room until the appearance of refill items. Could you re-check?
[EDIT]
Checked again with VirtualDub, with starting point = first frame of motion in the room, and ending point = first frame of refills appearing. In Saturn's 14% run the time between these two points is 6036 AVI frames, in your AVI, it's 4214 frames at half the framerate. When adjusted to the same framerate, it's 2392 frames, or ~40 seconds, longer.
[EDIT 2]
I see the reason for disrepancy: you've measured the difference in in-game frames, and your movie has more lag due to using one more powerbomb.
So, according to my crude calculations, this fight is roughly 41 seconds slower than the Ice route counterpart.
Unfortunately, you won't be able to make MB fight this exciting (if only because running around during it is counterproductive, not to mention the complete lack of ammo).
I "complain" because i happen to be tasing castlevania and sadly for me it have extra lag in 9.4, so i cant use it
Then don't use it.
arukAdo wrote:
Also moozooh, i dont see how sarcasms on early release help at all, i would call that trolling, sry, i dont want to look offensive, but your not even a taser....
There was no sarcasm whatsoever in my previous post. The responsibility for using an unstable emulator is yours, and yours alone.
(Don't worry, you look offensive either way.)
Maybe it's worth waiting for stabilization of the emulation core then. You knew full well it was far from final when adelikat released the first rerecording version. No point in complaining that it ruins something now.
For the record, this was the precise reason I wasn't too big on the idea of porting rerecording features to immature emulators.
Right. But if the goal is to create a small encode, it is an acceptable condition (after all, watching four extra seconds for once isn't going to kill you).
You don't need deldup, as I believe it will lead to a/v desynchronization. And yes, if there are more keyframes, more bits get spent on them and less on the other frames. Actually, a good keyframe interval is the one that lets you seek in the intervals of 5 to 10 seconds (multiply this by frame rate to get the keyint value).
You can use AVI, but it doesn't handle some options (like b-frames) well. As for WMP problems, I believe it largely depends on the decoder you're using for H.264 video. Last I checked, WMP used DirectShow filters for decoding video streams, so you'd have to install something — be it a filter like ffdshow, a codec pack, or a standalone player — either way.
1) How much better is H.264 compared to WMV9? (Specifically for 59.94fps game footage, some of which was captured from emu and some of which was captured from consoles via S-Video at high color resolution.)
Much better. The difference is more pronounced if the original recording is clean (like emulator output) since H.264 excels at preserving shapes.
Maj wrote:
Is there anything wrong with using a GUI H.264 encoder like VirtualDub rather than the command-line stuff written in your guide?
Large part of the problem is lesser/harder customizability.
Maj wrote:
This is driving me crazy. Why is it so impossible to find a decent balance between quality, compatibility, and ease of use?
To be honest, at the moment H.264 is about the closest thing I've seen to such kind of balance. Compatibility is drastically improving each year, and ease of use problems are largely exaggerated.