Posts for partyboy1a

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Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
I watched it, and it played back fine. I replayed the movie, and loaded a savestate, and it desynced. I played it back in fast forward, and it desynced. I played it back once again, and it desynced... Edit: It synced again after I deleted the snes9x.conf file. The run becomes good... Have you tested if shouting hurts the boss more? I think you can use a few more damage boosts in stage 8, maybe by hitting them from the bottom, and afterwards jumping on them.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
This run was a good one... but HappyLee When will you try a non-Mario game?
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
SMV files are always a good idea (SMW = Super Mario World).
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
The game wasn't that great... I missed the music most of the time. The run was well done with a very fast final fight, so it's enough for a yes.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
i agree with moozooh
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
magus wrote:
ps2 : is it possible to remake the stage 4 without loosing stage 5 6 7 ? i've heard that a linear record so i have to remade all of them from stage 4, and i reaaly dont want to re kill this awfull boss -_-
You can try the TAS movie editor, but be sure to backup the files you want to edit... I made a Lua script which offers some functions that are equivalent to the functions in the TAS movie editor, you can see it here. It really hasn't been made user friendly, because only one or two persons use it right now. You can also use a hex-editor, but you will need to learn the format of the SMV files beforehand. If nothing of this works, you will have to redo those parts... This can happen quite often in a TAS. For example, when the walljump in SMW2 was discovered, the current 100% WIP was restarted from the first place with a time-saving walljump...
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
You're talking about syncing issues? Try disabling "Flexible sound sample mix". This will make the sound much worse while playing, but it will sound normal in the final encode. Also, did you use 48kHz for sound? If you select 32kHz, the sound will have the wrong speed in the encode. This was a problem for me with Snes9x 1.51, I don't know if this bug still exists in newer versions. The idea of taking damage sounds good to me. You die at 3.47 in the video after leaving the room, so it will most likely be much faster to take damage twice (maybe once from the enemy at 3.28) and die in the "right" room. The paper flier part looked a bit suboptimal to me. Finding a route without turnarounds will make it look much clearer. Sometimes, you have to jump multiple times in a row just to get to a higher spot. Did you press "down" everytime as soon as possible to jump again as soon as possible? I discovered a small flaw. You run left at ~2.41 to die by falling down. You will fall faster if you jump beforehand. That's one of the common tricks.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
magus wrote:
update ! i have completed 6 stages and i'm in front of the first boss ( stage 7 ). it's about 5 min of play. [...] question [1] from a newbie : how to display the number of re-record. question 2 from a newbie : how to compress the avi recording to have a good quality and not 4go for 5 min? question 3 from a newbie : do you want the .smv or a vidéo in the wip tread of thoses 7 stage ( boss not down, about 5 min ) ?
good thing you got so far! 1) You can see the rerecord count when you start the playback of a movie (File->Movie->Play->choose your file-> now you see movie ROM, current ROM... and the rerecord count 2) A good solution would be to read this and this part of the encoding guide, or all of it. A fast solution: choose "x264 vfw" as video codec with a "rate factor" of 20, or use ffdshow x264 with a quality factor of 20. This choice can be done right after you told Snes9x the filename of the AVI. If you still find it too big, convert the audio to mp3, or aac. 3) SMV file is required for the WIP thread, video file is not required, but recommended. If you get the video small enough, post it there too.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Yeah... my choices were even better I only thought about games for SNES and Genesis.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Captain Commando? No... I think this one would need to contain speed / entertainment tradeoffs to avoid doing all the same fights over and over again. Rockin Kats didn't look that interesting to me... But it would be quite helpful to have a comparison movie to start with. Crouching Tiger is really somewhat straight forward, but some of the possible moves are really fast... and it has better sound and graphics. Sorcerer's Maze seems too difficult to me, we would need some tools for it like the tools for Lunar Ball, but with hundreds of choices for every second... The character movement speed at Chronos Twins is a bit slow compared to the other games, but the gameplay is quite unique... and it will somehow look like completing two games at once. (Edit: I decided to vote for Chronos Twins, and nothing else... Brandon offered quite good reasons to do so.)
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
I think you wanted to write this:
alkdc wrote:
I used "jokery" as author in my movie file. I opened the "jokery" account, but somehow lost access to it. Can some staff give me access again, or is it OK to use this account for submitting the movie file?
I'm not a staff member, i can't help with the account. But I strongly recommend you to upload your movie file to Microstorage, and post the link here and / or in the right game forum before submitting. If the feedback is good, go submit it. If your english is too bad, ask for help in the non-english forum section
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Sadly, this code is useless for desmume right now, because Lua drawings aren't visible in any encode desmume produces.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
The good thing is that we now have a reference for a perfect video (if you agree that the "perfect result" video I posted really gives the very best what we could make out of 30fps). Comparing those two, I have seen way too many destructions to the "background" (the platforms from which the bird jumps off). I had a short look at the Gens sourcecode... It seems to be very easy to implement a Lua function "getSprite(spritenum)", and even "setSprite(spritenum,spr)" should be no problem, as Gens seems to use a struct which includes exactly all the necessary data. I think it would even be relatively easy to create a function like "copysprite" and "pastesprite" for it in such a way that it also copies the graphics. When we have such functionality, I could test the current code with Sonic. I think it will work with it, because it would identify the whole background as one "group".
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
I suggest a workaround: Let AVIsynth display the information. I used this combination for creating one of my Atlas videos. This file shows you an example how this combination will look like. The code was made for snes9x, and includes emu.frameadvance, so it will need some (little) adjustments to work in DeSmuME. Well, and it's definitely not cleaned up...
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Well, if it's a SNES game, you can try the current sprites killer script. During the "first pass", it records all sprite data. the "second pass" starts when you press numpad+ (+frameadvance if emulation is paused). Record the avi as usual before script execution, and record another avi for the second pass, then adjust the avisynth script accordingly. I think it can work for other emulators -- if the emulator allows you to manipulate the OAM. The OAM read and write part is absolutely emulator dependent of course.
Post subject: perfect flicker conversion achieved!
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
I managed to create the absolutely pixel-perfect result for the roadrunner clip. I made the same for Super Metroid, but it's not as perfect as the other one.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
nanogyth wrote:
Would it be possible to tell the emulator to make all the blinking sprites be visible on the even frames? (or blink at a on-on-off-off cadence?)
It should be relatively easy to remove sprites -- sending them to x=255 would be enough. But it's a lot more difficult to add sprites on the same way. You would need to keep track of all the RAM values AND all the registers which can have an influence on the result... You can give that a try if you really want to. If there is an easy way to reconstruct the complete image from the different layers (well, with separate layers for sprites priority 0,1,2,3), then you actually can add sprites wherever you want, and it will look exactly as it should. This will fail whenever some kind of special effect is applied to the image afterwards (like water...) EDIT:: here is the roadrunner clip made from the lua script to kill blinking sprites. (same with better resolution). This will only work if the sprites are visible on even frames at the moment. If you take a closer look, you will see that not all the flickering was detected. I think this can only be done by some sort of statistics: If two sprites are drawn in a direct sequence, and they are close to each other, and this happens very often with exactly the same alignment, then the sprites belong together. If there is a small difference between them at least once (for example: sprite1.x - sprite2.x = 7 in the first frame, but 5 in the second), then they do definitely not belong together. The much bigger problem will be to add sprites... Well, and killing sprites may cause desyncs, which means that a savestate must be loaded for every frame.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Someone suggested to blend the sprite layer only. This is how it's looking if you do that: Link to video difference between left and right is basically rightsource=leftsource.deleteframe(0) code included in the video. Another strange thing: viewing this one in different screen sizes causes changes to the flicker frequency...
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Nonetheless, here is the blinking sprites marker for Snes9x (first version). If you think it can be useful, I'll go improve it until it works as it should. The code is very emulator specific, but not game specific.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Well, it's a bit too short to say that much about it... About collecting the diamonds: You will have to test all the different strategies you can think of (this may include dying). Your first attempt on the run will most likely be improvable. That's just normal. You will learn new things about this game when you progress. Afterwards, you may find some time-savers right at the beginning. I'm a total newbie for this game, therefore I can't give you game-specific tips... When you completed the first few stages (I would say at least 5 minutes), you might want to post your WIP in the WIP thread to get more feedback.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
yes
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
OK, let's see... It was a good idea to request a WIP this early on, because... I didn't spot any obvious mistakes in the run itself, but... You're using the wrong ROM. One of the rules here is to always use the "(U) [!]" ROM (unless another version is clearly better, for example if it allows additional time-saving glitches.) Most probably the (E) version runs at 50/60 ~= 83,3% of the speed of the (U) version. Some games don't have a (U) version, but this one has. This short WIP was quite good in my opinion. Well, you'll have to start the run all over again, because it doesn't sync with the (U) version, but this were just ~40 seconds, so that won't be that hard to redo. Oh, and you don't need to post all the files, the most recent will be enough. I'm looking forward on seeing more of this game.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
Does it actually help to have all layers separated from each other? Here is the RoadRunner clip with all layers separated from each other, and all possible combinations of them. You should use the following script to view it:
clip = AVIsource("allinone-noaudio.avi").deleteframe(0)

function split(clip c, bool horizontal, string layername, int hlevel) {
	c1 = subtitle(c.selectrangeevery(2400,1200), layername + " off", x=hlevel*20, y=hlevel*20 )
	c2 = subtitle(c.trim(1200,0).selectrangeevery(2400,1200), layername + " on" , x=hlevel*20, y=hlevel*20)
	return horizontal ? stackhorizontal(c1, c2) : stackvertical(c1, c2)
}

return clip.split(true, "sprites", 4).split(true,"bg4", 3).split(true,"bg3",2).split(false,"bg2",1).split(false,"bg1",0)
Note: While you can make reliable assumptions on the order of the background layers, this is not true for the sprite layer, see frame 433 for an example. It should be possible to create separate encodes for every sprite priority (3,2,1,0)... Well, they would take a very long time, because you need to create a savestate for each frame of the final video, and you need to load a savestate for each frame and for each priority... The order of the layers should be no problem, because it is possible to test all possible versions automatically, but it would still be necessary to render all the "sprite layers" separately...
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
This seems to be quite a hard game for a first TAS... There is for sure no obvious solution for avoiding the obstacles while maintaining high speed. These values may help you: 7E09C4 - characterX 7E0ABC - characterY The LevelX you found seems to be the camera position. One recommendation: create backups, many of them... I recommend you to copy your movie file every time you got a difficult section done. If you then load a bad savestate, all you need to do is copy the file back. (You may name them wip1, wip2, wip3, ...) If you were using Snes9x 1.51, I would recommend you to upload some of your WIPs to Microstorage, but I think you'll need to use some provider like Mediafire for that. We'll help you spot mistakes then, or give you tips for better strategies.
Experienced Forum User, Published Author, Player (136)
Joined: 9/18/2007
Posts: 389
This is looking pretty good for the fight video. Using this one with the RoadRunner clip, this still causes many defects to the original clip.
 o = AVISource("t:\roadrunner_fast_and_flickering_section_noaudio.avi")

 return stackvertical( stackhorizontal(o.selecteven, o.selectodd), \
	stackhorizontal( halfwink(o), halfwink(o.deleteframe(0)) ))
result for frame 213 In my opinion, the Halfwink code is looking better than TASblend right now. It just needs a little more finetuning to get perfect results. Edit: the fine-tuning from Vit produces a result without any visible artifacts when played back at Youtube, here is the Roadrunner clip with the code from nanoglyth and vit Edit2: The code gives significantly worse results if the sprite is visible on odd frames and invisible on even frames, almost the same clip again.
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