Posts for sgrunt

sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Try this as a Plugins/Glide64.ini (it's based off of Lex's directory, where initially I saw the same desync you saw, and it's the only thing I've changed): http://pastebin.com/rPu8gLiC
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I don't think this is a good goal choice for this game - it doesn't have the same "all enemies all the time" feel or threat of instant death that, say, the Contra runs have. This, thus, basically amounts to a slower-paced tour of much of the game, which I think is redundant compared to the published runs we already have. Going to have to vote No on this one.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Lex wrote:
I dumped my own way, which worked without desyncs, crashes, graphical glitches, or quality loss.
MisterEpic seems to have given up on this. Perhaps you can provide details as to how you were dumping the run and see if that works for others?
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Being able to dump video and audio is not sufficient to produce an encode - the two tracks must also be in sync (or can be made to be so without excessive effort).
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
ALAKTORN wrote:
sgrunt wrote:
The rules say:
Movie Rules wrote:
Movies of games that are not emulated well (have graphical or functional glitches that do not exist on the real console) should not be submitted.
This isn't an emulator, per se, but the lack of sound support is definitely an absence of functionality. This run should not be considered until proper sound support is added. Perhaps it should be delayed until then?
^ but what do you mean with delayed? I think people already voted on this one, should it be cancelled then resubmitted when it's ready?
I mean, "don't judge the run until it is known that an actual encode of it with sound and video can be produced". Otherwise it will sit there in limbo, unable to go anywhere. This is one of the reasons that rule exists in the first place - if an encoder can't get your run to run well enough in the first place, it can't be published, and accepting it is an exercise in futility.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
DarkKobold wrote:
Its a glitch in the matrix. They have changed something.
Huh... deja vu.
Post subject: x264, YUV444, and RGB
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
One of x264's developers is busily working on implementing the YUV444 colour space into x264, and relatively recently a third party has put together a patch to get it to work with RGB colour spaces as well. The most recent releases of ffmpeg support decoding YUV444 h.264, so programs that employ it (VLC, ffdshow, etc.) will probably, in the near future, be built to support it as well, which would allow us to consider deploying encodes in that colour space on a wider scale. I don't believe this is presently the case for RGB colour spaces, and I'm not aware of any efforts to get those implemented into ffmpeg, so looking at RGB would be a while off. In the meantime, I'm encouraging encoders to experiment with using YUV444 and see if they get better results (in terms of visual quality vs. disk space used) when making use of it. --- EDIT: YUV444 and RGB support has landed in x264's trunk. Presumably builds of this will be available soon, for all you Windows types. :)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Also, let us know what media player you are using. Some media players have known issues playing back heavily processed videos in general, particularly on less powerful hardware.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Frame war! Frame war!
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I think the highlight here is seeing the later-generation Shinespark in action - it allows for some new tricks that aren't capable with stock Super Metroid. I think this is of sufficient quality to take the place of the current MockingBird run (this is clearly a much better hack).
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Brandon wrote:
Thanks. I couldn't let you be the only Publisher / Coder with visible contributions. <_<
*cough*
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
If ever there was another run deserving of the [movie 1285]"blast[ing] through the wafers of the universe"[/movie] title, this would have to be it, what with all the bomb-throwing, clipping, and hover-glitching going on. Good screenshot times would either be during one of the Fairy Fountain glitches or in the middle of the Great Bay Temple death / glitch. And, of course, another Yes vote for the pile.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Wow... I'm out of the loop for a few hours and look what happens. This space reserved for my comments when I've actually watched the run, but I have little doubt it will impress.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
It's fairly obvious to me that the game isn't supposed to end this quickly, and isn't supposed to end in this fashion. There may or may not be a lot of technical grunt work that needed to be done to get it to reach that point, but it *looks* impressive, and is good for a(n admittedly cheap) laugh. So, I will now cause the universe to end by voting Yes on one of Aqfaq's submissions.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
The rules say:
Movie Rules wrote:
Movies of games that are not emulated well (have graphical or functional glitches that do not exist on the real console) should not be submitted.
This isn't an emulator, per se, but the lack of sound support is definitely an absence of functionality. This run should not be considered until proper sound support is added. Perhaps it should be delayed until then?
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
If you want to improve just those levels that can be improved, it may be possible to splice improvements in. I have no way of knowing if that's possible with this particular game at present, however. Here is what I would suggest: try recording an improved version of one of the improvable levels (use your current run as a base - just start a re-record at the start of that level), record to the end of the level, and post the resulting file here. We can then see if the rest of the run can be spliced on to that.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
The times are here. There are videos for some but not all of those best times here.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I haven't watched this yet, but checking against the TSC time listings you can apparently do better on a handful of levels:
  • Green Grove 3: TSC has 0:24; you have 0:25.
  • Rusty Ruin 3: TSC has 0:11; you have 0:17.
  • Spring Stadium 3: TSC has 0:18; you have 0:24.
  • Volcano Valley 3: TSC has 0:18; you have 0:20.
  • Gene Gadget 3: TSC has 1:13; you have 1:14.
  • Panic Puppet 3: TSC has 1:38; you have 1:39.
EDIT: I note that TSC is mixing in times from the PC version, though this may only impact Green Grove 3 and Panic Puppet 3 in the above listing (those are the only ones for which use of the PC version in the record is noted).
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
<Flygon> Grunt, I hate to admit it <Flygon> But you were 100% right and I was wrong
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
braindx wrote:
Is anyone doing an encode?
Have you looked at the [movie 1822]movie page[/movie]? There are encodes there.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
So, I spotted: [submission 3160]#3160: DarkKobold's PSX Final Fantasy VIII in 8:08:32.98[/submission] as #19, [movie 1795][1795] NES Solomon's Key (USA) "best ending" in 25:12.06 by agwawaf[/movie] as #18, [movie 1823][1823] DS Castlevania - Portrait of Ruin (USA) in 4:54.56 by mtbRc[/movie] as #16, [movie 1820][1820] SNES Super Mario All-Stars - Lost Levels (USA) in 34:45.66 by MiezaruMono[/movie] as #13, [movie 1803][1803] SNES Mega Man X3 (USA) "100%" in 43:52.33 by Mothrayas[/movie] as #2, and, finally, [movie 1812][1812] Wii Mega Man 10 (USA) "Mega Man" in 33:42.36 by diggidoyo[/movie] as #1! (Did I miss any of ours?) I am glad to see we are relatively well represented in the rankings, and I hope it continues to bring interest here from those crazy Japanese TASers. :) Side note: there are a lot of very weird-looking games in that list.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
The three-day rule is hard-coded into the server (I wrote the implementation of it). With respect to cancellation, if an author doesn't want the run to be cancelled, s/he can simply uncancel the run; as it doesn't take a judge (or higher) to do so, cancelling a run is inherently less permanent than rejection. I view it as akin to saying, "this does not look like a run which was meant to be submitted here; if you disagree, you may uncancel the run".
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Well, we'll have to watch to know that for certain, but the submission entry looks good (barring your using "any%" as a branch, which is generally unnecessary, so I've removed it). :)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
It doesn't look like you've seen (or understood) the [post 275523]advice I gave in response to your other submission[/post]. This submission:
  • Starts from SRAM (though this is not immediately obvious), which is against the rules [post 275523]as I have previously stated[/post];
  • The goal choice is poor, as even a fully optimised run using two players in SMB1 this game will only result in us watching (effectively) the same run twice in one movie;
  • The run is still poorly optimised, even in relation to the earliest SMB1 submissions on the site.
Please try to read and understand the purpose of submitting runs to the site, and run your prospective submissions by the community before actually submitting them here. We expect a high level of optimisation from serious submissions, and I encourage you to at least attempt to live up to that.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
We're well into "no longer funny in any possible sense" territory with this frame war by now. Seeing as that's still effectively the only thing a run of this game has going for it - and even that, strictly speaking, has nothing to do with the run itself - you can guess what my response is going to be.