Really nice music video, hero! Good and well mixed song choices. I was especially surprised you picked a Rammstein song, seems they are well known in america as well (but probably not well understood in the lyrics, or am I wrong? :-P). The highlight of the vid IMO is the ending part from Maridia on. The last 2 songs are my favourites of the collection and fit extremely well at this parts of the run, especially the very last one. It indeed sounds as if the song was exclusively written for your MB fight, since the synchronization is just unbelievable there.
But why did you use Windows Movie Maker especially when it limits you to 30 fps? Smart guys use VirtualDubMod. ;-)
Joined: 11/14/2005
Posts: 1058
Location: United States
I shall check out VirtualDubMod, thanks for the link.
Rammstein is universally popular, I think. It's not so much about the lyrics, rather the tempo, beat, energy, and atmosphere is what make their songs great. My german is pretty limited (only had one semester of it in school), but luckily there are translations online. I guess some people might be turned off by music they can't understand, but it doesn't bother me.
I tend to like music more when I can't understand the lyrics. Hence why I collect music from many and varied cultures. Also has the added benefit of not having to put up with the RIAA, but I digress.
Rosenrot is also probably my favorite Rammstein song, incidently. It was the first song of theirs I heard, thanks to a friend of mine unintentionally leaving it in a zipped archive that was sent to me. I was hooked pretty quickly. :o
Joined: 11/21/2007
Posts: 94
Location: United States
I know there is more than that, and I'll probably need to wait for moozooh or Saturn if you dont know. If you look at moozooh's old low% WIP, he pushes against the wall for 11-12 frames between wall-jumps. I'm wondering if their is a way to know besides hold jump for 12 frames. what if I was coming from a speed boost? you have much more speed/mommentum then a regular jump, as well as high-jump boots.
Current TAS Project:
SMR 100% TAS - 12.5% of the way done with the initial route (I'm going to then release it for further improvments)
Joined: 11/14/2005
Posts: 1058
Location: United States
honestly, that is all there is to it. If you are jumping with extra momentum (ala with the speed booster), you wait a little longer before starting the first walljump. Every single situation is different, but 12 frames is what we TASers generally go by. I don't use the high jump boots, but with them equipped you would wait 14-16 frames instead of 12. You are thinking too much about it, just look at our inputs.
If this does not answer you question, you must be more clear when asking the question. I can pretty much explain anything that you would need to know about TASing this game.
Nobody's code is perfect. Though I do admit that Nintendo's 1st party software does tend to experience a thorough raping of the physics models, compared to their contemporaries. Not always true, of course, but yeah.
There is also AVIDemux to consider. Although I can't speak for it personally I can vouch for VirtualDubMod, that's what I usually use. Using 'weave' with AVISynth it's pretty easy to mash 60fps into a semi-blurry 30fps (which still appears better than a choppy 30fps). Then again I'm pretty sure someone here has to already know that. Also worth (possibly redundantly) mentioning, the newer FFDShow-tryouts VFW codec is excellent for snes9x output; h264 lossless and hq2x upsizing makes for good working material.
And oh yeah, entertaining video.
It would be pretty cool to be able to use SNES9x as a frameserver, without the detour of temporary files. :) "Weave" works best on uncompressed videos. Also, see this thread.
... haven't seen the new video yet, but am planning to.
I think you meant to say "lossless" instead of uncompressed. there are plenty of compression formats for lossless video. h264 at quant 0 and huffyuv to name some. Also most good formats allow for compressing interlaced formats so that alternating lines are stored together instead of storing the full image together, so you don't get interlace bleeding.
A great lossless codec I recommend is Lagarith. It's a very fast one, and still achieves one of the best compression values. Ideal to use for ripping through Snes9x and editing with VirtualDub before encoding into a fully compressed file like XviD or x264.
Yeah - I didn't know that you can disable the lossy compression in these formats...
Thanks, I'll try that.
Btw. very nice video and music, hero of the day. :) Especially at the last fight against Mega Mother Brain.
Haha! =D That's my run! Just found this post :]
The emulator I used didn't have slowdown, so the thing I did to slow the game down was to crank up all the settings so that my computer couldn't handle it anymore. The game was slowed down to approx 35% speed. Savestates is the wrong word... uhm... roomstates. Well frankly, I was recording AVI's instead of SMV's so rerecords was no option. So I had to redo every room once I loaded a state, and do it in 1 go. Thus the high amount of mistakes I just let go since I didn't have the motivation to redo, and the fact that I was very unused to slowdown in itself. I was a regular speedrunner. Also, I did not have turbobuttons, so I was just randomly mashing 'L'.
As for the 'copycat' part. All the tricks that I showed in that run (mockballing, phantoon first for instance) were found by myself while grinding speedruns (for anyone that gives a crap, I stopped speedrunning when the timer showed 00:35), just to find later that someone had already done it. When I uploaded the segments with those tricks I thought they'd get 100000 comments, which would go something like this: "OMG SEQUENCE BREAK!!!1111"
Unfortunately that was not the case.
I had never seen a TAS before, except Saturn's RBO, which I thought were so superduper I actually thought they were fake at first (>_>). The reason for why I did that run, was mostly because I just had found the Phantoon first thing, and I wanted someone to know. I had nowhere to go but to YouTube, since it was there where I saw Saturn's RBO WIP's.
Ha, that's really really funny, very creative of you :)
Anyway, in your RBO are you aiming strictly for realtime or are you optimizing door entrys for ingame time? If you do the former the zebes part is improvable by at least 8 frames, when leaving from the missile room you could be fully morphed which saves 2 frames (but might cost you one at the elavator, it did for me) and when entering the pre torizo room you could gain 10 frames at the cost of at most 3 ingame frames for a 7 frame gain .(I or we (hero and I) aim for optimizing door entries for ingame time though so I didn't do that)Thought it might be worth to say if you wanted to aim soley for realtime.
Also thought I might ask, does anyone know if the door timer for the torizo room oscilates all the time or just start when you enter the room? I think the latter which is sad because otherwise that room would have been improvable by 1 frame.
I think we settled that we will go strictly for ingame time. And we are going to do it with the new 1.51 version.
IIRC, the timer reads 1 about 50% through the transition and changes to 2 when it is finished. So it can't be manipulated