Post subject: Encode for Diddy Kong Racing (Sub #1617)
Mr_Spad3
He/Him
Joined: 12/10/2014
Posts: 1
Location: UK
Contrary to my post count I've been watching videos on this site for at least 10 years now and I've noticed the old webnations upload of the Diddy Kong Racing N64 run is gone from youtube (Yes I know I'm late to the party!) I'm no TAS'er but I've got the right rom for this and I can make an encode for it if people would accept it? Although apart from making the raw AVI and dumping it into Sony Vegas I don't know how else to progress it. I also wasn't sure if this was to go in this board or in the newbie corner, so please move the topic appropriately mods!
Violence is usually the answer - Roadhog
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
Originally last year (or the year before) I was meant to actually have an encode to be pushed out to replace that one. Issues occurred with the dump... It was only spotted just before it went live. So it never went public. There's another publisher that's actually has this on his todo list to actually smash out a strong encode. Just to point out. (Pretty sure if I remember correctly it's after he publishes N64 Zelda.) As for how to be an encoder well you can have a read of the Encoding Guide.
WebNations/Sabih wrote:
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Joined: 10/14/2013
Posts: 335
Location: Australia
I'm working on this and the currently submitted Majora's Mask run. The latter has priority (being in the submission queue), but requires a resync to a more accurate graphics plugin before it can be completed, so chances are Diddy Kong Racing will be done first. Mupen64 is a non-standard emulator to get usable dumps out of, with 4K making the whole process even more unstable. To get "Super Mario 64: The Green Stars" dumping in 4K a new version of the Glide64 plugin had to be built by feos, and I had to come up with a slightly modified version if the current workflow with assistance from Aktan to get dumps working correctly. I haven't had the time to document this method anywhere, but it does overcome plugin-based resolution limitations, such as the fact Jabo only goes up to 1600x1200. If you want, I'd be happy to talk you through it all via IRC (or PM). Don't be discouraged though! It's not a tricky process (it's just prone to crashing). It's always good to see another person taking an interest in encoding, particularly with the 3D consoles. Edit: As of the 7th of December it is fixed and available on Youtube again.
I'm not as active as I once was, but I can be reached here if I should be needed.