Posts for Bisqwit


Post subject: Re: Legend of Zelda x Glitch x Broken
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Link transcends the boundaries of space & time! Before any of the time travel games, even. Way to go, Sleepz & co!
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moozooh wrote:
Sounds like interpolation to me.
Yes, the difference between the two strongly resembles the difference between interpolated and non-interpolated sound.* However, the theory behind the change is much more complex -- it is explained here: http://slack.net/~ant/bl-synth/ -- and there are other changes as well, like better emulation and more balanced volume ratios in mixing of different channels (for example, in Blaster Master, you may notice that the noise "drum" channel is much softer in the Blargg version than in the FCEU version.) *) There are always to ways to look at interpolated sound sampling. -- One: Non-interpolated is good, interpolated is muffled. -- Two: Interpolated is good, non-interpolated introduces high-pitched noise. Which opinion you take, usually depends on what you've used to listening to. But I repeat, this is not about interpolation, even though it sounds similar. It is about noise reduction :) It's not about lowpass filtering either; it does not remove/reduce highpitched tones: highpitched tones come out just fine; it's the aliasing artifacts that get removed.
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http://bisqwit.iki.fi/src/fceu-bisqwit-blargg-sound-improvement-patch.txt http://bisqwit.iki.fi/src/fceu-bisqwit-blargg-sound-improvement-patch2.txt This source code patch, applied to FCEU source code, adds support for Blargg's Game Music Emu. More precisely, it replaces the sound engine in FCEU with Blargg's sound engine, which in my opinion produces a lot better quality sound than the one in FCEU. It does it using the same principle as the "fake mute workaround" patch in snes9x, i.e. it pretends different things to the game than what is actually happening. This ensures maximum sync compatibility with existing movies, while best sound is produced. I am recommending this to all those who make AVIs of NES movies on this site. Note: This patch is not (yet) savestate robust. Using savestates in conjunction with this patch will produce wrong sounds. This has no effect to movie sync or the end product, but it may annoy those who make the movies, so it should only be used by AVI encoders. Comparisons: Zelda II: https://files.tasvideos.org/bisqwit/nes_sound_comp/f-zelda2.mp3 -- FCEU https://files.tasvideos.org/bisqwit/nes_sound_comp/b-zelda2.mp3 -- Blargg Gimmick!: https://files.tasvideos.org/bisqwit/nes_sound_comp/f-gimmick.mp3 -- FCEU https://files.tasvideos.org/bisqwit/nes_sound_comp/b-gimmick.mp3 -- Blargg Blaster Master: https://files.tasvideos.org/bisqwit/nes_sound_comp/f-blasmast.mp3 -- FCEU https://files.tasvideos.org/bisqwit/nes_sound_comp/b-blasmast.mp3 -- Blargg Super Mario Bros: https://files.tasvideos.org/bisqwit/nes_sound_comp/f-smb1a.mp3 -- FCEU https://files.tasvideos.org/bisqwit/nes_sound_comp/b-smb1a.mp3 -- Blargg Akumajou Densetsu (Castlevania III): https://files.tasvideos.org/bisqwit/nes_sound_comp/f-akuden.mp3 -- FCEU https://files.tasvideos.org/bisqwit/nes_sound_comp/b-akuden.mp3 -- Blargg Kirby's Adventure: https://files.tasvideos.org/bisqwit/nes_sound_comp/f-kirbyu.mp3 -- FCEU https://files.tasvideos.org/bisqwit/nes_sound_comp/b-kirbyu.mp3 -- Blargg Besides the ~7 dB volume difference, one difference I can spot easily is that Blargg's patch efficiently removes coarse noise that comes from digital sampling of the input sound. Something to do with Nyquist frequencies. The vibratoes are also more accurate, and the relative volumes of different mixing units are more pleasant. The MP3 files are encoded using "mode=3:preset=50:aq=1" lameopts in mencoder, with 48000 Hz input. This is the setup used for most of the AVI encodings of NES movies on this site by me. EDIT: I updated the patch to use updated version of Blargg's lib. However, it is largely untested so far (whereas the previous version has been used in tens of publications already), so use at your own risk :)
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Nice to see an update to this game. Finally I get to encode it with a better emulator, too! :)
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By the way, one of the reasons I'm lax to change all "nesvideos" references to "tasvideos" is that I wish to preserve some search engine visibility for the term "nesvideos".
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Twelvepack wrote:
Hate to be the physics nerd of the group, but there is no limit to instentanious acceleration. So c, (a measure of velocity) is not the limit of acceleration (a measure of the rate of change of velocity, the actual value an acceleromiter measures).
Depends on the mass, I think. To accelerate something, you need force. Force times distance is energy. That energy requirement depends on the mass. I would think the upper limit on energy would be somewhere where it would be equivalent to the amount of mass (E=mc²) would yield a black hole that prevents the mass from escaping at all :P Sketchy, yeah. But of course, in games, there is really no velocity or acceleration. A pixel appearing at point A and then at point B is no movement, it's just two different pixels activated in a sequence. Same goes for signals sent from a supposedly motion detecting meter circuit.
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Cardboard wrote:
The pink bottle is needed to get up from the nest where the Force Boots are located, and also to be able to nail the rhino-lookalike...thing...stuff for the extra 2 gems before getting the chest.
What does the pink bottle do then?
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Ok, I'll throw in some questions. -- frame ~575, suspiciously long pause before you jump again here... -- frame ~837, is it not possible to land with any more horizontal velocity so that you will reach the blue door faster? -- Aren't blue bottles a good thing? I was able to get a blue bottle at frame 1775 where you got a pink one. Just hold B starting at frame 1762 for 3 frames or more. The slow pause when you killed the bird was very suspicious, hence I tried. -- Dealing with the small bats in level 2 boss did not seem optimal. Other than these, it looks good. This game has charisma.
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MikeRS wrote:
The NES.
<_Q> the "theoretical maximum speed" for reading controller status is 44,744 times per second
Well, yeah ­-- theoretically. In practice, games don't spend 100% of their time polling the keypad; they just check it once per frame (i.e. ~60 times per second) and spend the rest of time doing more important things like running the AI and updating graphics.
Post subject: Re: Old Videos
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I can temporarily enable the old torrents for this game, but I can only seed a few of them, the earliest ones not including.
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Try either the earlier patch or adding #include "movie.h" in the file which it complains about.
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AnS wrote:
BTW, is there any kind of documentation on FCS format somewhere in the Internet? Same question with VMV and Snes9x savestates.
fceu/src/state.c virtuanes/something/equivalent.c snes9x/snes9x/savestate.cpp I.e. besides the source code, highly unlikely.
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Well, in case you missed the bit about my previous explanation, the map overflow technique is of no use in TAS. It does not really get Megaman anywhere ahead, it just gets him into another room in the same stage (even though its schematics originate from another stage). That's as much answer as I think is polite to give considering you aren't reading the previous posts. (Asking for a personally written copy of information that is already available to you and is pointed at, is not as polite.)
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Congratulations for finding it any way :)
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Not unseen at all. Discussed on these forums a plentitude of times. The thing is, although you overflow into the map of the geometrically next level (Wily3), fact is you are still in the same stage. The game knows which stage you are in (by its numeric designation), regardless of the rooms rendered. Moved your post and this reply into the existing Rockman 2 thread. You will probably find copies of the "discovery" you discussed earlier in this thread.
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Post subject: Re: About this...
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Then just ignore it.
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Is there a version history for VBA? I have absolutely no idea whatsoever how the version numbering goes and which versions have changes which would require me to patch my version of VBA that I only use for the purpose of making AVI files. Nor do I have any idea how to patch it ― there don't seem to be .diff files available. EDIT: My version seems to be based on … vba-rerecording-19 vba-dehacked. When I do a diff between the sources in vba-rerecording-19-src.7z (which seems to be aka. v19.2) and vba-rerecording-20-src.7z (which seems to be aka. v20.0), the result is… uh-oh, 10858 lines.
Post subject: Re: I need a little help plz...
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I'm too honest to take part in anything like that.
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It should be noted that often the votes are inflated in the "yes" direction because yes-voters are more eager to vote, in general, than no-voters.
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Not Youtube, but… http://www.noob.us/humor/japanese-human-art-why-is-my-girlfriend-mad/ Seen the "Matrix ping pong" live action movie with "invisible" behind-the-scenes actors dressed in black? This has the same idea, and is quite funny and impressive. Although it needs no translation, here it goes anyway... "Narration: The reason my girlfriend is angry..." "What are you doing??" "Why are you so angry…?" "Because, you…!" This one is quite creative as well. http://www.youtube.com/watch?v=Tq1KkKlI4Q0
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Halamantariel wrote:
There are 1337s everywhere.
Oh.
Truncated wrote:
<Truncated> and the first is "look i know the no clipping code"?
Oh. I am not amused. Now, how about back into the topic? Creating funny movies with emulators, etc…
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Mildly interesting, good for a screensaver, and not optimal. Voting meh. EDIT: Thanks univbee for the AVI mirror!
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I'll join the "awesome accomplishment, but not really fun to watch" club. Vote=no.