Posts for Bisqwit


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Phil wrote:
The triangle version is blurry but maybe if you can make all video the same size, it would be easier to compare.
What do you mean, all video the same size? I encoded them all at the same _codec quality setting_. There should be next to none artifacts introduced by H.264 encoding.
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[EDIT: Old posts moved from various threads. See the August 14th 2006 post for more recent posts.] My contribution to Mario64 AVI encodings! https://files.tasvideos.org/bisqwit/mupen64-mario64-three-tries-avi.zip This ZIP (~35 MB) contains three AVI files. Do not use download accelerators. Each AVI is 98.4 seconds long and contains the same video, encoded from different sources using the same codec settings (qp_constant=20). Scaling was done inside the emulator; mencoder's "-vf scale" wasn't used. test0-noscaling.avi: 320x240, emulated in 320x240, no scaling, ~36 fps test0-triangle.avi: 320x240, emulated in 640x480, triangle scaler, ~8 fps test0-lanczos.avi: 320x240, emulated in 640x480, lanczos scaler, ~3 fps Please analyze the video quality of these files. I'm mostly interested to know whether the significantly slower recording speed is worth it. Concentrate at places of moire patterns and aliasing artifacts, and also at the general sharpness/blurriness of the image. A hardware antialias setting was also used, I think. The display plugin was glN64. Relevant source code: http://bisqwit.iki.fi/src/mupen64-somefiles.zip Edit: For reference, unscaled 640x480 recording goes at ~9 fps, and results in 2.3 times larger AVI file (when using the same qp_constant).
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Boco wrote:
It has already been modified to play SMB. Last I knew it was working on world 3-2, having failed to get warp zone.
Indeed. It's now in the world 3-3. Besides accidentally doing a walljump occassionally, and stopping against some wall for several seconds, it hasn't yet managed to surprise me (much). It has also jumped through a moving platform once. It hasn't managed to go through a wall yet. Such trick would require it generating very unlikely input, and so far it works only on solutions that are most probable to come up by regular playing (albeit, blind playing). In difficult situations (lots of enemies, or many pits and walls), it sometimes gets stuck for several seconds, because out of the 400 tries it tries, maybe 1-3 manage to resolve the situation, and chances are high that the first 20 frames of those 1-3 tries don't help him actually accomplishing the goal, but the accomplishment incidentally relies in the consequent frames (which were generated only for classifying the quality of the first frames, but which he discards).
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Tailz wrote:
Multiple of 8?
I think it's 16, actually. The resolution of the image must be evenly divisible by 16 both in horizontal and vertical directions. 256/16 is even, so is 224/16, but 232/16 is not even nor is 223/16. (No, I don't understand anything of your problem. That's why I haven't replied to the thread.)
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Sounds like you didn't log out and log in, then. I recently cleaned up the user list, and if you are logged in even though the database no longer contains your user record, this may happen. If you log out and log in, the user record will be created again.
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nitsuja wrote:
DeHackEd wrote:
Can we get source code to version 4? (Or at least a patch against v3).
Sure, it's on the first post now.
Is the "configure" file supposed to be missing? Do the ".o" files belong in that zip? There are 0 makefiles in that zip. -confused
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Embedding of compressed savestates is already being used in snes9x. Also, I think that you shouldn't design the fileformat solely with the rules of this site in mind.
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Patashu wrote:
Yes it will. Look at the current movie. Luck manipulation: -Can cause any move to hit and critical
Well, not exactly. There are a few combinations of types that just don't work: ele-gnd, psi-drk, fig-gho, gho-nor, gnd-fly, nor-gho, psn-ste These pairs don't do any damage at all, even if you have perfect luck.
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DeHackEd wrote:
Successfully patched and working under Linux. Mario 64 plays successfully (until the last level where it desyncs) and stream dumping (my AVI making setup) is working about as successfully as TNSe's 'ninja mario' movie.
Very cool! Gimmethesource :P
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Log out and log in again. (At http://tasvideos.org/Login.html) See if that fixes it.
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Unfortunately I think a "crooked cartridge" feature is too difficult to emulate credibly. I admit it's the sort of trick that would be almost welcome in our class -- more weird ways of playing the game -- but so far, I can't allow it.
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AceOfShades wrote:
In any case, that would be downright boring.
Reading hanzou's description, I think I would want to see this done. But I can keep dreaming...
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nitsuja wrote:
I found what was causing the synchronization problems. There was basically a random chance that the emulation thread would skip over the first frame of input if the ROM-restarting thread took too long. Adding in better messaging between the threads seems to have fixed the problem completely.
This is very good to hear. Hopefully my diagnosis was helpful in getting to finding this :)
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Andypro wrote:
Squ4ll- wrote:
Then use a program like fraps or camtasia to capture the screen.
Thank you.
Oh, I see. Sorry for misunderstanding. In that case, I recommend this resource as a counterargument: http://tasvideos.org/MovieRecordingConventions.html
Post subject: Re: About 151 Pokemon run
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FractalFusion wrote:
Bisqwit wrote:
(This is from a Povray animation made by me.)
What's that picture supposed to be? A random clip from a 3D game?
The text you quoted already answers that question.
FractalFusion wrote:
If you say Unowns are letter-shaped, are Japanese Unowns katakana-shaped?
Nope, they were originally alphabets.
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Andypro wrote:
This may seem quite simplistic, but instead of relying on the emu to generate the movie couldn't you just capture the playback?
Capture what playback? On this site we concentrate on tool-assisted movies. Tool-assistance kind of requires the use of an emulator. More information at: http://tasvideos.org/WhyAndHow.html I'm surprised though, if you have posted 21 posts on this board without coming to understand this yet.
Post subject: Doesn't work.
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I'm trying to get it to play the movie at http://spezzafer.home.att.net/sm64.zip , but it seems to work completely randomly. So far, I haven't found any logic whatsoever as to what settings I need to have with the plugins so that the movie plays. About 30 tries ago, the movie actually started when I set the "interpreter" mode on in the RSP plugin. Excited, I turned it off to test whether it was the cause, and the movie desynced again. I turned it again on, and the movie still desynced. So that much for that theory. This is as far as it gets. The demo will continue to run, and eventually the hand icon disappears. To me, it seems like there's a 98% random chance that in the very beginning, the emulator will fall several frames behind the movie, causing the movie to attempt to start the game (click Mario's eye or whatever) before the game allows it.
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marioguy wrote:
Help, I can't watch it! I opened it with Winamp, and there's to audio. Can someone help me?
Did you spot the blue text at the top of this page?
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Anon wrote:
if the rival's name was "Bisqwit".
I'm not like that! *gasp* ;)
Post subject: Re: About 151 Pokemon run
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Akai wrote:
Unown/Missingno. Chatching this one could also result in screwing up saved game data. :)
As for Missingno: Programming error yes, easter egg no. Missingno is an unused slot in the table of Pokémon. RHYDON;;;;KANGASKHANNIDORAN-;;CLEFAIRY;;SPEAROW;;;VOLTORB;;;NIDOKING;;SLOWBRO;;; IVYSAUR;;;EXEGGUTOR;LICKITUNG;EXEGGCUTE;GRIMER;;;;GENGAR;;;;NIDORAN+;;NIDOQUEEN CUBONE;;;;RHYHORN;;;LAPRAS;;;;ARCANINE;;MEW;;;;;;;GYARADOS;;SHELLDER;;TENTACOOL; GASTLY;;;;SCYTHER;;;STARYU;;;;BLASTOISE;PINSIR;;;;TANGELA;;;MISSINGNO.MISSINGNO GROWLITHE;ONIX;;;;;;FEAROW;;;;PIDGEY;;;;SLOWPOKE;;KADABRA;;;GRAVELER;;CHANSEY;;; MACHOKE;;;MR.MIME;;;HITMONLEE;HITMONCHANARBOK;;;;;PARASECT;;PSYDUCK;;;DROWZEE;;; GOLEM;;;;;MISSINGNO.MAGMAR;;;;MISSINGNO.ELECTABUZZMAGNETON;;KOFFING;;;MISSINGNO.. MANKEY;;;;SEEL;;;;;;DIGLETT;;;TAUROS;;;;MISSINGNO.MISSINGNO.MISSINGNO.FARFETCH'D VENONAT;;;DRAGONITE;MISSINGNO.MISSINGNO.MISSINGNO.DODUO;;;;;POLIWAG;;;JYNX;;;;;; MOLTRES;;;ARTICUNO;;ZAPDOS;;;;DITTO;;;;;MEOWTH;;;;KRABBY;;;;MISSINGNO.MISSINGNO. MISSINGNO.VULPIX;;;;NINETALES;PIKACHU;;;RAICHU;;;;MISSINGNO.MISSINGNO.DRATINI;;;. DRAGONAIR;KABUTO;;;;KABUTOPS;;HORSEA;;;;SEADRA;;;;MISSINGNO.MISSINGNO.SANDSHREW; SANDSLASH;OMANYTE;;;OMASTAR;;;JIGGLYPUFFWIGGLYTUFFEEVEE;;;;;FLAREON;;;JOLTEON;;; VAPOREON;;MACHOP;;;;ZUBAT;;;;;EKANS;;;;;PARAS;;;;;POLIWHIRL;POLIWRATH;WEEDLE;;;; KAKUNA;;;;BEEDRILL;;MISSINGNO.DODRIO;;;;PRIMEAPE;;DUGTRIO;;;VENOMOTH;;DEWGONG;;; MISSINGNO.MISSINGNO.CATERPIE;;METAPOD;;;BUTTERFREEMACHAMP;;;MISSINGNO.GOLDUCK;;;. HYPNO;;;;;GOLBAT;;;;MEWTWO;;;;SNORLAX;;;MAGIKARP;;MISSINGNO.MISSINGNO.MUK;;;;;;;. MISSINGNO.KINGLER;;;CLOYSTER;;MISSINGNO.ELECTRODE;CLEFABLE;;WEEZING;;;PERSIAN;;; MAROWAK;;;MISSINGNO.HAUNTER;;;ABRA;;;;;;ALAKAZAM;;PIDGEOTTO;PIDGEOT;;;STARMIE;;;. BULBASAUR;VENUSAUR;;TENTACRUELMISSINGNO.GOLDEEN;;;SEAKING;;;MISSINGNO.MISSINGNO. MISSINGNO.MISSINGNO.PONYTA;;;;RAPIDASH;;RATTATA;;;RATICATE;;NIDORINO;;NIDORINA;; GEODUDE;;;PORYGON;;;AERODACTYLMISSINGNO.MAGNEMITE;MISSINGNO.MISSINGNO.CHARMANDER SQUIRTLE;;CHARMELEONWARTORTLE;CHARIZARD;MISSINGNO.MISSINGNO.MISSINGNO.MISSINGNO. ODDISH;;;;GLOOM;;;;;VILEPLUME;BELLSPROUTWEEPINBELLVICTREEBEL As you can see in this table (copypasted directly from the game ROM), there are a few of them, occupying some random slots in the name table. As for Unown, Unowns are completely different thing: They are part of the Gold/Silver storyline, and there's even a movie where they play an integral part. Unowns are letter-shaped Pokémon, all having the index number of 201. (This is from a Povray animation made by me.)
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Yes, there's nothing wrong with the filename. bisqwit@Gon:~$ btshowmetainfo.py pokemonblue-tas-tilus.mkv.torrent btshowmetainfo 4.1.3 - decode BitTorrent metainfo files metainfo file.......: pokemonblue-tas-tilus.mkv.torrent info hash...........: 31ed71c3cfa711ebd584f40469570f2e6d322e56 file name...........: pokemonblue-tas-tilus.mkv file size...........: 68492089 (261 * 262144 + 72505) tracker announce url: http://bisqwit.iki.fi:6969/announce comment.............:
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KameZa wrote:
This was a really cool timeattack by Diman! The best movie I've seen from him so far to be honest.
Not to imply anything, but somehow the value of posts like that decreases in my eye when both the praised and the praiser post from the same IP address.
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It's also possible that the screenshot function reconstructs the entire scene whereas the animation function just updates existing data. I don't think I will want to use the screenshot function, IF the animation function still renders into some kind of buffer that can be captured.
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Mencoder wrote:
Video stream: 33.084 kbit/s (4135 B/s) size: 28057087 bytes 6784.350 secs 407061 frames Audio stream: 41.437 kbit/s (5179 B/s) size: 35142848 bytes 6784.836 secs x264 [info]: slice I:1470 Avg QP:25.45 Avg size: 4520 x264 [info]: slice P:405590 Avg QP:28.12 Avg size: 53 x264 [info]: slice I Avg I4x4:48.6% I8x8:0.0% I16x16:51.4% x264 [info]: slice P Avg I4x4:0.1% I8x8:0.0% I16x16:0.7% P:4.4% P8x8:0.2% PSKIP:94.6% x264 [info]: kb/s:33.0
Audio stream: 35 MB. Video stream: 28 MB. Total: 66 MB. If I publish this as AVI, the file size is 79 MB. Overhead: 13 MB. If I publish this as MKV, the file size is 68 MB. Overhead: 2 MB. Can... not.... resist. (Oh yeah, does anyone else think it's weird that audio takes more space than video?)
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atro city wrote:
Funny how some people will accept TASes for mediocre (and really crappy) games, but not for mediocre hacks.
There's a limited number of licensed games, but there's no similar limit to hacks. (Yes, nitpicking, there is a concise number on them -- but anyone can make a variation on them, which makes it very hard to draw a line.)