Posts for Bisqwit


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Spider-Waffle wrote:
I don't supose you can use the jump at a different walking animation frame technique to change this, or chain together the temporarily lower technique, that is, through some combination of jumping become temporarily lower then temporarily lower from the already temporarily lower posistion?
The "temporarily lower" technique is already used there. You can see Rockman jumping in the right edge of that wall. The nature of that technique is on/off, which means it can't be chained. I also tried all the different frames of walking animation, and it wasn't any help. Ps: May I request you change that Iceman image in some way. It badly breaks this page, being so wide.
Post subject: Bombman level end techniques (beam variable)
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Here are three different techniques at the end of the Bombman level. Image 0 - FCM - 0 magnet beams - 1037 frames Image 1 - FCM - 4 magnet beams - 953 frames PLUS some distance to Bombman - Weapon switch added, length is 1000 frames. Image 2 - FCM - 5 magnet beams (1 in pit) - 963 frames PLUS some distance to Bombman - Weapon switch added, length is 1010 frames. The animations are synchronized from their beginnings, making it easy to see the difference in their length. (The script created for creating this mosaic animation can be found here.) Using 1 beam in the pit (instead of 0 or 2) is a mistake - it merely slows down falling, which is why it's slowest. 2 is fastest. I estimate it would have been about 943 frames long (990 after weapon switch compensation). However, I think the total gain of this technique is too small to justify the big number of beams used. The gain is approximately equivalent to the gain of a 3 block wide zipping. EDIT: I also tested the 1-beam way, former "S" route. It would be 997 frames (1044 after weapons switch compensation). It's the slowest of all, because the zipping is so minimal and it prevents doing weapon switching in the tunnel while dropping (the beam is still active).
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Spider-Waffle wrote:
I was thinking of doing something similar at end of the bombman's level after passing through that second wall, could you use the jump in a wall and be temporarily lower technique to pull this off?
Answer: (FCM) Almost, but not quite. The beam goes 1 pixel too low. It doesn't allow any fancy techniques except suicide by jumping.
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Any good reason why this 1.5 hour movie would be interesting?
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Any good reason why this 1 hour movie would be interesting?
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Spider-Waffle wrote:
Had an idea for a new zipping technique, I don't think I've seen it before
I've tried this technique many times, and I'm not quite sure why I always end up not doing it. Instead of rejecting or congratulating you on that, I'll point out a few facts: - Constructing a beam takes some time. - There's a limitation of 5 active beams at once. - At the first point, the ceiling can be reached with 3 beams, not 2. But I really haven't yet analyzed this technique deeply enough. I only can say that I've never had success with it, and I can't remember why.
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Spider-Waffle wrote:
About how many frames does a jump save opposed to climbing that distance?
Climbing progresses upward in sequences of 1, 1, 0, 1, 1, 0 pixels per frame. Jumping progresses upward... someone should calculate this.
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Even then, it sounds superstitious.
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FODA wrote:
what about Perfection Achieved Through Savestates And Slowdown? PATSAS or Perfectly Recorded Using Special Tools PRUST wow these are really cool new words i invented, we should use it
Incidentally, patsas in Finnish means a statue. :)
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quietkane wrote:
Sonic 2 got a star without retracting Sonic 3's star to boot. Did Bisqwit just decide that two more stars was ok, or what?
Yup.
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jecy wrote:
I suggest everone dont modify or cut the metadata.
This sounds strange -- superstitious at best... For clarification, this movie, and my Rockman movie, have been through nesmock a couple of times. It converts FCM to FMV or FMV to FCM. In the conversion, it deletes redundant data from the file. Including the savestate, because we handle only reset-based movies here. But it shouldn't delete the metadata (movie title). Even if it did, it shouldn't affect the playback at all.
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Spider-Waffle wrote:
Here I was thinking jump off that ledge under the MB before you place the first MB, maybe you can change the nature of the pause so you only go the required height to get on the ledge.
I paused in order to gain movement quick after getting hit. During the pause, either a jump is continued (it can't be controlled) or Mega Man stands still. I chose to progress (jump). I fail to see how I could make it yet faster.
Spider-Waffle wrote:
Then I was wondering if you considered not doing the 3 MB in a row part to zip a short distance, and instead using these MBs elsewhere.
The zipping - I don't remember if it was 3, 4 or 5 blocks long - saves about 11 frames per block. The last ladder is already almost continuous progressing upward. It's hard to make it so much faster. Not to say it's impossible, but I don't feel like trying. :)
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nfq wrote:
when I compared to quietust video for example, there appears to be a dramatic difference in quality
When I encoded Sonic 3, I adjusted the settings manually many many times in order to get as good quality/size ratio as I could. Quietust's video, Sonic 2, was apparently encoded by Phil...
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Omega wrote:
It's input accepted by the console (which is being emulated), so for that reason alone, I don't see a problem. Tool-assisted speedruns are all about injecting console-accepted input in order to get a certain result
Indeed. The fact that the controller can't physically produce the up+down combination is irrelevant: Neither can our hands physically produce 30 Hz autofire. We're abusing the games here, not the controllers. The only counterargument I can have is about the cheapness rule: - If the game has a debugging feature which has been built to up+down, it shouldn't be used. - If up+down or left+right makes the game too different (look at Tiny Toons; SMB2 is on the edge), it shouldn't be accepted (think "is a game that can be beaten by simply pressing right all the time worth speedrunning"). Edit: And before someone goes nitpicking, I should mention that my definition of the "game" (NES and SNES) includes the ROM, but not the controller.
Post subject: Re: Under Pressure to be Elite
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I share the echo of the experiences you posted about.
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Walker Boh -- since you now don't jump over a river, would you like to try what kind of movie you would get in the USA version? (60 frames per second instead of 50! Faster pit-crossing, I think. Some battles might also be faster.)
Post subject: Re: "Not available"?
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Bisqwit wrote:
AVI is being re-encoded once. It will be downloadable within a few moments.
Done!
Post subject: Re: "Not available"?
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jrr7 wrote:
What's wrong with the movie, why can't we download the avi?
AVI is being re-encoded once. It will be downloadable within a few moments.
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It's incredible how glitchridden this game is. Nobody could even guess that. I wonder how you discovered that trick...
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Valagard wrote:
But yeah like I said its a Bi-cubic nearest sample codec like Full Screen Anti-Aliasing
I believe that's only the deblocking filter you're describing. This page explains the actual H.264 standard: http://en.wikipedia.org/wiki/H264
Valagard wrote:
Also I remind you that they update the H.264 codec daily
I believe you're referring to x264, which is just one implementation of H.264 encoder&decoder.
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23.976 fps, it seems. Xvid was 7..13 %. H264 was 37..54 %. CPU is 1.8 GHz Pentium M. Commandline was mplayer -ao null Clipfile.avi
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Valagard, did you read what I posted? Did you understand it?
Bisqwit wrote:
Remember that you shouldn't resize the input. If you are recording a NES video (NES always outputs at 256x224 (NTSC) or 256x240 (PAL)), you should _not_ resize it to any other size prior to encoding. If you resize it, you'll lose quality. But, you _are_ encouraged to specify the aspect ratio (such as 4:3) to the AVI file. The player can resize the movie to any size it wants (and if the aspect ratio is given, it'll take it into account) and it usually is done using the acceleration features of the display card, so it doesn't add any encoding/decoding overhead. But I understand if you are encoding a movie of a 3D game which should be rendered at as high resolution as possible. But only if the original (the game) is indeed as high resolution.
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Omega wrote:
Two-pass x264 (5.4 MB) http://stud.cmd.hro.nl/0766400/zooi/x264_500KBS_2PASS.avi Two-pass DivX (5.4 MB) http://stud.cmd.hro.nl/0766400/zooi/DivX_500KBS_2PASS.avi
Dramatic difference, I'd say.
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Remember that you shouldn't resize the input. If you are recording a NES video (NES always outputs at 256x224 (NTSC) or 256x240 (PAL)), you should _not_ resize it to any other size prior to encoding. If you resize it, you'll lose quality. But, you _are_ encouraged to specify the aspect ratio (such as 4:3) to the AVI file. The player can resize the movie to any size it wants (and if the aspect ratio is given, it'll take it into account) and it usually is done using the acceleration features of the display card, so it doesn't add any encoding/decoding overhead. But I understand if you are encoding a movie of a 3D game which should be rendered at as high resolution as possible. But only if the original (the game) is indeed as high resolution.
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Too bad this movie doesn't employ the wtf screen :)