Posts for Bisqwit


Post subject: Re: Best. Product Promotion. Ever.
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Nice...
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DeHackEd wrote:
They don't appear to be gzip'd at all. Rename them to end in .diff and you're golden.
Ah, right. Fixed. No, they are not archives at all. gz signifies for gz-compression. In unix world, compression and archiving are two distinct operations - that's why you often see filenames like .tar.gz or .tar.bz2, where tar stands for archiving. When it's just .gz or .bz2, it's merely a compressed file. The browser can transparently decompress .gz -compressed things - that's why you can directly view them.
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I think people should use the highest setting supported by the game, but not higher. That is, if the game supports full CGB colours, it should be ran in CGB mode. If it supports SGB but not CGB, then it should be ran in SGB mode and not the monochrome GB and not CGB.
Post subject: Important note about making movies with VBA
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I do not recommend anyone starting making VBA movies seriously before the issues with its movie file format and recording stability (*) are correctly addressed. See http://tasvideos.org/forum/t/1868 and http://tasvideos.org/forum/p/28521#28521 for details. If you do, you risk having to recreate the movie from beginning eventually. *) Stability has two parts: movies should not desync; movies must be properly playable back on all platforms supported by VBA.
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mazzeneko wrote:
Now I just wait for someone to do a Castlevania II: Belmont's Revenge run...
But before that, you wait until the movie code is en-saned (sanitalized? sanized?).
shaneduddy2 wrote:
I`ll look at Bisqwits patch and see if it's better than mine
Note that the only thing I did was that I put #ifdefs around your changes (instead of removing the code you removed completely), and copied movie.cpp and movie.h files from snes9x, waiting to be customized for VBA's needs.
Post subject: Re: How can i download from this site?
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How about reading the bold line at the top of this discussion board. And following its instruction. It's supposed to catch your attention. That's why it's printed in bold.
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I give up. I don't have time to work Visual Boy Advance to proper condition. I wish someone else takes over. Resources: http://bisqwit.iki.fi/src/vba-src-shaneduddy-diff.gz - Shanedudddy2's patch. Windows-oriented. Removes dozens of emulation features. Involves awful hacks (copypasting, vague global functions, ...). http://bisqwit.iki.fi/src/vba-src-bisqwit-diff.gz - Bisqwit's patch. Incorporates Shanedudddy2's game feature changes as #ifdefs, includes a movie.cpp module but does not link it yet. http://tasvideos.org/forum/viewtopic.php?t=1868 - Things that must be done. Requirements, if you will. If you do not comprehend the post, you are not up to the task. Until these requirements are fulfilled, VBA movies will not be accepted at this site. I'll list the things that are currently functionally no-go with Shanedudddy2's patch. - Works only on Windows. SDL code actually doesn't compile anymore. - Rerecording is RAM-based. Close the emulator once, and you can't rerecord the movie except from frame #0. - I think that the frame sampling is bound to system clock, not emulation clock. This makes it extremely unportable. - Movie file format contains no header/footer whatsoever - just the raw input data (like Nesticle). Edit: Fixed URLs.
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Bag of Magic Food wrote:
Why would it require you to do that?
Well, it's not like the techniques are vital for game completion, but the fact is that they are invoked by certain button combinations, and some of them are invoked by pressing opposite directions.
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Truncated wrote:
According to Omnipotent in the Zelda in 5-minutes submission, it's possible, but "you have to have popeye arms."
And since the game Wrath of Black Manta _requires_ to press left+right or up+down to access some non-hidden techniques (and I've done it even on a supermarket demo console without breaking it), it's not that big deal.
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qbproger wrote:
it seems audio is out of sync with video in the avi.
It's all right in here. Both in beginning (00:06:38) and near end (02:40:05) there is no problem with sync - the jumps are perfectly timed with the sound.
Post subject: Re: #594: Terimakasih's SNES Super Metroid in 46:37
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This movie is 46:37. Published movie is 47:07. So it's 30 seconds faster - more than the submission text indicates. By the way, welcome back, Terimakasih. :)
Post subject: Re: New NES emulator: Nintendulator
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TBMonkey wrote:
Just announcing another NES emulator with movie-rerecord options.
The author of Nintendulator is a frequent at this board, or at least at our IRC channel. So it's not exactly news. :) There are two problems with Nintendulator. 1. Its emulation accuracy has a price: it's somewhat a slow emulator. This is not a major problem for movie making. 2. As I understand, it is thoroughly and deeply entangled together with DirectX. This means it's nearly impossible to compile on anything else but Windows without significant refactoring work.
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Most of the tricks in all movies are possible to perform in real play, but the chance of failing a try is directly proportional to the value of the following formula: complexity^1.5 * difficulty * (length-relaxation) / (luck^2 * (log(resolution+1)+1)) where * complexity = number of different buttons pressed * difficulty = number of button state alternations in the critical period * length = length of the critical part of the sequence in frames * relaxation = number of possible relaxation frames in the sequence (frames of little activity) * resolution = acceptable variation in number of frames inside the critical period * luck = percentage how often this trick is possible / 100 That is, for the ceiling trick in Rockman 1: complexity = 4, difficulty = 6, length = 20, relaxation = 15, resolution = 1, luck = 1; result ~= 142 For the walljump trick in SMB1: complexity = 1, difficulty = 2, length = 40, relaxation = 30, resolution = 6, luck = 1; result ~= 6.8 which means that the ceiling trick requires 142/6.8 ~= 21 times more tries than the walljump trick when playing at real time. For the floor trick in Castlevania 2: complexity = 1, difficulty = 1, length = 5, relaxation = 0, resolution = 0, luck = 0.3; result ~= 56. Ps: don't mock my perfectly good pseudoscience, even though I changed the formula a few times. ;)
Post subject: Re: & in filename
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Ah, apparently Dehacked wasn't listening when I said at IRC that the "&" symbol causes problems in movie filenames. Yes, I admit the error message could be better... I renamed the file.
update movie_file set filename='phil,genisto2-battletoads.fcm' where filename='phil&genisto2-battletoads.fcm';
update movie_file_storage set filename='phil,genisto2-battletoads.fcm' where filename='phil&genisto2-battletoads.fcm';
delete from smallcache;
Try reloading the page and using the updated link.
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MahaTmA wrote:
On the second flying level you pause for a ½ second or so to land on an enemy when it looks like you could have continued onto the next flying thing (A bee). Is there no way to reach that one?
6-2, that is? It was done to affect the movement of the birds that are coming. If he hadn't slowed down, he wouldn't have been able to land on a bird. I think. And the beezo is coming much later.
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We have:
  • 2-player with warps
  • 1-player without warps
And now Phil submitted 1-player with warps. What do we do?
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feitclub wrote:
Why did he go into subspace in 1-2? I didn't understand that. Otherwise, paint me amazed.
He did that in order to pick a pseudo-nothing. It happens when you pick something very quickly before/after entering a door.
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TeiOch wrote:
Making a snes movie from Snes9x?!?!?
Perhaps using more "?!?!??" helps. Hint: it doesn't. Now, are you talking about making an AVI (graphics and sound et all, playable with multimedia programs) or making a rerecordable movie of gameplay (playable with snes9x)? Have you read the FAQ? Ps: Wrong forum. This is a snes9x question, not a General question.
Post subject: Idea for a movie description
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Ideas for a movie description... ---------------- On this site, we are often seeking for the answer to the question: "What is the fastest time game X can be completed in?" And every time the question is asked, the answer changes. That's what has happened once again. Sleepz has bested Genisto's jawdropper by amazing 20 seconds by not only using the up+down trick in ladders, but some other clever techniques as well. If you are wondering how some of the tricks in this video works, go to the Super Mario Bros tricks (you won't find it at the How Stuff Works site!). ---------------
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michael flatley wrote:
The fact that music is playing
means that it contradicts with http://tasvideos.org/MovieRecordingConventions.html. What about releasing a WIP, btw?
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Jinx was omitted, and only 6 minutes were saved? ...
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Tyskland wrote:
hows the encoding going? .. cant wait to grab the .avi
I'm waiting to know if there's a new version coming soon. Pointless to encode it if it's already being obsoleted.
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Sleepz wrote:
you just get stuck in the floor, but you can still jump out.
Well, that problem must simply just be solved then :P
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Sleepz wrote:
I pretty much went through every ladder and vine in the game where it is possible.
Do you need a climbable for that?
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spezzafer wrote:
I could rerecord from that point and probably end up cutting off a few extra minutes at the end...it wouldn't take too long because I can hex edit most of the data into the proper places. I'll probably have it done by the end of the day.
How's this going? Should I still wait until for a new version?