Posts for Bisqwit


Post subject: Re: Why not allready?
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Just be patient and wait for the new version, ok. (I haven't heard of the new version being finished.) I'd comment about the AVI issue but I already did so here yesterday.
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Truncated wrote:
Bisqwit mo Boco mo nihongo ga dekiru to omou. Shite ita ka?
Sukoshi dekimasu. I'm impressed how much you was able to say with so simple words I could understand. I certainly lack excersize...
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Regardless, 60 fps is noticeably smoother to watch than 30 fps, and it does not actually add that much overhead. For most movies, doubling the framerate has only added about 15% to the file size while keeping the quality about the same. But anyway, I'll gladly exchange image quality for better animation (as long as it doesn't make the image quality much worse). Smoother motion may also help the motion detection routines of the codec, so it might even improve the quality/size ratio. This 60 fps example posted by Phil was a little bad as an example because it only featured 30 fps animation: the screen scrolled on even frames and the characters moved on odd frames. It didn't demonstrate how 60 fps makes it smoother... But it did prove the blinking point.
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Phil wrote:
In resume, SpoonyBard, you have done this job for nothing, because it already exist.
Yes. Regardless, Spoony, I'd like to see your source code, if it's ok for you.
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You still don't get it, do you... Phil, would you like to create a demonstrational animation? Create a scene from some game that scrolls moderately fast and encode it using 15 fps, 30 fps and 60 fps (three videos). Preferably something like 1 MB each. But I must admit,
FODA wrote:
i set up famtasia (with 240 scanlines and 60 fps patch applied) to play the game at 10% speed. then i set up camtasia to capture 3 frames every second. and play at 30 fps. that way i got 0 dropped frames the whole movie. on battletoads there is nothing that blinks, so it worked very well.
this sounds like a clever way to encode 30 fps on a machine that can't actually play 30 fps. Though I have to wonder what it does for audio. But it's not like it still can't mistime and record the same frame twice and skip the next. Btw, your saying that NES displays 30 fps is only partially true. NES handles internally 60 fps, and puts the 60 fps to the display circuitry. However, it's interleaved on the screen. The screen _will_ display all frames, but it will display two frames at once, interleaved. So just a plain 30 fps encoding will indeed be a loss in quality, because you are completely discarding half of the movie. 60 fps does not discard anything, but it is not exactly what would be displayed on TV. It's better than what would be displayed on TV.
Post subject: Re: Anyone here play much FF3?
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I liked FF6 (aka. US. FF3) a lot.
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FODA wrote:
if nes says that the gradius ship must move from position 120x234 to position 130x245 in 0.1 second, it will do so in 3 frames. that means 3 ships positions shown on screen. if you change it to 60 fps, 6 ships will be shown on the same 0.1 second.
This is correct, assuming you talk about video recording frames. NES always handles 60 frames per second, no matter how many of those frames you'll include in your video file.
FODA wrote:
that means the ship will most likely be shown INSIDE the wall.
But even if a fact, what the heck has this to do with the above comment? It doesn't change how the game WORKS. It does collision checks 60 times per second, no matter what framerate you're recording. NES emulates 60 frames per second. We record 60 frames per second. It is as simple as this. You just explained yourself how it creates a much smoother and pleasant looking animation than 30 fps (in fact, twice as smooth), but the more important reason is that sometimes things in games have things that change at 60 fps rate - most notably blinking. If a character gets hurt, it blinks so that the character is visible at even frames and invisible at odd frames. If you encode at 30 FPS, you will either see a non-blinking character or a totally invisible character, because you will only get the odd or even frames, not both. Some games blink at 15 Hz or even slower, but there are games where the blinking is 30 Hz (30 cycles (cycle = at least 2 distinct states) per second). Battle of Olympus is one example of those.
Post subject: Re: Where are the videos?
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kwyjibo wrote:
What sort of bandwidth does being a torrent tracker for these things take?
I haven't measured, but it has never disturbed me. It could be less than 2 kB/s by average. But seeding takes as much bandwidth as you can spare. Anyone can seed.
Post subject: Re: Where are the videos?
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kwyjibo wrote:
FMV DOES NOT WORK ON NON-WINDOWS SYSTEMS
Famtasia behaves quite nicely under Wine. But your point does apply to non-ia32 systems. The ROM point also applies.
kwyjibo wrote:
We know that AVI's are large. Me? I don't care about the size.
I do care, because it's me who's primarily responsible of keeping the files available. I don't have infinitely disk space.
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I'm having trouble trying to read your text because it doesn't have correct punctuation and capital letters. So I'll only reply to a few points only. Regarding desync, yes, the difference is much. If you have a 10 second long sequence, the USA version plays it in 10 seconds and the European version plays it in 8.3 seconds. A movie designed for one version will be completely out of sync in the other version. Regarding lag using patched version - don't use scaling. Set the window size to 1x. It works best.
Post subject: Re: Where are the videos?
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Xoria wrote:
do you think you can release a list of movies that are in queue say...weekly or something?
Approximately said, yes.
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Michael Fried wrote:
I will fix this in the next release. Next release of what? Are you saying you're doing another smb2j speed run?
Didn't say.
Post subject: Re: Where are the videos?
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kwyjibo wrote:
Can you please put up Snake Rattle n Roll and Battletoads Single Player? I've been coming back several times a day hoping to see them. :(
Battletoads is now there (no video, sorry). Snake Rattle'n Roll will be handled and reviewed when it's its time. Sorry. Regarding Zelda 2, I have published all Zelda 2 movies that have been submitted. What do you mean? Have you read this discussion?
Post subject: Re: Where are the videos?
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I'm sorry that some of us don't have infinitely free time. I'm maintaining the site on my free time as my hobby. I have about 30 movies currently in queue, and I'm holding them because I'm developing the new site that will also have a place for SNES and Genesis movies and user-editable pages/entries. Handling the movies takes time. Just learn to wait. :)
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I agree for this definition. I will fix this in the next release. This is for Phil too: he has been doing this in quite many movies... most notably Castlevania 3, where he "saved" about 15 seconds by positioning the character correctly waiting for the ball to drop down later.
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I've now received two movies of this game - one from devindotcom (9:10, apparently no warps) and one from Mike Steinfield (7:10, don't know about warps).
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Sleepz wrote:
I don't know exactly how I got there, and I haven't been able to get there since. On the start screen, it just showed 0-1 as the level number instead of 1-1. Then whenever you start the game, it takes you to 0-1. There's probably some warp zone minus world trick that can get you there. There might even be more minus world levels hidden in the game.
(repost) Broken ROM.
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SpeedRunner wrote:
registration makes people coming back.
My site hasn't had problems with people not coming again checking updates...
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I will put the ROM names as mouse-hover titles on the game versions.
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Player1 wrote:
Wow. How did you get there?
My guess is a broken ROM. FCEU has the habit of doing this with many SMB ROMs.
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Bladegash wrote:
That link you provided leads to a 403 error.
Oops. I forgot to fix the link and to copy the file. Fixed.
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It works. A few comments: - Use the 60 fps patch and very slow speeds. You can get the 7jump effortlessly. - Your 1st chapter was relatively slower than my newest try. I started making an USA version Kirby timeattack some time ago, because I didn't feel it right to use a faster-playing PAL version (and I also like the USA version music better). Here's the FMV. Also, I was a bit better at doors. But I'm not far and I'm not going to play it for a while... Otherwise your movie looked very promising. There were a few lags that disturbed me but I guess my movie had the same. I tried to avoid creating sprites on the screen (like the smoke clouds) when it would have slowed down the game. The movie for USA version is of course going to play 20% slower than the European version, but that's the real speed.
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Blitzwing256 wrote:
i've played with it a bit and I'm guessing it has somethign to do with hitting left and right at the same time or a patern of alternating I can get mikey a little closer to a wall by doing so
I tried it at 10% speed and I managed to do it. You try too. It isn't that difficult to figure out. But you can't do it on a real nes unless you can time your movements on 0.05 second precision (you only have 2 frames of room for hesitation).
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Michael Fried wrote:
Fixed the problem. What about the problem that you stopped the fmv too early? It was really only 23 frames faster. If you want I could edit my fmv by stopping it earlier and send it to you so you can see for yourself. Anyway, if by your rules it's ok to stop the fmv before you actually beat the game, should I also edit my SMB speed run to make it shorter and then send it to you?
The only requirement I've had is that the movie must contain a sequence that leads to the ending without user input required. I'd also prefer if the movie is ended so that when the "Movie end" text is displayed, the user who watches the movie can't control the game so that the end isn't reached. I'm not certain whether this is true in my video (can you kill Mario by pressing LEFT when the movie ends?), but there are already some published movies (such as Phil's Castlevania 3 movie) where this is not true. Regardless, the only meaningful time I use is the length of the sequence in the FMV file. I do not measure distances between events in the game.
Post subject: Re: Goonies
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Blitzwing256 wrote:
how do you sneak past the gates without the keys?
Hint: Listen at the sound effect.