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My theory is that people who submit movies, cancel the browser's actions after the first page loads. The submission is two-part process:
First, the submission is created.
Second, the browser is redirected to the submission page, at which time the forum topic is created.
Somehow, some submitters cancel that redirection or just aren't bothered to wait for it happen in lag situations.
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We have some trophy symbols that could be used for that purpose.
Designed by The Kins for us two years and then some ago; quoting him:
From the left: "Greatest Devotion (sprite thanks to "Rapid the Hedgehog"), Craziest Concept (lol nudie run), Best Juggling Act, Never Give Up, and the WTFness Award ("WHEEEEEE!!!")
Designed by The Kins for us two years and then some ago; quoting him:
From the left: Longest Submission Text, Least Appreciated, Most AI Humiliation (the ball gag is a nice touch, no?) and Most Thoughtful
But these trophies don't fit all of those awards. :-/
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You do not need to use your brain for the memory. You can choose an auxiliary memory that is practically immortal, such as a piece of paper (or something more robust such as a stone plate). That way, you can carry your progress to your younger self without the person having to age a bit.
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I watched it and I liked what I saw (please go ahead!), except for the Windman boss battle. I just don't like the random floor-scrubbing act / leftright act. I don't particularly enjoy people with ADHD.
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In Rockman 1, the delay after killing a boss in Wily stages is constant.
1. 32 frames (0.5 seconds) elapse with everything halted
2. 12 explosion objects are created
3. explosion sfx is created
4. music is stopped, explosion sound is created again
5. 256 frames are elapsed
6. StageClear is activated
StageClear:
;1. Play stage clear music
;2. Load levelend gfx
;3. Remove all objects except Megaman
;4. Delay 383 frames
;5. Hide energy bars
;6. Draw first patch of text
;7. Halt Megaman
;8. Calculate score, 1000 points per frame
;9. Delay 64 frames
;10. Draw second patch of text
;11. Calculate bonus pearls, one per frame (3000 points each)
;12. Delay 383 frames
;13. Reboot game without clearing game status (it will progress to either the level selection or the next stage)
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Perhaps.
Ps: Do not fullquote, especially for posts containing images. It brings no value to readers to have the image repeated in two consecutive posts.
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(I'm guessing) Translations for the russian text:
"P.S. If you asked me a question in Russian I could understand it better"
"Learn the great and powerful Russian language"
Lord_of_Olympia, http://tasvideos.org/ForumRules.htmlThe language on this board is English. Posting in other languages is allowed, but all discussions should be at least translated to English.
Языка на этой BBS является Английский.
Отправка в других языков допускается, но все обсуждения должны быть не менее переведен на Английский.
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I tried creating a combined torrent file of every avi/mkv currently on the selection… but for some reason any torrent creation program I've tried fails at it. :-/
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That would be splendid indeed. However, the problems with DOSBox are still the same as they were one page ago. Unless someone radically rewrites it, or devises a yet another DOS emulator alltogether, it's not becoming feasible yet.
On the topic of writing a new DOS emulator from scratch: The problem with DOS emulation is not with the CPU; there are plenty of very good x86 emulators; even virtual machines could be used (those are fast but very likely non-deterministic). The problem is with implementing all the details, such as the VGA chip, the soundcard chips, and the IRQ and DMA controllers. Writing them from scratch is beyond my resources.
The problems with DOSBox are:
― Recursive function calls (CPU emulator, which elapses time, can call DOS functions, which call the CPU emulator, which elapses more time). If a savestate is made in the midst of a DOS function (such as DOS "wait for a key press"), restoring the savestate becomes impossible to the need to restore the function call stack within the emulator itself.
― Pointer data embedded within the component emulators ― pointers to objects those components themselves know nothing about. Saving that data, and restoring it, is very tricky. Saving a raw pointer means that the value is only valid as long as that particular memory region is allocated. It may be already invalid when the state is loaded, especially if the emulator was restarted in the meantime.
― Bad abstraction of host resources ― DOS I/O on DOSBox depends on the exact state of the host system's state. This makes it very bad for replayable movie files. Especially if you add the requirement that playing back a movie file should not mess up your system. (You don't want to playback a movie that types in the commands "mount y c:\", "cd y:\windows" and "del *.*" if you're a Windows user).
My patch mitigated most of these problems by the minimal measure necessary to make a TAS of Star Control II, but taking it any further would have meant rewriting significant portions of the entire emulator ― an undertaking which I haven't got resources for. I rewrote the filesystem abstraction (for only the parts that were required by SC2) and the keyboard abstraction (the same) and changed the CPU emulation loop such that it does not have the recursion problem (savestate making was simply prohibited in the nested levels, which means that savestates could not be made when the program is waiting for DOS input) and works in a predictable manner (but it turned out to be non-predictable regardless, as proven by the fact that I could not playback FractalFusion Keen TAS).
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512x240 games should be encoded at 512x240, still with 4/3 aspect ratio indication.
This way they get displayed at proper aspect ratio (i.e. filling the full screen on 4/3 monitors), while still not suffering any scaling-related quality degration while encoding.
A pity screenshots cannot be aspect-ratioed. Those need to be scaled I guess.
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Really?
See this example. http://bisqwit.iki.fi/kala/512x240.avi (~1 MB)
Note that modern players do aspect ratio correction based on the aspect information indicated in the movie file.
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For PSX videos, please use the screen resolution most commonly used in that particular movie.
As you might know, PSX can utilize a number of different resolutions:
Width of 256, 320, 512 or 640
Height of 240 or 480
In Chrono Cross, 3D scenes are usually 320x240; status screens are 512x480, FMVs are 256x240 and the BIOS screen is 640x480.
I think most commonly PSX videos should be encoded at 320x240.
It will cause downsampling for screens of higher resolution than that, but one solution cannot accomplish everything.
(For MKV and MP4, it would be possible to dynamically change the video resolution, but I think it's not safe to use that.)
For screenshots, please use whatever resolution that particular scene is in.
----------
(This message is not to complain that anyone has done wrong; I'm just giving instructions to be clear.)
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Mario and Luigi are both meant to scamper hurriedly off the view at the sight of the mouse cursor. However, sometimes they erroneously choose to run towards the mouse cursor due to a programming error. (Fitting for the site?)
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On the SNES, many RPGs work by interpreting a kind of an object-oriented bytecode on each actor of the scene; those bytecodes are run in cooperative threading mode. I.e. the bytecode contains a variety of Yield opcodes, which will transfer the execution to other actors. (I am talking about Chrono Trigger, but I have heard that CT's approach is very common in RPGs.) In addition, the bytecode interpreter only executes a certain number of opcodes in a row for the given actor, forcing a taskswitch once in a while. I don't remember whether NMI also forces a taskswitch.
However, there is no taskswitching for native code; only for bytecode.
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There is a very short sleep.
Mario and Luigi are both animated at 35 ms intervals (about 28 fps), except when sleeping (off-screen), when it is 0.2 s intervals (about 5 fps).
It works by calling setTimeOut to schedule the next event of the animator at the end of the each event.
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Mario in slow motion? No thanks.
The problem, I guess, is that X11-Firefox does something stupid akin to recalculating the entire screen when a single div inside it is changed.