Posts for Dada

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If someone is going to test averaged frames (not me, because I'm confident it won't be better) you should also include a part of, say, Sonic and Knuckles 3. Something with a LOT of motion and more complicated backgrounds.
Post subject: Re: SGB encodes
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sgrunt wrote:
The justification for this is that SGB, as a platform, outputs a 256x224 (or 256x240) video stream to be displayed on a TV; thus, in accordance with the rest of our set-top consoles, the 4:3 flag is set.
So basically it's a handheld being displayed on TV, with an extra border around it? That's a pretty big design flaw, I'd say. I'm sure a lot of graphic designers were very angry to see their artwork squished. We should probably not use aspect ratio correction in order to keep the core artwork intact. Theoretically, that might cause a problem for the border artwork, which might very well expect a 4:3 ratio, but I think that's of less importance.
Bisqwit wrote:
Yes, it can be seen from these calculations that the TV screen stretches the game's content very little horizontally (by 16.7 percent).
I'd say that's significant. To illustrate by example, Abe's Oddysee has a native resolution of 368x240, to be displayed at 4:3. That's a 15% difference in horizontal width.
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The sentiment is appreciated, but I'd much rather type 2 letters as opposed to >2. I realize that "SD" isn't exactly accurate, but it's a convenient retronym to distinguish regular encodes from the ones we put up on Youtube. That's okay, though. There's no reason to use it as "official name" for regular encodes. I'd just much rather use simple, universally understood (by encoders) terms when talking with other encoders on IRC.
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I was trying to run a game made by a friend in Hourglass, and found that the background music wasn't working. Sound effects did work. It gave this error message:
This file was automatically generated by BGM.DLL when the last error occured. If you don't want this file to be generated you can deactivate it by calling bgm_ErrorReport(false) in your GML code. --- BGM Error Report --- ERROR DATE: 1/18/2033 SRC FILE: src/bgm.c LINE NO: 109 MESSAGE: "Failed to initialize BGM - Invalid device number." VERSION: 2.0 beta BUILD DATE: Sep 14 2006 --- End of Report ------
The game can be downloaded here: http://gzstorm.com/78641/ Anyway, it seems that it uses two separate DLLs for background music. Yet even with custom DLL loading turned on, it doesn't seem to work. Any ideas as to why this might be?
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My avatar is from OpenTTD. It depicts a rather unfortunate train driver.
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Just ran a small test. I'm not the first one to do this of course, but I like the way Hourglass works. It's simple and has all the functionality you could ask for, for a game like this. Link to video
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xnamkcor wrote:
For the Emulator movie. How are disc changes handled?
Simple. When it's time to change disks, it prompts a dialog asking you to choose another ISO file.
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How mature is Windows TASing? Is it acceptable for the site yet? Is it good enough for making decent movies that aren't acceptable for the site for whatever reason?
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Mister Epic wrote:
Ok so here are the videos I was talking about. 20 fps 24 fps 30 fps 60 fps Feel free to compare and comment.
Out of those, the 24fps one looks the best to me. The 20fps one is just too choppy.
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ToonLinkGaming wrote:
24fps has reduced flickering for me in the past. Don't know if it's console dependant of not, but it does reduce/remove flickering.
24fps is specifically meant for 60fps flickering (e.g. on/off on alternating frames at 60fps).
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As far as I can see, 24fps is the best compromise for these videos. That causes flickering every 6 frames (e.g. AAAAAABBBBBB). Go lower than 24fps and the motion becomes too choppy. Higher than that, and the flickering becomes too slow. Youtube does not seem to support a higher FPS value than 30 or 31 in some cases (apparently when you put a 60fps movie on Youtube, it becomes 31fps, but I haven't tested that).
Experienced Forum User
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Some screenshots. And another one requested by DarkKobold: Two more random ones: Edit, two more: Edit, couldn't resist...
Post subject: Re: Figuring out the remaining unassociated accounts
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Ilari wrote:
* TASVideosArchive
Project by me that I never finished. It was supposed to crawl the forum for fm2 files, and then automatically render and upload them.
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OmnipotentEntity wrote:
Since Mister Epic gave up, I'll give this encode a go.
I'm nearly done with the encode. There's an a/v sync error though, but we're working on fixing it. I'm expecting to be done with it at most this week, but hopefully today.
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Youtube version of that FM2: Link to video
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[11:53am] ToonLinkGaming: <-- Insanely awesome guy with huge junk [11:53am] ToonLinkGaming: ;) [11:53am] ToonLinkGaming: XD [11:53am] ALAKTORN: pic [11:53am] ToonLinkGaming: O_o
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We should always continue to accept videos that use mid-write resets; just accept other runs that don't use them, too. TASVideos in general has a tendency to obsolete videos when it's not really necessary (such as obsoleting the 4 hour Chrono Trigger run in favor of the 26 minute glitched one--no reason why those can't coexist).
Post subject: Re: WARNING: INCOMING SCREENSHOTS
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FractalFusion wrote:
By the way, I think the screenshot used for publication should be in JPG form. But it should be taken from the emulator itself, or from a lossless dump. Dada, what's the status of your encode?
The screenshot is probably best off being in PNG form, because if quality is important, a q100 JPEG probably won't be any or much smaller than a simple PNG24 (assuming no interpolation is used, like in the ones just posted). Also, I'm sorry that the encode is delayed with so much. I'm working on it right now. I had some problems syncing the audio with the SD version. I actually had to do some work to fix it manually for the HD encode. I think it might be related to using fast-forward while capturing AVI. The emulator dumped two segments in the wrong resolution too, probably also related to using fast-forward while capturing. So right now I'm redumping it (just need to get disc 3 and 4).
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Lepifout wrote:
Hello, I have the same graphicals anomalies than TitusKWOK. So I went to that topic page 1 but the special games fixes I have are different : http://img194.imageshack.us/img194/3904/oddus.png
That's because the screenshot in the topic shows PEOpS plugin v1.4, rather than the one that's included with PSCX by default (TAS Soft Graphics). They look very similar, since the latter was branched from the former, but they're not the same. Click on the link in that post to download the right plugin.
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Also relevant: :)
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In case anyone wants to see inichi's run, I put it up on Youtube. Link to video Processing now, should be up in a few minutes.
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Just wanted to mention that I love save (or, more generally, memory) corruption.
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Wouldn't that simply be: RewriteCond %{QUERY_STRING} ^somevar=1$ [NC] RewriteRule index.php http://mydomain.com/index.php\?differentvar=2 [L,R=301] This is off the top of my head though. edit: well, 301 isn't needed, but usually a good idea if it's a permanent new location.