Posts for DeHackEd


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Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
So these?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
mmbossman wrote:
First number is frame number, number in parenthesis is input frame. 5510 (2627) 13708 (6578) If neither of these look good, no biggie, just thought I'd ask.
Uhh, yeah. I asked for AVI times for a reason. So I'm correcting for my logo and using the frame numbers into the AVI. If they're not what you intended... oh well...
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Admittedly there's not much to work with. This wasn't my first choice, but I didn't want to duplicate something in a previous AVI. And I thought it was kinda funny. I'm open to alternate suggestions though, if you can specify an AVI time or sample screen shot (I'll make a better one from source material for uploading based on your suggestion).
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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The hold is that very few encoders are capable of good quality AVIs for long movies. I'm one of the very few exceptions - I have almost no limits. Unfortunately the emulator produces no sound (for reasons I don't understand, all other games are fine) and my attempts to remedy the situation have failed miserably. Solve this problem, and you get your AVI.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Then I know what must be done.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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It involves source code hacking. The AVI code in mupen64 sucks and needs to be completely replaced. I've been using named pipes because it's really easy and a bulit-in feature of Linux. Bisqwit uses sockets so he can use a netowrk of computers (one windows, one linux) to do the work. In all likelyhood, bisqwit's concept will be most applicable to yourself, but that's not my codebase. Got any C++ knowledge and/or compilers?
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Ugh. That entire section of the site is horribly outdated. For quickies, Mupen64 has an AVI producing feature built right into the menus. Just try experimenting with it. You can't hurt anything by trying. For really long AVIs, most of the encoders have gutted Mupen64's AVI production code and replaced it with their own. Mine runs mencoder locally to do the real AVI work, Bisqwit has his transmit video information over a network. It's just a fact that mupen64's AVI code sucks for anything large.
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Relative to an immediate obsoletion, or relative to the very first movie published? Plus there are a few issues. Super Mario 64 might be a candidate for the best improvement due to the 15 stars skipped. In contrast, the collection of 16 star movies alone might be a more meaningful statistic, but the grouping of the 1-star run into it would throw it off.
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Traditionally one edits their previous submission and sets the status to Cancelled. You could do so now. It's not necessary, and maybe undesirable depending on how long it'll take you to finish the updated one. But you should definitely indicate it's being updated in the submission text.
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The mask will open after a set time AND based on your proximity to it. If you're too far away and you miss the timer, there's a delay before it will open. Try it sometime.
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The level of tomfoolery is a bit lower than the last movie. But onto the technical aspects...
  • In 6-1, it seemed that had you not thrown that last weighted mushrom after Birdo's death, you might have been able to open the mask a bit sooner.
  • In 6-2, could you have used the leftmost platform to climb to the top rather than high-jumping?
  • In 6-3, did you consider a midair jump to go OVER the big wall rather than under it? You need to move the shyguy to a better position.
  • Going into the triclyde fight, could you have ducked (somewhat similar to what luigi does in the anything-goes run) and floated so you wouldn't need to high-jump?
I could be totally wrong, but these are just things to consider.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Nicer. And nicer is easier on H264 to compress. And it looks a lot better when you take a small image like 320x240 and make it full-screen on your 1280x960 monitor. So in the end it's a great idea.
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The thing is the official encoders are supposed to be able to carry out these kinds of things. And it's not just video plugins. Your actual drivers should allow you to do this, usually somewhere in the Display control panel settings. Check it out.
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Call up your video card's settings. Find the various antialiasing settings. Turn the dial WAY up. Save. Another trick is to make your temp AVI at a high resolution like 1024x768 (disk space is something I like to call "your problem") and then downscale it to 320x240.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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I've been known to make up-to-date mencoder EXEs in the IRC channel sometimes. Need one?
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The thing is, all the runnable program is stored on the cartridge. The ROM image is called Read Only Memory for a reason. You can't write code to it, nor can you change any branch/jump target to anything useful. Your best hope is a stack overflow to trample a subroutine's return address, but that would be one serious bug to set off. There's no variable size data reading. I'm skeptical that any game that survived even FF6 level quality assurance would be in any danger. Then again, see the Sketch Bug.
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Frame advance lets you use the frame counter as your bitch. If you are able to accomplish some timed button press in 5 frames, go back and use frame advance to see if it can be done in only 4 instead. Then go back and try 3. If it fails, 4 is the best you can hope for so you know and can always nail it right on the spot. Most games have animations, events and so forth that run like clockwork. Frame-advance lets you plan what you'll do on each frame. Just to be annoying though, OoT only appears to read input once in every 3 frames. Expect the game to have a delayed reaction sometimes, or to just downright miss a button if you didn't press it for that 1 frame in 3 where it's actually paying attention. That said, I think everyone would very much like to see the new and improved version and will forgive you for the old one.
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Mine's animated as well. Rain drops. And it responds to mouse and windows movements. I can also put any AVI or any screen saver as my background image, but they tend to be too busy or CPU intensive.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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Go download the LZMA SDK at 7zip.org (or the p7zip package source if you're a Unix user), hack up the code to the frontend to see how the interface to .7z files works, and use it for yourself. On another note, your topic needs to be rewritten ("Any programmer who can answer this?" sucks)
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It's a continuous experiment to find what I like. This is what I have right now.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
How's about a deadlock? The annoying thing is I did this in real-time once (which is how I discovered it in the first place) and it really pissed me off at having ruined my game.
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
Joined: 11/6/2004
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I've been known to make AVIs for people's WIPs on demand, if it's a game other people woud be interested in. The only requirement is that it must run in Glide64 or glN64. No Direct3d plugins allowed. H.264 is a wonderful codec, but like so many others it's best in multipass mode. The best strategy is to save to some kind of lossless AVI (H264 has a lossless mode, set quantizer=0 when configuring it) and then run a proper video encoder on the result, like ZeXr0 said.
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I still like the idea that Nintendo would get Sega to put Sonic into the game. It's popular enough, and there's supposed to be some player votes as to who should be in the game. I just don't believe this image to be valid. Go find me the original linked from an official source.
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Exactly. Any view of the thread removes all those "new post" indicators on all pages. That's why you need to be told where the first one is BEFORE you go into the thread and kill them all off. And with some of these huge and fast growing threads (Mario64 being one) you can easily get lost.
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I think what my problem is, and it's related to this or maybe what ZeXrO meant. Suppose there's a thread with 14 posts (and the page cutoff is 15) and I read them all. While I'm away, 2 posts are made -- one on page 1 and one on page 2. When I do the "new posts" search, I see 2 pages. If I click page 2, then the new post on page 1 is marked as read. If I go to page 1, I won't notice it as new. Possible solutions: * Hard: preserve unread-ness on a per-post basis and only clear it on viewing the post rather than anything in the thread. * Easy: the search page marks the page with the first new post. I can assume that all posts starting from there will be new, and I won't run the risk of missing anything. The easy solution won't permanently mark posts as new for each page you look at, but hopefully you can figure out what's new if you know where it starts. Am I on the right track? It's late and I'm not entirely coherent right now.
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