Posts for DeHackEd


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Joined: 11/6/2004
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There's another thread about that: http://tasvideos.org/forum/viewtopic.php?t=612 Old enough to be senile enough to not notice what's directly above me.
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Joined: 11/6/2004
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The hadoken is too much effort. Besides getting everything, I have to commit suicide 4 times which means I need enough lives to pull this stunt off. Some heart tanks are REALLY out of the way (Launch Octopus' comes to mind). Long segments of pressing LEFT tend to do bad things to the other game. Finally, WIP update. It's in OGM format this time. A player capable of supporting OGM (mplayer and VLC should do nicely) or a OGG/Vorbis plugin (this is the typical one) are necessary. URL to OGM: http://dehacked.2y.net/BT/torrents/MMX-and-MMX2-Storm-Eagle-Again.torrent
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Here's my take on the two. I did a single encoding test and converted to AVI (with MP3 audio), OGM, and MKV. Here's the results. MP3 Audio: * AVI: 84195854 bytes * OGM: 75595725 bytes So simply using OGM over AVI reduces file size dramatically Vorbis Audio (these might not be as accurate): * OGM: 74.02 MB * MKV: 74.84 MB OGM produces slightly smaller files than MKV, but MKV still beats AVI. During playback however, seeking with mplayer sometimes causes the audio and video to go out of sync, but it resynchrnoizes within a few seconds. So that gives MKV a few points. In conclusion, AVI has to go.
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I've skipped some heart tanks that required nothing to reach (or very minimal upgrades, like the Dash to get Storm Eagle's). Backtracking would be involved anyways for Penguin's and Mandrill's. I'm about a level and a half "behind" in X2 compared to X1, and I have a short backtrack to accomplish in X2, not to mention one more X-Hunter who wants to be owned in 16 seconds. Finishing both games at once would be very nice, but unless the Shouryuken turns out to be the miracle I hope it is, there's going to be trouble. I've tested, and the X-Hunters will wait around for me as long as I don't kill the boss of the level they're in. Zero's parts won't be a problem.
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It's harder with FCM because of the run-length encoding style of storing the keypresses. I could probably do it tomorrow. As for concatenation, I have a command-line PHP script to do that. I used that to produce the continuous SMVs for tilus' Chrono Trigger (J) run. Putting it online would be a little bit harder because I expect excessively large SMVs would be submitted to it.
Post subject: Web script for movie save-state anchoring
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I finished putting this together. I hope someone can find it useful. I call it "savestateify". You submit a save-state from a movie (for seeking or rerecording purposes) and a SMV. The program will send back a movie file starting from the specified savestate and cut appropriately. http://dehacked.2y.net/savestateify.php This is a potentially useful tool for people making very long movies and want to make SMVs available starting at a certain place.
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Time for another status update. This AVI starts where the last one left off. Roughly. Two bosss in each game beaten (depending on your definition of a boss). File is about 26 MB large, H264, blah blah blah. http://dehacked.2y.net/BT/torrents/MMX-and-MMX2-Serges-and-Snail.torrent Edit: Replaced with an updated movie. If you havn't seen the "five-down" movie, I suggest you scroll up and get that one first; this is a continuation from there. Edit 2: Encoding screwup. URL won't work until I fix it. Edit 3: Ready now
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I'm not aiming for time, really. I'm aiming for success without "cheating". Where cheating would be pausing one game and playing the other exclusively. I have to play both at once. I'll play in speedrun mode when only one game is actively accepting player input.
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It's encoded with H.264 for minimal file size. I was sure I used the settings least likely to crash, but I might not have. See the Codec Problems page for possible resolutions. And yes, I am going to submit it when I'm done. Then you'll all get the SMV to watch them yourself. But first, I need sleep. :)
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SNES9X does rerecording by including the whole movie file (keystroke-wise) in the save-state. Thus it has a snapshot of the current moment, and the keystrokes needed to restore it. You can get away with only a frame counter as being another variable in the save-state, but then you risk destroying your movie if you load a savestate that has a higher frame counter from the current position. No such problem with snes9x, but I hear famtasia had trouble with out-of-order loading of states which could be triggering this problem. Ultimately, rerecording needs more than rudimentary save-state handling. When you load state, you need to import the state, and also rewind the movie. The transition from playback to rerecording on load-state is also a minor complication, but shouldn't be too hard.
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It's been a week, and no response, so I'll take that as an "I don't mind." Status update. :) If there's no seeds, users of ABC or BitTornado will still be able to download from this torrent.
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When a movie is obsoleted, the AVI is removed. Also, some movies just don't really deserve AVIs. They might be just showing off, a demonstration of something really really cool, etc. But for the mostpart they should have them. Can you give an example? A brief search by me came up empty handed.
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I have a PHP script to do that. It's intended for use when you pause the first SMV while recoridng, stop recording, immediately start recording from save-state to make the second SMV, and continue. If this is what you did, I can glue them together in a matter of moments.
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I guess that depends on your definition of luck. I define it as a favourable outcome from something random. I also assume that a human has no way whatsoever to know the result of a random decision. So luck manipulation means controlling something random. Assuming the above, it is completely impossible to manipulate in a console... ...but, in a console speedrun, playing the game a few times in the hope of getting a good outcome in one of those trials is probably quite common. Abusing dumb or predictable AI is also done, but I wouldn't call that controlling randomness. So in short, I don't think it's feasible in most games, unless the randomness algorithm is exceedingly poor.
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Status update. Stops on the final approach to Spark Mandrill and after defeat Agile for my first Zero part. Flagitious, I hope you don't mind me using this thread.
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Here's what I did. I modified snes9x to accept save-state commands from my joypad (only 1 save slot... I don't have too many buttons to work with). I linked my joypad into two pipes and had a copy of snes9x on each one. When I press save-state, both save and when I press load-state, both load. Technically each one is making its own SMV, but they should both have the same contents. This is contradicted by the desync, but I'm looking into it. The save-states are given names by the ROM's name, so that's not a problem anyways.
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Sorry, tracker's a little oversensetive. Bitcomet appears to be a really poorly hacked client so it gets denied access. I've removed that. As for my game production, take a look at this screen shot: http://dehacked.2y.net/mmx-and-mmx2.jpg
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The good news is that the concept works just fine. http://dehacked.2y.net/BT/torrents/MMX-and-MMX2-2.torrent (It's ~10 MB, about 3 minutes long)
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/me gets started.
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There's a frame counter in the header. Snes9x terminates playback when the file hits EOF or the frame counter is reached. Make sure you've read up at http://tasvideos.org/SMV.html
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Okay, here's my (brief) investigation. I encoded a short DVD movie segment. Athlon-XP 2500+, 850x510, 24 FPS. CPU usage is ~45%. I don't know what you're complaining about - this is a reasonable number to me. As for the codec itself, here's a side-by-side comparison of a Rockman 2 clip. XVID: 2 pass, bitrate target=300, bframes=2 (bitrate goes even higher without it), GMC http://dehacked.2y.net/rm2-bubbleman-xvid.avi 3.7 MB (300 KBit target was basically ignored) H264: 3 pass, bitrate target=300, no bframes, frameref=12, allow small motion blocks. http://dehacked.2y.net/rm2-bubbleman-x264.avi 1.1 MB Both AVIs come from identical input sources, and do not include sound. Please don't use download accelerators to download these. The server only provides a maximum of 80 KB/sec and you can't go higher.
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Though it does work, I must protest to your selection of thread. This thread would have been a better place to post. This thread is for the first game.
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Mplayer version 1.0 pre7 seems to play it out of the box.
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Shhhh!
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Joined: 11/6/2004
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So, the bad guy kicked his own ass and we get to be entertained by the IRC logs. It's win-win.