Posts for Hâthor


Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
C'est en effet plus facile quand on la vidéo :p
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Sinon y'a un Guide fait par STBM dans cette même section ;). Sans compter les quelques personnes qui twitchent (voir le post ici); faut pas hésiter à passer des questions, c'est là pour ça^^ D'ailleurs, y'en a un qui ne se cite pas mais qui stream de temps en temps et justement sur GBA c'est grincevent (http://www.twitch.tv/grincevent).
Post subject: float values in RAM watch / search
Experienced Forum User, Published Author, Player (104)
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Location: Belgium
I was wondering if this feature will come with the next version. It can be very useful for 3D console, I think (in my opinion, seeing 27.32 is more obvious than 0x41da8f5c :p). I don't know if the ieee754 standard was used or if it's more complicated than I guess (The ugly fixed point 20.12 from Nintendo DS for exemple).
Experienced Forum User, Published Author, Player (104)
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RingRush wrote:
That grab glitch is a well known emulator-only bug. It has been patched in the DK64 version of Mupen as one of the many fixes.
As the new core is based on mupen's, I hope it can be easy to fixed it.
RingRush wrote:
The house warp I'm talking about can be done without the grab glitch though, you clip out of bounds after grabbing the coin.
By doing a long jump, yup that's what I thought too. Yeah, a monkey can do a long jump while in the air and breath under water! (I've forgotten to check if the console reset is well recorded; feature absolutly required)
Experienced Forum User, Published Author, Player (104)
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I agree with Patashu, RingRush told about House warp (You just have to Out Of Bound the last Barrel, if I'm right); I warp just by jumping and hit the tree at a specific frame; it is definitly impossible on console (and obviously, it is a source of mistakes). It also occurs with Project 64 1.6. DK64 is very specially coded. I don't why emulate it is so complicated but one thing is shure, it becomes better year after year. I just want to believe we could work on this soon !
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Just another test with a most recent build (4758) : Link to video I've notice that the timer is dependent of the lag; in the orange barrel it speeds up when you throw too much orange. I know it's a usefull tricks for entering factory (for instance) but I didn't know if it's normal for the timer. I also try to change the graphic plugin (by editing the movie file) and I was surprised the show the movie desync o_O (I'll check it deeper later) So I'm wondering if a graphic/sound/controller plugin matters (whatever game/emulator used)... and how to chose the right one.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Working on a "Minimalist+ Stealth" run. The idea is to avoid using items (Minimalist), avoid using grappling hook(Minimalist+: Because this item is special, you cannot unequipped it), avoid being spotted by guards (Stealth). I show the score screen at the end of each level because the HUD in bottom left isn't reliable; if you're spot by an innocent or a beast, it doesn't count for "Ranking". The main goal is just fun. Hope you enjoy this WIP. Link to video
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
got4n wrote:
keylie c'est pas si dur, je suis allé enregistrer aevc Realmyop et CDV Rayman advance et c'était assez simple
Et le voici ledit enregistrement :) http://www.jeuxvideo.com/chroniques-video/0000/00004884/speed-game-rayman-advance-gameboy-advance-gba-fini-en-1-16-19-00114858.htm Je me permets de faire ta "pub" got4n parce que je suis juste admiratif *_* Encore bravo ! ! ! ( Et bonne chance pour les autres rayman, la 3D c'est pas quelque chose de simple à optimiser mais je suis confiant :) )
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
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Location: Belgium
Voici un petit script que j'ai créé et qui fait tout, en gros :p A savoir que la vidéo d'origine est en 320x240 et que le logo est 1920x1080. Le script merge les avi, crée une vidéo avec le logo, upscale la vidéo d'origine et incruste les sous-titres tout en rncodant en h264, encode l'audio en ogg, on rassemble le tout dans un mkv en synchronisant l'audio et le tour est joué ! NB: Dans un souci de gains de place et de fluidité, je réduit la vidéo à 30fps au lui des 60.
#!/bin/bash

width=1920
height=1080

videoDir=~/Captured
logoFile=~/Logotas.png
subtitlesFile=~/TASsubtitle.ass

color="\\033[1;36m"
normal="\\033[0;39m"

cd $videoDir


echo -e "$color" "Merging avi files" "$normal"
mencoder -oac copy -ovc copy -forceidx -o merged.avi `ls *.avi`


echo -e "$color" "Creating logo vid" "$normal"
ffmpeg -r 1 -f image2 -loop 1 -i $logoFile -t 00:00:02.000 -vcodec rawvideo -r 30 logo1.avi
ffmpeg -r 1 -f image2 -loop 1 -i $logoFile -t 00:00:02.000 -vcodec rawvideo -r 30 logo2.avi
mencoder -ovc copy -forceidx -o logo.avi logo1.avi logo2.avi
ffmpeg -y -i logo.avi -vcodec libx264 -preset veryslow -b:v 3000k -pix_fmt yuv444p -tune stillimage -an logo.mkv
rm logo.avi logo1.avi logo2.avi


echo -e "$color" "Encoding movie" "$normal"
ffmpeg -y -i merged.avi -vcodec libx264 -preset veryslow -b:v 3000k -pix_fmt yuv444p -vf "scale=iw*min($width/iw\,$height/ih):ih*min($width/iw\,$height/ih), pad=$width:$height:($width-iw*min($width/iw\,$height/ih))/2:($height-ih*min($width/iw\,$height/ih))/2, ass=$subtitlesFile" -r 30 -pass 1 -an -f matroska /dev/null && ffmpeg -i merged.avi -vcodec libx264 -preset veryslow -b:v 3000k -pix_fmt yuv444p -vf "scale=iw*min($width/iw\,$height/ih):ih*min($width/iw\,$height/ih), pad=$width:$height:($width-iw*min($width/iw\,$height/ih))/2:($height-ih*min($width/iw\,$height/ih))/2, ass=$subtitlesFile" -r 30 -pass 2 -an video.mkv


echo -e "$color" "Encoding audio" "$normal"
oggenc -b 192 -o audio.ogg *.wav


echo -e "$color" "Merging files" "$normal"
ffmpeg -i logo.mkv -i video.mkv -filter_complex '[0:0] [1:0] concat=n=2:v=1 [v]' -map '[v]' fullvid.mkv
mkvmerge --sync 0:2000 audio.ogg fullvid.mkv -o final.mkv


echo -e "$color" "Cleaning" "$normal"
rm merged.avi fullvid.mkv logo.mkv video.mkv unsubbed.mkv audio.ogg *.mbtree *.log
Fichier de sous-titres:
[Script Info]
Title: Default Aegisub file
ScriptType: v4.00+
WrapStyle: 0
PlayResX: 640
PlayResY: 480
ScaledBorderAndShadow: yes
Last Style Storage: Default
Video Aspect Ratio: 0
Video Zoom: 6
Video Position: 0

[V4+ Styles]
Format: Name, Fontname, Fontsize, PrimaryColour, SecondaryColour, OutlineColour, BackColour, Bold, Italic, Underline, StrikeOut, ScaleX, ScaleY, Spacing, Angle, BorderStyle, Outline, Shadow, Alignment, MarginL, MarginR, MarginV, Encoding
Style: Default,DejaVu Sans Mono,20,&H00FFFFFF,&H000000FF,&H00000000,&H00000000,0,0,0,0,100,100,0,0,1,2,2,8,10,10,10,1
Style: WIP,DejaVu Sans Mono,20,&H00FFFFFF,&H000000FF,&H00000000,&H00000000,0,-1,0,0,100,100,0,0,1,2,2,2,10,10,10,1

[Events]
Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text
Dialogue: 0,0:00:00.00,0:00:02.00,WIP,,0000,0000,0000,,{\i1}This TAS is a WIP; it has not been validated yet{\i0}
Dialogue: 0,0:00:05.00,0:00:10.00,Default,,0000,0000,0000,,<game> in <time> \Nby <author> \NRerecord count: <rerecords>
Dialogue: 0,0:00:10.00,0:00:15.00,Default,,0000,0000,0000,,This is a tool-assisted recording. \NFor details, visit http://TASvideos.org/
Un excellent éditeur pour les sous-titres en *.ass (en plus, il est gratuit): Aegisub. Voici ce que ça donne : Link to video EDIT 3 Bon j'ai fais un peu de nettoyage, ajouté des couleurs histoire de voir où en est quand le script s'exécute et surtout, regroupé quelques étapes ! En effet, l'upscale, l'encodage en h264 et l'incrustation des sous-titres se fait en même temps. Mine de rien, ça fait gagner du temps (et de l'espace disque). Bien évidemment, il y a de l'adaption à faire en fonction de vos besoin; si l'audio est incluse dans l'avi d'orginie par exemple ou encore si vous voulez gagner du temps, vous pourrez opter pour un encodage simple passe et preset ultrafast. Le résultat sera identique mais la video pèsera plus lourd. Happy encoding
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Still in a FWG-less context :
  • Training Barrel
  • Escape training area
  • Fairy early
  • Jungle early (faster than see K.Lumpsy ?)
  • Take the 3 yellow coins
  • Diddy cutscene skip
  • See Diddy
  • Back to Funky's house
  • Buy coconut gun
  • Shoot the switch
  • Shoot the middle switch
  • Shoot the last one
  • Rainbow coin
  • Exit jungle
  • ... (Next later)
I'll try to make it to see what it gives.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
@RingRush: yes that's just some tests. It's obvious that it isn't optimized (and ugly rendering). I think it's possible to safe 2 or 3 seconds in the training zone. I just tried to made something between true tas and "let's play" :p. I was sure key 6 (I don't know why... maybe Beaver Bother influence me...) open castle but not... I understand better the any% route now^^ ! @Patashu: I hope it can help in some in N64 core dev and to be honest mupen file doesn't exite me a lot... Even if I only make R&D. but i'll test Mupen special build.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Hello here ! I made some tests with an interim build of bizhawk (r4559) this is what I get with the US version: Link to video Even if it's still in bêta, it seems to be working not so bad. I didn't get any major desync troubles. The only point I've to pay attention is with states. Ex: - I save state 1 - Some inputs - I save state 2 - Some other inputs - Back to state 1 - Yet other inputs - Well, state 2 is better, back to it This will desync, so you have to restart from state 1. I've a question about route, I thought about following (No FunkyWeaponGlitch):
  • Escape training
  • Fairy (to be able to get rainbow coins)
  • Crystal Caves
  • Beat Boss to get key
  • Creepy Castle
  • Use the boss fight to deliver Kongs
  • Buy what is required:
    • Nothing for DK (to be checked)
    • Rocket Barrel for Diddy (I think weapon isn't required, to be checked)
    • Musical instrument for Lanky
    • Mini Monkey For Tiny (Same as Diddy, I guess weapon isn't required, to be checked)
    • All 3 skills and weapon for Chunky
  • Factory
  • Beat Mad Jack (With DK, for fun)
  • Hideout Helm early
  • Key 8
  • K. Lumpsy
  • Final Fight
What do you think about? In my opinion, it's faster than the one used currently by runners. PS: If someone knows some RAM values, it'll be amazing :D
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Et du coup, le bios sera scph1001.bin, non? :)
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
J'ai eu le souci aussi avec Tenchu mais uniquement quand je faisais un "record movie from current state", pas sur un savestate normal. Du coup, j'entamais mon record avant le chargement du level, ce qui force le jeu à recharger tout. Si tu as le souci avec un savestate normal, ça veut dire que psxjin merdouille... Il faudrait alors tester sur psx-rr, beaucoup moins "friendly"
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
La magie d'une communauté, je trouve ça chouette :) Je plussoie BadPotato, hésite pas à flood !
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
I don't insist anymore... The discussion seems to be one way. I've done my best, he do his best, Riskbreaker Y do his best. I let judges made their work. I had lots of pleasure in woking on this TAS. That's the most important me.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
WR with LFS: Link to video WR without LFS: Link to video Many attempts here on twitch I'll have a deeper look at psx 1.13 later.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
I've upload the new pjm here. I've check it. How can I replace the existing on submission? About subtitle: 107559 frames and 7077 rerecords. Really sorry for the double work :s.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
Ooooh OK I see. Why... did I do that.... ? Well, you'right, it's useless and stupid. Movie can be stopped at frame 107559. I'll make a zip later. It doesn't change anything crucial but it'll be cleaner.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
It's intended, I found usefull to show highscore for in-game times. Those times are used by speedrunners as the official time (by summing all of them) that's why I show this screen. Now, if you find it useless, I can truncate the *.pjm file just after last hit against Mei-Oh. Note that at the end of the staff roll, Level 10 score screen appears...
Experienced Forum User, Published Author, Player (104)
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Posts: 117
Location: Belgium
I don't think it's necessary to delayed. Execpt if I see less than 57 seconds on a real console. As I already said, the world-record man does not down under 59 seconds. I didn't doubt about Alaktorn done, I doubt about the reliability of rom station's emulator (EPSX I guess)
Experienced Forum User, Published Author, Player (104)
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Posts: 117
Location: Belgium
There is something I found... weird. I don't explain how he get a so shorter time as a casual player and speedrunner (Sephyross) gets 59 and I think one time 58 seconds (I'll check with him). Note: The speedrun is played on a real version, PS2 slim (fast disc mode). I'm wondering if emulator used could change something... Yes, I can admit I could have made something unperfect but definitely, I can't imagine he beats a record of speedrunner who's training for several month (He has just made his 350th try this evening). This game will be strange for ever, I think... :p
Experienced Forum User, Published Author, Player (104)
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Posts: 117
Location: Belgium
Definitely, yes. In the worst case (level 2), it equals the record I know all others are beaten. EDIT: For the moment, the theorical time unassisted (single segment) would be between 11 and 12 minutes.
Experienced Forum User, Published Author, Player (104)
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@Patashu: In the firsts versions of the level, I take 59 seconds (in-game time) to beat this level. Alaktorn show me a more optimized route. I 've redone this first level later. In the movie I've submitted, the in-game time is 57 seconds. I suspect it is possible to find some frames, enough to "play" with number round and let the game display 56. But due to the rigidity of this game, it's really something difficult.
Experienced Forum User, Published Author, Player (104)
Joined: 1/4/2013
Posts: 117
Location: Belgium
:D I saw it on IRC. May the force (of Mupen plugin) be with you!