Posts for Ilari


Post subject: GBA TAS of 2013 - Metroid Zero Mission "100%" by Dragonfangs
Post subject: Nintendo 3D TAS of 2013 - Super Smash Bros Melee by numerics
Post subject: SNES TAS of 2013 - Super Mario World 2 "100%" by (multiple)
Post subject: NES TAS of 2013 - Kirby's Adventure by (many)
Post subject: Sega TAS of 2013 - Sonic the Hedgehog by Tee-N-Tee
Post subject: PSX TAS of 2013 - Mega Man X6 "all stages" by Rolanmen1
Post subject: Gameboy TAS of 2013 - Pokémon Yellow by FractalFusion
Post subject: Computer TAS of 2013 - Braid & Jetpack
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
Post subject: Exotic TAS of 2013 - Street Fighter Zero 3 by SDR
Post subject: TASVideos at AGDQ 2014 on Jan. 5th!
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
TASVideos is proud to support the Awesome Games Done Quick 2014 charity marathon for the Prevent Cancer Foundation by demonstrating TAS's on consoles. Watch the marathon and donate during the TAS block on January 5th for your chance to win a ROBBerry Pi TAS bot!
Post subject: Re: encode problem.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
sack_bot wrote:
Ilari wrote:
Basically, if game runs at 60fps, youtube drops every second frame, causing some blinking objects to become solid and some to disappear (according to sampling theorem, 30Hz (60Hz/2) aliases to 0Hz (i.e. static) when sampled at 30Hz).
The FPS is 50, so it must be sampled to 25 right?
If you downsample 50fps to 25fps, the same problem happens. But if 50fps is downsampled to 30fps, the blinking will occur at 5Hz...
Post subject: Re: encode problem.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
sack_bot wrote:
Ilari wrote:
Do those lasers blink? Blinking objects disappearing in Youtube encodes is well-known problem (caused by youtube dropping frames).
Yep. On the frames where the horizontal lasers are not there.
Basically, if game runs at 60fps, youtube drops every second frame, causing some blinking objects to become solid and some to disappear (according to sampling theorem, 30Hz (60Hz/2) aliases to 0Hz (i.e. static) when sampled at 30Hz).
Post subject: Re: encode problem.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
sack_bot wrote:
The lasers that go virticaly down are not visible in the encode I provided.
Do those lasers blink? Blinking objects disappearing in Youtube encodes is well-known problem (caused by youtube dropping frames).
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
nEilfox wrote:
Aglar wrote:
Great job :) But... you can end the game earlier by doing like Hotarubi here: http://www.youtube.com/watch?v=LHb_Sz_rfbs (15:30)
I can not watch this video, how he did?
The speed run disconnected the grabbing hook there. Your run fully climbs to the next platform. As aglar said, the screen needs to be scrolled enough (in the speedrun, the screen scrolls back a bit after this frame). Also, this should be very minor change to the run. If you change this, please upload the changed movie to userfiles and request replacement. This avoids having to wait the 72 hours.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
FractalFusion wrote:
By the way, the memory addresses given in the submission text are based on offset from C000 (main RAM/whatever it is called); e.g. 1A3F is treated in GB as well as VBA as DA3F.
AFAIK, bus-DA3F corresponds to wram-1A3F only if WRAM window 1 is set WRAM page 1 (Gameboy Color). Otherwise, bus-DA3F corresponds to some WRAM address of form wram-xA3F (where the x is the page number set to WRAM window 1). IIRC, WRAM window 0 is fixed to page 0, which means bus-C000-CFFF does correspond to wram-0000-0FFF.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
jlun2 wrote:
It's been a while now, so how's the publication going?
Last I heard, dumped but still needs ABXing the soundtrack.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
The Wanderer wrote:
Yes, it syncs with the [U] ROM, although it does complain about a mismatch between accuracy core vs. compatibility core.
Er, where did you get lsnes with accuracy core (because the movie is using compat)? Built it yourself?
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
jlun2 wrote:
Or is the hitbox for the gate completely different in Dolphin?
In some linked bugreports, someone speculated that the cause is that Dolphin lags less than a real system, and thus the motion quantums are smaller and not enough to pass through.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
Krumstone wrote:
Although I'd really like to know why those menu items are missing, since for what I've read they should be active in the GUI out of the box.
The "SDL" version is missing some features the Win32 version has (other than maybe video capture, it should run in Wine).
Post subject: Re: Help with Fceux
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
Krumstone wrote:
I'm not sure if I'm asking this in the correct place, but I got here from the fceux.com site. I've been searching everywhere looking for a way to get an AVI video with FCEUX. It seems pretty simple, but I don't have the necessary menu items for this task. I only have File, Options, Emulation and Movie. I'm missing NES, Config, Tools and Debug. I tried to build it from source with no success. I'd appreciate any pointers. Thanks a lot.
Is this on Linux or some other unix-like? Here's the contents of template command I use for video dumping from from FCEUX:
src/fceux --videolog "mencoder - -o foo.avi -ovc lavc -lavcopts vcodec=ffv1:format=bgr32 -oac pcm -noskip -nocache -mc 0 -aspect 4/3 NESVSETTINGS" --playmov bar.fm2 qux.nes
Foo, bar and qux are metasyntatic, NESVSETTINGS is literial (the emulator itself replaces it with some settings). And apparently video dumping disables speed throttle, so it is only useful for capturing movies into AVI.
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
The 2GB issue (perhaps pipedec could get around that)? The 256/320 width issue? Or some obscure other issue?
Post subject: Re: How to record Gens with Fraps?
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
synnchan wrote:
Title says all. I'd like to use Fraps to record Gens, but it seems like the emulator doesn't recognize it. What should I do?
Some movie where the built-in AVI dumper fails on, right?
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
THC98 wrote:
feos wrote:
Ilari can edit database.
Oh okay. Thanks.
Okay, done.
Post subject: Re: Congratulations, 10 years old TASVideos!
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
RGamma wrote:
(i.e. how did you choose this day to be its origin ten years ago)?
I see no reason for that... The site was already up 6th December 2003.