Posts for Ilari


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jlun2 wrote:
Normal sized font.
Normal
Big
Bigger
Messed up font size.
Er, what? I don't see the problem (and I looked at the post markup)...
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bortreb wrote:
VBA does not support subframe input to my knowledge.
Using subframe input with GBC would mean using lsnes (nothing else capable of emulating GBC can do subframe input currently.)... Of course, there's making that emulator work (and possibly hacking it).
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FionordeQuester wrote:
x264 --colorprim bt709 --transfer bt709 --colormatrix bt709 --qp -8 --keyint infinite --output ".mp4" .avs
I don't see anything wrong with it (albeit --qp -8 is quite bizarre, --qp 0 is already lossless). So I have no idea why the colors are too dark (unless it is player-side screw-up)...
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henke37 wrote:
Uhm, what are the icons supposed to represent?
I second that. To me, these icons look nothing like what those are supposed to represent (in fact, I can't even make out what kind of thing that is)...
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ALAKTORN wrote:
wow days of work, what a tragedy :| can’t it be hexed?
The timing differences are just so great that it is very unlikely to hex worth a damn. And with highly optimized input, hexing taking lag frames into account won't work either (even if it syncs, it likely introduces way more lag than is absolutely needed).
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FionordeQuester wrote:
I figured out the encode anyways, which was ACTUALLY supposed to be... venc -q10 ".wav"
Yeah, there are multiple Vorbis encoders. One is called oggenc2 (then there is plain oggenc too) and then there's venc. And probably a few others.
FionordeQuester wrote:
Anyways though, one other thing I'm wondering about though...the colors in my video seem a little dark for Oracle of Ages...
I didn't see anything obviously wrong with the encoding script color conversion... Not that it is possible to get the colors right with Youtube (thanks to pile of crap that is flash). And too dark... That would happen if PC-range signal was decoded as TV-range. You aren't passing "--range PC" or similar flags to x264?
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Warp wrote:
Do I understand correctly that (analog) TVs actually adjust their own refresh rate to the TV signal that they receive (I'm assuming that within certain limits)?
Correct. It has to be done this way, since accurate enough timing sources would be hideously expensive (if available at all).
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STBM wrote:
Does hex-editing works for GC game ? If so, is there some values to replace ?
Wiki: DTM Each input record is constant 8 bytes, but only used records are stored, so number of records per frame can vary (from 0 on lag frames to multiple times each controller if game polls multiple times).
Post subject: FCEUX 2.2.0 Released
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FionordeQuester wrote:
I see. And what's the audio encoding command for Vorbis? I looked in the Hybrid Encode Script, but couldn't find anything referred to as "Vorbis" with Ctrl + F.
oggenc2 -q 10 audio.wav
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FionordeQuester wrote:
I see. And will my MKV merge command still work for that? Or am I going to have to replace the script?
Yes, it'll work (modulo any possible filename changes).
Post subject: Re: Could Someone Please Look Into This?
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FionordeQuester wrote:
When I uploaded my Oracle of Ages video to Youtube, for some reason, some of the audio glitches out, <snip> And I have x264, FLAC, and MKVmerge for encoding.
FLAC... There's your problem. The FLAC support on Youtube is broken. Use Vorbis at -q10 instead.
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Dwedit wrote:
Isn't it 59.94, not 59.85? At 59.94FPS, the time would be 1:20:46.37. So it's emulation inaccuracy here.
Where are those figures from? 59.94fps is the NTSC field rate, and consoles definitely don't have to run at that rate (and most probably don't).
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SoulCal wrote:
Console Verified.
Watching that video, the duration on real console appears to be about 1:21:21 (~39.5 seconds more than movie file length). Of course, there are sources of inaccuracy in that (video production might have altered the timings a bit).
Post subject: Re: Encoding Problem
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geniusmind wrote:
Avisyth open failure: Script error: there is no function named "ConvertToYV24" (C:\Users\Admin\Desktop\VirtualDub-1.9.11\encode.avs, line 207)
Upgrade to AVISynth 2.6 alpha.
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Oh, and side effect that script has: It assigns player ranks to those who have gotten a movie (removing isn't implemented). Team entries still have to be edited. Nice, as publishers quite frequently sometimes forget to assign those. And seeing missing player rank isn't easy, whereas seeing missing team entries is. (Player-List, and hit /(!) ) Also, now any current movie gives minimum of 5 points, no matter the tier or rating. This is to guarantee that you don't get former players with current movies and similar things. Also, having the script assign the ranks avoids that "unknown rank" bug, where user has player rank show as "unknown rank".
Post subject: Re: Player Point Calculation Changes
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CoolKirby wrote:
Does this mean the site will noticeably get very slow every hour?
The script runs in like 2.5 seconds.
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STBM wrote:
Can we use go to ? I know that in normal programmation this is never a good idea, but in assembly the jump function is the only way I found to solve these cases : - Create a pointer to an adress - Use jump "this pointer" / go to "this pointer"
Most instructions (those that don't involve interrupts or loads from fixed addresses) are fair game. All jump type instructions except restart (RST) and return&enable interrupts (RETI) are of that type. So the "goto" instruction (JP), and its conditional version (JR) is fair game. The only instructions that seem to be problematic are: * HALT (Halt processor until interrupt: Involves interrupts) * STOP (Halt processor until reset: Crashes) * EI (Enable Interrupts: Involves interrupts) * RST (Call special vector: Vectors are in ROM space) * RETI (Return and enable interrupts: Involves interrupts)
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Abahbob wrote:
I'd rather not wait the long amount of time it would take to code an entire game over Pokemon Yellow lol. But it would be really interesting.
Using subframe input (and ignoring the physics of the buttons / detection circuits) would cut down the waiting time a lot.
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bortreb wrote:
Thanks for letting me know about the Edit button. Is there something specific you wanted me to edit?
I think he was referring to editing your posts instead posting multiple posts back-to-back.
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bortreb wrote:
HOWEVER, you can only actually write 60 bytes per second because that is the maximum input rate of the buttons (it actually isn't, but you'd need a different emulator than vba-rerecording to go any higher.)
Any estimates how fast one could read data if the emulator used supported sub-frame input (so one could read in fast loop)?
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CoolKirby wrote:
This is the first published Lynx run, correct? Shouldn't that be noted in the publication text, along with giving the movie a "notable publication" icon?
Forgot about adding notice to publication text. I'll add a note. "notable publication" was replaced by "notable improvement", which doesn't apply here. There's "first platform", which I did give, but that flag lacks an icon... Edit: Oh, it seems that I also forgot about bunch of other work for first publication. Done that too.
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Dooty wrote:
Is it possible to adapt what already exists to verify NES games to work on SNES games too?
The onboard shift register would have to be expanded from 8 to 16 bits (and software modified to be able to use that). Other than that, it is just the connector. AFAIK, someone has already done a version that works with SNES (but as said, there are very few games to really try it on).
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feos wrote:
I strongly dislike it, because wise people really need seeing ratings of their runs to get info on how good/bad their gameplay decisions were.
The people that are usually the worst at this: - Authors (especially certain ones) - Various fanboys of the franchise in question. The technical and entertainment averages will be available anyway.
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STBM wrote:
Small bug : last message is timestamp : http://i.imgur.com/LUEcW.png while it should be http://i.imgur.com/OkY0V.png .
Probably because submission delete doesn't delete the thread right way, resulting that kind of thing.