Posts for Ilari


Post subject: Re: Problem with movies
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chiptune95 wrote:
Hi. I recorded a movie with the emulator, but when I tried to read it, the emulator misread the keys that I have made.
What emulator? What version?
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Warp wrote:
I must admit that I just cannot find anything that would even remotely hint at an answer to whether a new "gruefood revival" event will be held or not. If you would be so kind to redirect me or quote the relevant part, I would be grateful.
http://tasvideos.org/forum/viewtopic.php?p=329387#329387 That remark of course referring to situations like #3225: y479021776's NES Road Fighter in 04:34.33 vs. #3224: y479021776's NES Road Fighter in 04:34.65 (the former is faster).
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Regarding the middle tier, the boring option would be to give it some generic name and NULL icon, which would mostly hide the name from users. I think the places where tiers with NULL icon shows up are: - Publication edit page. - Publication header edit page. - Publication form. - Submission/Movie machine-readable info. - As tier filtering key.
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HappyLee wrote:
What about the SMW glitched run? Will it go to the vault instead of the 10-minute any% run?
No, neither will.
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ElectroSpecter wrote:
But my question was more about pitting human ingenuity in mathematics and naming conventions against the fact that numbers can get infinitely large. Who would win? Like I mentioned (and as Scepheo and andymac mentioned) I feel as though we can get as clever as we want with the most advanced computers, but there are always numbers that are just not able to be represented in any meaningful way due to their magnitude.
Well, within finite natural numbers: This problem seems similar to data compression. Taking the viewpoint of Kolmogorov complexity: For each number, there exists a program that computes the number (in finite time, but possibly requiring insane amounts of time and space). Now, there is certain minimum length for such program. Now consider huge finite numbers. Some such numbers have quite short programs (e.g. g_64). But even very near (relatively)[1] of such numbers are lots of numbers that have huge minimal representative programs. So some huge numbers are easily representable, but most aren't. [1] E.g. Within [1-10^-10^10^10^10*g_64,1+10^-10^10^10^10*g_64].
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goofydylan8 wrote:
Would Vault movies have the same player rank formula as the normal movies would, would they not be included at all or would this mean a complete overhaul of the ranking system?
I think the current plan is to multiply the points by per-tier factor (which would be greater than 0 but less than 1 for vault movies). ... Similarly, stars would have factor greater than 1. Also lower-tier movies would likely have lower ratings, and points are proportional to 2.5th power of rating, so you wouldn't get a lot of points from low-rated movie. Take two movies, with ratings 4.0 (low end today's standards) and 9.0 (very good). The latter would give ~7.6x (32 vs 243) the points with the same player count.
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Warp wrote:
Can I assume that "moon" is just a temporary name until a better name is devised? Because the moon has been traditionally used (and is still used) for publications that are somehow notable (regardless of what kind of runs they are.)
Yes, there needs to be a better name for that...
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Warepire wrote:
I have some concerns about the tier names, because in the current system we would be handing out some 500-1000 moons if I understood correctly. Displaying a moon on that many TASes may cause people to wonder why we bother marking them at all, I am worried this can make the credibility of the runs take a hit.
Yeah, that tier could use a better name to avoid clashing with existing meaning of "moon".
Warepire wrote:
Also, does this mean that we will un-reject every well made "bad game choice" TAS that has been rejected in the past?
Yes (of course there's also improvements since to look at).
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Marx wrote:
When I play Megaman X2[!], I can't get past the crystal snail level and which was alright on Snes9x
Megaman X2 uses Cx4 chip, which has firmware (cx4.bin) which bsnes needs to properly emulate it. If you are missing that, one of the levels in MMX2 is impossible to complete. (Edit: Played MMX2 Crystal Snail stage up to the boss to test)
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creaothceann wrote:
Either bsnes really has an elusive bug somewhere, or... the only alternative possibility I can think of is that the timing crystals in all systems involved in the capturing have slight differences due to their inherently analog nature.
The video capture should lock into the SNES output signal, which in turn is locked into the same clock S-CPU and S-PPU is. So the video capture should not introduce timing differences. Also if it did, it would have been seen in the earlier videos already. This game doesn't use enhancement chips that could have their own clocks, so the only possible source of interference from other crystals would be the possible 2nd crystal (I think there is one, but haven't seen any definite information to confirm or refute existence of such crystal) that would clock S-SMP and S-DSP.
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MESHUGGAH wrote:
Using tas-editor I sync them perfectly. #2076832347595676 btoads_shortestinput.fm2 (last link above your post) gets a game over and shows the glitchy plane and ending credits.
AFAIK, checking in tas-editor is not a valid way to test. However, that movie syncs in FCEUX 2.1.4a for me, ending in the same ending screen as previous runs of this type, so it is valid. (Edit: No, I didn't add a frame to compensate for that FCEUX bug or anything).
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CoolKirby wrote:
I will keep that in mind. It does sound like a lot of effort though, so I might just stick to GameCube TASing for now.
You mean GameCube controller TASing? Because GC controller can be used wih Wii, and it works just like when connected to GC as far as TASing is concerned. Of course, some Wii games require Wiimote (or some related device).
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CoolKirby wrote:
I see. So it's not organized or easy to follow at all, like GameCube controller input?
Each input frame is variable-size (it has length tho, so it is possible to follow the input framing without reference to the ROM). The first byte of each input frame appears to be length of said frame (not counting the length byte itself).
Post subject: Re: Having problems with rerecording in PSXjin 2.0.2 svn720
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ArtFromCode wrote:
I reload the movie I made and try to reload a savestate with read+write enabled on playback, and the movie just stops playing instead of continuing where it left off.
I thought that is how it is supposed to work. Load the savestate in read-only mode (read-write mode truncates the movie after load)?
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creaothceann wrote:
ZMBV or Lagarith didn't work?
AFAIK, ZMBV should work (assuming you can get an encoder to work). Lagarith doesn't.
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AndyDick wrote:
Okay, I think I finally have a preferable solution to handling YouTube's sub-par encoding issues. I came across CamStudio's lossless codec while preparing to create a time-lapse of processing an atlas video and the results were quite nice.
Are you claiming that by uploading videos compressed using Camstudio Lossless Codec, you got better quality from Youtube than with lossless h.264 (x264) of the same resolution?
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the_randomizer wrote:
To elaborate, skipping audio and video that can't be synchronized without the audio going to hell despite running on a Core i7 2670QM
Can you give names of some games you have tried (some games have slow-to-emulate enhancement chips[1] or may be in some other way nasty)? [1] Even if I don't think any chip except S-Z80 a.k.a. ICD2 a.k.a. Super Game Boy is slow enough to explain what you are seeing...
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I just tried playing back both edited versions (Fceux 2.1.4a):
  • My version has game over and then the end screen (valid)
  • Feos' version seemingly freezes up.[1]
[1] I waited 8 minutes to see if it unfreezes. No luck.
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rog wrote:
Ilari wrote:
Now if mainline could dump with proper timings...
Oh, you were serious?
Yeah, either properly A/V synced dump (multisegment on framerate changes) or at least dump information needed to fix A/V sync.[1] [1] The information needed: - Timestamp for each frame. - Timestamp for each sound DMA block. - Rate (32kHz or 48kHz) for each sound DMA block.
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Now if mainline could dump with proper timings...
Post subject: Re: My Xbox Live account was hacked
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Warp wrote:
I do not know how they hacked my account, as Microsoft's report did not reveal any such information. I consider myself quite an experienced and savvy computer user, having been using Unix and Windows systems since the early 90's, and I know not to fall for eg. social engineering; not that I have had any attempt at such a thing done to me either. Yet it still happened.
Maybe a weak password (if it isn't that, things get more worrying)?
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Nach wrote:
How come lsnes is being ignored?
lsnes is mostly same as Bizhawk timingwise (with enough differences to be annoying due to how bsnes core savestates work).
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CoolKirby wrote:
but I read on the Donate page that the site isn't accepting donations at this time. Why is that? I thought the site was supported by donations.
It was, until it was moved to the current server. Also, the site used to have ads, but those were removed. A major reason for this is to avoid appearing commercial in any way.
CoolKirby wrote:
There's no longer a way for me to show my thanks for the coders' efforts or help support the site?
The list on the wiki: Wiki: Helping
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BrainStormer wrote:
Stick with the original idea, re-do it. If it saves time, implement it. Don't be lazy! I don't want to see an incomplete run! It's either all or nothing. !!!
The 120-star SM64 is such a big project that if you would implement every little timesaver that is discovered, you would pretty much never finish it. Thus, practically one must have some known improvements if one is to submit one at all.
Post subject: Re: So I'm a novice...
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DiscoRico wrote:
Now, having said all that. I guess I registered for a couple of reasons. First and foremost, having lurked I've forgone rating videos for at least a couple years. Second, I hope one day to become a valued member of this community, even with the zero TAS experience I have.
Some things to do even without TAS experience: * Rate published movies. * Provide feedback / vote on submissions on the workbench. * Encode submissions (quick encodes for submissions without encodes, or even official publication encodes). * Re-encode past movies that lack encodes or have bad encodes. * Help coding emulators (C++, C# depending on the emu) * Help coding the site (it is PHP). See Wiki: Helping
DiscoRico wrote:
EDIT: I just noticed my title is very appropriately "Lurker". Gave me a chuckle.
I never had the forum rank field read "Lurker". :-)