Posts for Ilari


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dw0914 wrote:
All I did there was use its built-in AVI recording with some simple codec - I wish I could remember what - and it came out in a nice, neat, reasonably sized AVI that I sent straight to YouTube.
I would guess it was one of: * Camstudio Codec (free) * Camtasia Codec (not free) * Dosbox Capture codec (free, but I don't know if it works with snes9x). Youtube can deal with all of those.
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THC98 wrote:
Really? This will be the first GameCube game publication??? Wow... O_o I thought that games like Metroid Prime already have some publications...
Nope, no GameCube publications yet (4 submissions). Of course, a surprise submission could come from somewhere, but based on what I have seen so far, this looks like very likely candidate for the first GC pub.
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got4n wrote:
But my file is 20 mb for 20sec and i put faster compression
Yeah, video data is large, especially when you don't can't lose data and must compress fast. Using slower settings will likely take a good bit out of the file size, but it will still be quite large. As for how the publication video files on this site are so "small", that is using lossy compression with harsh settings (slow!) and world-class encoder (x264) for a very good codec (h.264).
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Odongdong wrote:
Vykan12 wrote:
(or this Perfect Dark run)
Hold on. Why isn't this speedrun on TASVideos?
It was submitted, but nobody got it to sync.
Post subject: Re: Encoding help
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McBobX wrote:
I'm follow the tips but the avs script can't open with VirtualDub
Error Messages? If so, what do those errors say?
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As technical background: * The disk space reserved for storing the video files is 48GB total. * Each file is deleted after sideloading completes. * The maximum delay from completion of upload to start of sideload is 1 hour. * The sideload (if everything goes properly) usually proceeds at multiple megabytes per second.
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Searching all wiki page names from the database (case insensitive): All page names containing "LoZ" -> None found. All page names containing "Zelda" -> 3 matches:So there really doesn't appear to be The Legend of Zelda resource page (and I don't think such thing has ever existed).
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THC98 wrote:
I was going to the Submit page to see the games that have in the site. But I didn't see any GC game. Are you going to add them or it won't have in the site?
There are a few. If you have one not in list to submit, submit it anyway (without selecting any game), it'll get fixed.
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CoolKirby wrote:
Thank you for providing a 60 fps encode!
It is ~70fps, not 60fps. The dump I have is 1000fps (made using hacked version of the emulator). The 20% version is made by making 150fps video and setting framerate to 30fps (and also slowing down the audio to match).
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Truncated wrote:
Also this version takes more steps than the previous movie, but is still faster because it makes one less room transition, as Ilari wrote in the submission.
Also, the ratio of time it takes to transition between rooms and to take a step is approximately constant (ignoring keyboard clocking effects, which contribute a few microseconds total at most).
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Looks like it is the '!' in one of the URL paths that breaks stuff (rendering the entire post invisible). Escaping it as %21 seems to work (even if URL syntax doesn't seem to require it). Also, the following characters in URLs break the post: *, ', ( and ). The escape codes are %2a, %27, %28 and %29 (in order).
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Skyroads:
  • The demo always happens in level 0 (where normal levels are 1-30).
  • There is a word in memory that gives the current input method (keyboard, mouse, joystick, demo). That is set to demo.
  • If one pokes the demo value into that word while playing, it starts playing the demo input (from point depending on position).
  • If one pokes one of interactive methods while demo is playing, one immediately gains control.
  • On each physics frame the game divides the longitudinal position by 1638 and uses that as an index to load a byte (giving input to apply) from array containing the demo (loaded as-is from DEMO.REC).
  • The input from the byte is processed as normal input. For example, the ship can't double-jump.
  • The demo playback loads input even when game is lagging, unlike all other inputs.
  • Demo playback is always deterministic (at least if memory corruption is not involved)
  • It is possible to replace the demo, or even the level demo plays in.
  • If the level is replaced, it can be at most the length of the original demo level (160 tiles).
  • If that level length restriction is not obeyed, the game overreads the demo buffer and starts feeding random crap from memory after it as input.
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Canar wrote:
What effect does this have on temp encodes? For a while there I'd toss up a quick temp encode on occasion for people to vote on.
None. This is only about Youtube encodes linked from publication page streaming links.
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The following fixes to user movie upload have been done (following report about problems with it on IRC)
  • Some blurb about filename needing to have suitable extension.
  • Automatically guess the filename (using either the filename of the uploaded file or the filename inside the .zip) if the input is left blank.
  • Don't do utterly crazy things if the uploaded .zip contains multiple files.
  • Hopefully more informative error message on bad extension.
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partyboy1a wrote:
- if your ROM doesn't end with .sfc: use SNESpurify to convert your ROM
Should not be needed (unless it is a bad dump, some really weird copier format or one of those weird double-headered ROMs).
partyboy1a wrote:
And the wxwidgets version doesn't work for me, maybe because I use two keyboards, the SDL version seems to handle that nicely.
Can you give more specifics? Does it crash? If so, where? Keys not working? Or what?
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There is now a section on the site for uploading WIP movie files. All submitable file formats are supported (additionally, Lua scripts and memory watch files too). All users receive 20MB of storage, and published players receive 40MB. There's a list of new WIPs available in the WIP movie files section, as well as on personal user pages. Users can also make a WIP hidden if they don't want the general public to see it yet.
Post subject: Re: The new glitches
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chiptune95 wrote:
Hi, do you know if there is a page or site that lists the new glitches found conducive to the possible improvement of a run... thanks
Wiki: GameResources ... But that's dependent on somebody documenting the glitches. Additionally, searching through per-game threads on forums might turn something up (albeit with much lower SNR).
Post subject: Re: Weird message when I load the game? (JPC-rr)
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MrPopsicle43 wrote:
When I load up the game, it tells me "In the kernel! :)" What does this mean?
The only reference to "kernel" from JPC-RR itself I recall is related to Lua support. Perhaps it is something to related to the game itself? Does it appear on messages console? On Lua Window? On the main screen?
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STBM wrote:
And does anybody know how to find the number of re-record in a .wad ? I don't knwo it will show the real number, as I restarted the movie many times due to desynchs, but I'm curious about that.
You mean .dtm (since .wad is the game itself)? The rerecord count is at offset 0x2D, 4 bytes, little endian (least significant byte first). DTMs are binary, so use a hex editor.
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gamerfreak5665 wrote:
But i when i look up the frame number in hex format, it says it can't find it.
There is no fixed correspondence between frame numbers and file offsets in DTM, it depends on the game and past input.
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STBM wrote:
I'm trying to encode this version, but the sound doesn't want to synch.
Unless patched for A/V dumping (the patches were done by Natt), Dolphin has no sense of timing in dumped audio and video (especially video).
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That 2777:46:40.0 initially reported as movie length was caused by precedence lossage in DTM parser. Fixed.
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NitroGenesis wrote:
I'm sure Mr AKheon won't mind if I use his rating page as an example.
Fixed. It erroneously regarded missing ratings as zero ratings when computing the average for that user / movie. Edit: Bug I noted in user movies (causes need to be determined): The World of Goo submission file can't be uploaded. It seems that the POST variables are not received for some reason??? Because the file is too large? Edit2: Worked around that by allowing uploads of movies inside .zip. Won't fix the root cause (would need streaming upload code) but allows uploading stuff that previously couldn't be uploaded.
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NitroGenesis wrote:
If you rate a movie without giving a rating to one of the categories, it lowers your average score.
Can you give some example movie where you think that is happening?
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WinEpic wrote:
I am going to redo my run, I would just like to have a small list of what I should improve, if you don't mind.
At least: * Doing levels a lot faster (some levels can be improved tens of seconds). * Not going back to fetch stuff (only if absolutely needed or if it saves massive time) * Not waiting unnecessarily Hint: If you think you need some tool for a level, test how much time it actually saves. Based on that one can think if it is worth it. Hint: Watch the existing runs. Even if those only cover fraction of levels you go through, those show the level of speed needed. Hint: Changing the amount of double/triple jumps you do on levels (which actually is a lot less trivial than it sounds) changes "random" events on the map (e.g. so that you get the blue shell on 1-2). Oh, and post WIPs. There's microstorage (http://dehacked.2y.net/microstorage.php) and the new stuff on the site (http://tasvideos.org/userfiles/). This way others can give feedback on partial progress.