Posts for Ilari


Post subject: Re: New tests
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siksteen wrote:
I made some tests for Stage 1 and I'm not sure 2p is faster than 1p. Even more for 1 passage stages like the beggining of Stage 2.
Er, what game? Mighty Morphin Power Rangers - The Movie Edition?
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Bobo the King wrote:
While browsing the forums (with Google Chrome), I received this message:
tasvideos.org contains content from membres.lycos.fr, a site known to distribute malware. Your computer might catch a virus if you visit this site.
Probably some users avatar (just an image)... Edit: Actually 3 users have avatars from that site...
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the_randomizer wrote:
That's good, but I don't know jack squat on using lsnes. I assume I just dump the video in its native format, play it back, then select a codec I want to encode it to?
The current versions use CSCD (Camstudio Codec) for .avi dumping (there are also some more exotic dumping formats). That codec should be Youtube-friendly (can be directly uploaded).
the_randomizer wrote:
What about using a joypad (I'm using an using a PSX to USB adapter)
Use something like Joy2key (The build doesn't natively support joysticks, as there is no Win32 joystick code yet).
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the_randomizer wrote:
Do you think the audio will sound less raspy in newer revisions? The most recent version sounds off to me for some reason.
Yeah, the audio should be fixed. On the good side, dumps (for encoding) don't suffer from that problem (the .sox dumps are bit-for-bit, .avi is very close, especially 32040/32041Hz modes).
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Dooty wrote:
I did a quick test and the results are pretty good; there's a lot less lag on the new emulator, but the sound seems a little worse than Snes9x.
In UI or when captured to .avi? UI has known problems with sound (TODO: Improve that sound). The emulator being unable to reach 100% speed (some chips are very heavy to emulate) will totally destroy sound quality. Video capture isn't perfect due to odd sampling rate, but mode 1 (32040Hz) or 2 (32041Hz) capture should be pretty good (the default 32kHz capture should also be good). For when one needs the best possible quality (encoding for publication), the AVI dumper dumps .sox that contains bit-for-bit exact dump of sound data from bsnes core.
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Dooty wrote:
Never mind, the run sync up to a certain point with v1.1, so I think there's nothing too different between the two versions.
At what point it desyncs? That could be instructive about the version differences... Places that quickly come to mind: - Some random lag difference (can be quite early level) - 1st boss - Those seals in 1st snow level (the AI is the most random monster AI in the entiere game) - Speed table overflow in 1st space level.
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I was looking at the source to figure out how to get audio and video to sync up... I then tried to calculate the exact framerates used by Dolphin, and got the following (all should apply to both GC and Wii): NTSC progressive: 1,620,000/26,999 (60.0022223045297973999) fps. NTSC interlaced: 60,750,000/1,014,391 (59.8881496385516038687) fps. PAL60 progressive: 60/1 (60.0) fps. PAL60 interlaced: 18,750/313 (59.9041533546325878594) fps. PAL progressive: 50/1 (50.0) fps. PAL interlaced: 15,625/313 (49.9201277955271565495) fps. The interlaced rates are valid only if "Accurate VBeam emulation" is off (which causes +1 extra line per frame). If that option is on, the framerates should be the same as in progressive case. NTSC rates have been measured, PAL rates are speculative. Note: New dolphin revisions have different yet-to-be-determined framerates.
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Perfect Death wrote:
This is the game from which has been created a sonic bootleg for the snes right?
Yes, this is the game that was created from. This is also the game with that one button that will crash the game unless very subtle hardware quirk of SNES is correctly emulated.
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feos wrote:
Publications from Dracula X to Harmony of Dissonance are missing on http://tasvideos.org/Movies-Popular.html despite of having 8.0 rating. Looks like the actual line to go there is a bit higher than 8.0.
Most likely rounding: To appear to be 8.0 needs only 7.95 average rating To appear in popular movies (presumably) needs at least 8.0 sharp.
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xnamkcor wrote:
Did we stop using Youtube?
No, Aktan just hates youtube.
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N. Harmonik wrote:
Question: Why is this submission #1990 instead of #1987?
You mean publication? The first three attempts at publishing this failed (due to database misconfiguration). Those attempts apparently jinxed 1987, 1988 and 1989.
Post subject: Re: Suggestion
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grassini wrote:
i also lurk SRK forums(for fighting games) and they make sure the first posts of the threads are filled with current info about the characters or games,so people don't have to search the whole thread for the current data on the game.is it possible for us to use that format also?
Well, then there are Game Resources pages that are suited for all sorts of information about games. Unfortunately, those pages aren't updated that often (anybody with editor role or above can update those, as can those with player rank).
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franpa wrote:
jlun2 wrote:
Dwedit wrote:
Could you let the final score remain on the screen for at least 5 seconds or so? Kind of anti-climax to see you get so many bonuses, then the high score goes away in several frames.
Wouldn't extending the movie for 5 seconds contradict with the site's goal of ending input ASAP?
Based on my questioning I would think so too http://tasvideos.org/forum/viewtopic.php?t=12506
The primary has extra subtitle giving the score: "Final score was 905 847 944". Edit: YT encode also has this (didn't check the 512).
Post subject: Re: Does --range pc do the exactly same job as --fullrange on?
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HappyLee wrote:
I saw x264 updated few months ago, and "--fullrange" exists no longer, so the command line was replaced as "--input-range pc --range pc" on the Encoding page. I was concerned about whether 2 command line are exactly the same (just the change of a name) or different.
Those two are exactly the same if you are feeding full-range YCbCr to x264. If feeding RGB, use '--range pc' and do NOT specify --input-range (otherwise the colors will be somewhat screwed up).
Post subject: Checksums?
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What's the MD5/SHA-1/SHA-256/Whatever on the ROM/ISO/BIN/whatever? I'm asking as ThatGugaWhoPlay seems to be complaining about being unable to make the run sync, and being able to exclude wrong version would be nice.
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FatRatKnight wrote:
Next time you update this topic, I recommend changing the title to reflect the current version. I have one suggestion: "lsnes rr1-Δ4ε1: Rerecording with bSNES core". Hopefully it will give a nice sense of progress to anyone who wish to follow.
Will do (with apporiate version number).
FatRatKnight wrote:
Another error spotted in rr1-Δ4ε1: Hotkey modifications (alt, ctrl, meta, shift) in wxwidgets do not appear to be working properly.
I actually discovered that bug earlier and already have fixed it in the repository maint. branch, so the next version won't have it.
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FatRatKnight wrote:
Ilari wrote:
Even my laptop (much less powerful than my desktop, and even that is oldish) can run it at about 90fps if no exotic chips are involved.
Running the latest lsnes still isn't much faster. This computer is single-core. As for the specs, I'm somehow unsure about how to go about finding that out.
If it is single-core, no wonder it is so slow. No CPU chip that is even near modern performance is single-core.
FatRatKnight wrote:
Ilari wrote:
on_idle? That shouldn't be hard (although one has to be careful not to waste CPU by spending too much time polling if such hook exists!)
Still, this would mean that I have access to creation of repeating commands when there is no further activity with input devices. At the moment, though, I don't foresee a major need for repetition or animation with emulation paused or no user input changes. Regardless, I suggest allowing the user to tweak the sleep value if this would be implemented. I also like how wxwidgets takes virtually no processing power while idling, and I hope the existence of such an option doesn't change that fact, during such cases where there is no lua running or the script doesn't contain on_idle.
Actually, one can take advantage of the fact that the presence or absence of such hook can only change when internal event queues are nontrivially run. And that requires activity when paused. But there is second issue, which only happens if there really is a on_idle hook active: How to know when to re-invoke it? Continuously re-invoking would obviously eat 100% CPU.
FatRatKnight wrote:
Ilari wrote:
FatRatKnight wrote:
The on_frame() callback is not called [...]
Hmm... Sounds bit odd. I take a look at this.
I made that determination with this script:
Ah, I think it is the ordering: on_paint() will occur first, then on_frame().
FatRatKnight wrote:
Ilari wrote:
Eh, the way on_startup() currently works, it isn't useful. [...]
One thought that crosses my mind might be when you reset back to frame zero. on_reset does not get called when the user decides to go back to the beginning of the movie.
on_reset is SNES reset. There doesn't seem to be a hook for rewinding the movie (should be added). The first frame is frame one... But there are are conditions that can cause frame counter value of zero: * Before the emulator is fully up. * Possibly in on_post_load hook. * Possibly if the emulator thinks system core state is corrupt. Oh, and there is a way nontrivial on_startup() can occur on both wxwidgets and SDL: Run Control file invoking some lua script or statement that installs on_startup hook.
FatRatKnight wrote:
Ilari wrote:
FatRatKnight wrote:
A request: A callback for when a request to advance a frame takes place. [...]
The frame advance button has autorepeat, so one hold may advance more than one frame...
My main thought was that sometime after the screen gets painted, if emulation is about to continue for any reason, then check for the appropriate callback. on_input alone might be enough for what I'm looking for, though.
It seems that on_input() will always be called when emulator is resuming from normal pause (modal pauses are a different matter, but shouldn't concern Lua scripts).
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FatRatKnight wrote:
Though my computer can't run the compatibility core at full speed (roughly 50 fps out of 60), a TAS does not require this.
Even my laptop (much less powerful than my desktop, and even that is oldish) can run it at about 90fps if no exotic chips are involved. Also, earlier versions had bugs in speedthrottle code, causing the emulator to run too slow. Set targetfps to "infinite" (yes, it is numeric, but it has special value for infinity) for benchmarking. I have even heard of the emulator running at 10fps on computer capabale of about 60fps. I rewrote the speedthrottle for rr1-delta3. Hopefully the new one is better (at least it jitters less for me). Also, the SDL version isn't much faster (well, I don't know about single-core CPUs, there might be some difference) as emulation and UI run on dedicated threads (with minimal synchronization, output is triple-buffered).
FatRatKnight wrote:
A request: Perhaps input.geta() and input.seta() functions that return and take a bit-packed value instead of taking an index and returning or taking a zero/non-zero value.
Good idea, even if some controllers have two first indices be analog values instead of buttons.
FatRatKnight wrote:
Although there's nothing like gui.register of certain emulators (the kind that just continuously runs while emulation is paused),
on_idle? That shouldn't be hard (although one has to be careful not to waste CPU by spending too much time polling if such hook exists!)
FatRatKnight wrote:
A notice: The on_frame() callback is not called when you start a lua script through wxwidgets, then frame advance once. It is called properly on the second and following frame advances after the script begins.
Hmm... Sounds bit odd. I take a look at this.
FatRatKnight wrote:
A question: How would one call on_startup() in wxwidgets? There does not appear to be a window with which to initiate the emulator with a lua script, and starting the script through the menu doesn't call it
Eh, the way on_startup() currently works, it isn't useful. And there is currently no way to execute a script so it gets that callback from wxwidgets version (and probably there isn't a way in SDL version either). I'll see how that stuff could be fixed.
FatRatKnight wrote:
A request: A callback for when a request to advance a frame takes place. Although, on_input() seems to be doing this job, it's not perfectly clear if this is the intention. I spot two on_input calls each frame during normal non-lag frames in one game I was playing around with, and on_snoop tells me just one request for each button to the controller takes place.
The frame advance button has autorepeat, so one hold may advance more than one frame... As to on_input() occuring twice but on_snoop() just notifying each button once, that's very strange. You are sure not even one button is polled twice (two on_snoops for one button), because that would explain two on_input()s (yes, I have seen game poll for just one button). on_input() can legitly occur more than once per frame if game polls more than once per frame (some do). I'll need to check if the logic is right...
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hegyak wrote:
mklip2001, +INITIALTIME sounds to me, like the time of day you either Start the game or Turn the PC on.
The emulator initializes the CMOS clock from seconds part of INITIALTIME (the + in the front is not part of the name). The subsecond part sets the phase of CMOS clock increments (since CMOS time only increments once per second). So it is date/time of initial poweron.
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I hope the awards mess has been finally sorted out (at least the number of awards listed in winners annoucement and on awards page matches). Yes, I fixed the Arcade stuff (and the caches have been updated).
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skychase wrote:
Just asking, would it be possible to play Commander Keen 1, 2 and 3 at the same time / with the same input ?
Well, just about the technical aspects: * There is no support for recording with background input, so making the TAS would need hacked version of the emulator. * There is multi-init support in r11.3 and newer (allowing the resulting movie file to be represented) * The site parser probably could deal with the resulting movie file.
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MrGrunz wrote:
There also seem to be missing a few awards like N64 TASer and TAS of the year. Computer TAS is also missing, I think.
N64 TAS(er) and Computer TAS(er) are missing. Fixed but caches have wrong data again. TAS(er) of year is there.
Post subject: Re: How to make 10-bit encodes?
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Warp wrote:
AFAIK lossy video compression usually uses a color space in the form of a grayscale channel and separate color information because it's more lossy-friendly than the RGB color space
Y is the greyscale channel and Cb and Cr are the color info. Some other reasons: * The sum of entropies of Y, Cb and Cr channels is usually fair amount smaller than sum of entropies of R, G and B channels (improved compression) * YCbCr is much easier to chroma subsample than RGB.
Warp wrote:
However, when dealing with lossless compression, does it make a difference?
AFAIK, Lossless compression algorithms usually store one of: * R, G, B * R - G, G, B - G. * Y, Cg, Co The point of the last two is to try to reduce the entropy. YCbCr is not used for lossless compression because it is not lossless to convert to and from RGB.
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creaothceann wrote:
So it might be as simple as setting the first 2 bytes of CGRAM (and writing to register $2132 for the color constant if necessary).
Writing to CGRAM from Lua script is possible, but unfortunately read/write to registers is not implemented.
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Santiago wrote:
Nanogyth, no. I see YV12 output, it is obvious because colors are blured like they normally are when they are YV12 and not RGB. Mediainfo says it is 4:4:4 but it is not.
I have seen media player that will convert 4:4:4 videos to YV12 when playing back (at least with some configs), so one better play the video point-scaled or it will seem to have chroma subsampling artifacts... Of course, if 10bit444s in the site play fine at 1x but your encodes don't, that isn't the problem...