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Nope, those all are rejected or canceled submissions that don't have game assigned yet. Everything published is linked with a game.
One can't automatically assign the name for non-published stuff because submission game name fields are a mess.
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Eh? Since last July, MoviesList has only needed updating when a new platform has its first publication (happened once since).
There is page for each game listing publications and (most) non-published submissions (405 submissions aren't currently listed for any game) for it (e.g. http://tasvideos.org/Game-99.html for Super Mario World).
In case you want to fiddle with that URL, the first ID that is valid is 1 and all IDs up to 962 (as of this writing) are valid.
Adding publication files, submission threads, marking current records for similar listing wouldn't be difficult.
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Looking at this from database layout POV, the following pieces are currently available (might not have complete coverage):
- Game system
- Game name (english only)
- Tasvideos tricks page
- Submissions, and by extension:
* Publications
* Categories
* Streams
* Mirrors
There are plans for other game names (JPN/EUR, variations, etc).
What the current plans don't cover out of that list:
* Links to other pages besides resources page.
* Links to SDA runs
* Other links
* Foregn game resources pages
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* As jlun2 said, there are newer VirtuaNES versions than 0.93
* VirtuaNES is no longer accepted for submissions.
* And given that it looks there haven't been serious improvements since, it doesn't look like revisiting that decision would be necressary.
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Lua isn't designed to be able to execute multiple Lua functions at the same time in the same context. So that means that Lua code can only use one core.
Still, one could run the lua code in its own thread (JPC-RR does this), so other emulation wouldn't eat CPU from Lua code. Unfortunately, this involves multithreading, which is rather complicated (the Lua VM in JPC-RR often locks up the emulator due to race conditions).
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If you are to do official encode(s), you need approved encoder logo (approvals are handled by site managers and senior publisher).
Oh, and if you need help with encoding, there's the IRC channel (many encoders hang there) and of course the encoder's corner subforum.
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That would require hijacking program execution flow, and most memory corruption glitches don't allow that.
Most systems have write-protected program code. Yes, all systems can execute from some kind of RAM, but you have to make the program jump there somehow.
Also, it would be material for playaround videos only (and in games that allow SRAM saving), as the game state is wrecked so bad that the game is uncompletable without resetting.
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If you post it here, downscale it (or link to it), otherwise it will screw the thread just due to sheer size.
The new method is to do a single point resize to smallest resolution that:
1) Causes YT to offer original resolution (Width greater than 1920 OR height greater than 1080).
2) Has pixels of equal size (Horizontal and vertical scale factors are integers).
3) No chroma loss (horizontal and vertical scale factors are even).
4) Is of correct aspect ratio (ratio of width to height is 4/3 for stuff displayed on TV).
If original is 256x224 (NES NTSC) this gives 3584x2688.
If original is 256x240 (NES PAL), this gives 2560x1920.
As a warning, with some systems (e.g. Genesis), this results too large video.
The older method (which still has to be used in some cases) is three step process. First point resize by integer to at least 961 wide or 541 high, then point resize to correct AR and finally point scale by 2x.
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Show it to at least one of site managers or to senior publisher.
I guess the original video output is 256x240 and the script uses the older method. That would give 1920x1440.
Knowing that NTSC NES is 256x224 and PAL NES is 256x240. And then computing what various HD methods would resize that to.
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1920x1440 resolution?
* NTSC NES HD should be 3584x2688 (old method gave 1792x1344).
* PAL NES HD should be 2560x1920 (old method gave 1920x1440).
Also, if you are going to try to encode old publications for uploading to YT, you need to have subtitles and actual encoder logo.
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Open the .avs file in virtualDub and save audio as WAV (I don't know what the command is exactly called but there should be one like that).
An alternative is to postcorrect the audio dumped from .avi using SoX:
sox audio-original.wav audio-fixed.wav pad 2 2
This delays audio for 2 seconds (the most common logo length... If it isn't 2 seconds, adjust both those 2's in the command).
If encoding for Youtube, this might work too (again, with raw audio track dumped from .avi):
sox audio.wav audio.flac pad 2 2
... Which also compresses the audio using FLAC while compensating for the logo.