Posts for Ilari


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feos wrote:
How about a wiki changes watchlist with e-mail notifications? I'd like to be hip to some pages' changes. Like, subscribe on changes function.
There's RSS feed for wiki edits, but AFAIK it is only global to the entire wiki, with no per-page RSS feeds.
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Warp wrote:
From the setup these rules are obvious: 1) The relationship between n people is represented by a directional graph consisting of n nodes and which is connected 2) Connections can be one-way or two-way 3) All isomorphic graphs are considered equal, and thus counted only once. Is there a formula that tells how many different relationships (ie. different graphs according to the rules above) are possible with n people?
Assuming this is about number of non isomorphic weakly connected digraphs of n vertices, there is the following: Number of connected digraphs with n nodes. That page also gives formula, but it also involves another sequence (which has formula involving yet another sequence, and that one doesn't have simple formula listed, only way to calculate it using maple).
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AngerFist wrote:
Does anyone know why Dolphin page looks like this: http://code.google.com/p/dolphin-emu/source/list It used to list chronologically order the revisions, but now I don't understand much why it looks like that.
Looks like they upgraded the version control system to Git, which has true merges, so that indentation probably represents branches. And I agree that it looks pretty bad. I can't even tell from where the side branch starts from as there is no revision graph. And rating being lost is probably related to the migration.
Post subject: Re: #3261: Kyman & SilentSlayers's NES A Boy and His Blob in 01:41.0
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klmz wrote:
Time length of the movie: * In microstorage: 1min 42.167sec. * In FCEUX 2.1.5: 1min 42.00sec. * In submission queue: 1min 41.0sec.
* In the site database: 1min 41.999sec. There seems to be a bug in time display: If movie subseconds are 995-999 (this one has 999), then the displayed length is almost one second shorter. Two submissions (this and another published one) are affected by this.
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TASManiac wrote:
Ilari wrote:
Maybe there could be one big file containing all publication files and second one containing all submission files (updated periodically, a'la allmovies.rss).
Ah, I see. The size of the file would probably be huge though and would take forever to download. (Forever is something I sadly don't have)
* All publications movie file ZIP would currently be about 17MB. * All submissions movie file ZIP would currently be about 33MB. For comparison, there is all torrents ZIP file, about 17.5MB.
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TASManiac wrote:
Would it be possible to have a page that links to 1. Every submission file download 2. The link to the submission text next to it 3. If published, the link to the publication? That would make it a lot easier to download the movies en masse.
Mass downloading is discouraged due to load it places on the server. Maybe there could be one big file containing all publication files and second one containing all submission files (updated periodically, a'la allmovies.rss).
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Saethori wrote:
Does F-Zero GX have some sort of Rubberband AI?
This game is infamous for having Rubberband AI
Saethori wrote:
Or, in a Grand Prix TAS, would you literally be leaving everything and everyone in your dust?
Even the rubberband AI can't give enough speed to not be left in the dust. In single-track TAS for the first multi-pilot race, everyone else (BTW: Billy has infinite boost in that race) gets lapped.
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xcpleprechaun wrote:
How do I attach a WIP?
Upload it to microstorage and post the link.
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YoungJ1997lol wrote:
um.. what is svn?
Subversion, one version control system. Other version control systems include Mercurial, Monotone, Darcs and Git.
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YoungJ1997lol wrote:
i know that. but do i use netplay or something?
Well, usually multi-author TASing works by authors sending the movie file to one another after doing some part. Methods include: * Emailing the raw movie file as attachment * Uploading the file somewhere and private message (forums), /msg or private channel (IRC) or whatever for some IM program the link. * Using version control (most advanced method).
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Bisqwit wrote:
There is one problem with TASBlend. It increases jerkiness.
At least with some games, it seems to reduce jerkiness. In case of Alien Carnage, first dropping frame rate to 60fps via hard frame dropping and then doing TASBlend seems to give fairly smooth (if bit blurred) results, while hard drop down to 30fps seems to produce jerky video.
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SoulCal wrote:
Well if the Vertical Interrupt occurs every drawn frame, and the game is at 30fps, could I essentially use this as the frame counter?
Yes, it can be used as a frame counter.
SoulCal wrote:
And why would the "frame" counter be off so much? Think it is just an error by the developers?
I don't know, possibly it assumes that there is 1 poll per frame and it actually measures controller polls, not frames (which will be messed up if game polls multiple times per frame).
Post subject: Re: Continuing the TAS
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SoulCal wrote:
Anyone know what VI stands for?
Vertical Interrupt (happens once per drawn frame).
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TASManiac wrote:
I'm having some trouble with the actual editing because I have no idea how to work any image editor. I can't enlarge the image enough to create room for the text.
There are two ways around that: * Create huge logo (e.g. I have 1440x1080 and 4096x3072 ones) and resize it down on encoding (obviously, the text font must be quite large). This unfortunately only works down to about 320x240 resolution and doesn't work for systems with strange aspect ratios (DS). * Create resolution-specific logo (e.g. 256x224 for NTSC (S)NES). Since resolution is low, you need to decrease the font size to fit the text into image. Based on some empirical testing, if you want to use full width of image for the texts: * The URL should be about 1 point font size for every 13 pixels of image width (so about 20 points for 256-wide screen such as NES). * The text about tool-assistance should be about 1 point font size for every 16 pixels of image width (so about 16 points for NES). One trick to make halos to make the text stand out from the background: 1) Draw the text using white text on black background 2) Make a copy of that image, set it to be grayscale 3) If desired, colorize the text and background (the background color will be the halo color) in the original image. 4) Blur the greyscale copy 5) Use Colors -> Curves to brighten the greyscale copy a lot. 6) Decompose the original image using RGB decomposition. 7) Compose image using RGBA composition. Use the decomposed R, G and B channels of original image as R, G and B channels. Set the greyscale copy as A channel. 8) You should get image containing text with halos on transparent background. Copy and paste this on top of suitable background picture.
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Santiago wrote:
Use -q 0.35 instead of 0.25. If you must use 0.25, add -LC to disable SBR whos artifacts especially stand out for the kind of waveforms NES audio has.
You happen to know the delay in samples for -q 0.35? Or how -LC affects the delay at -q 0.25? And yes, that delay exists. Measured[1] at 2624 samples for NeroAACEnc -q 0.50 and 4672 samples for NeroAACEnc -q 0.25. Oh, and some other AAC encoders give other amounts of delay (like one other (not very good) encoder gives 1024 samples of delay). [1] The delay is measured by encoding couple periodic signals[2], decoding them back, measuring the phase difference for each and then using CRT to get the actual delay. [2] For example, signals with period of 127, 131 and 137 samples can be used to determine any delay 0-2279268 samples (that upper bound is certainly big enough).
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Santiago wrote:
I dont know what you're talking about with AAC needing to be delayed to sync or whatever. I have muxed hundreds if not thousands of videos to MP4 with AAC, both HE, LC and Parametric Stereo and none of them were ever out of sync.
Are you sure? The desync is quite subtle (but definitely there, at least with some players).
Santiago wrote:
Anyway, can we please get back to the original topic. How do I use NHML Fixup with Lua? I have the .lua file, what do I do now? Double-clicking does nothing and I have no idea what Lua is.
On command line (you can also use batch files): lua NHMLFixup-v7.lua <video-nhml-file> <audio-nhml-file> <timecodes-file> [tvaspect] (tvaspect specifies that output should have 4:3 aspect ratio (meant for TV display). Should be used for everything except what has internal display.
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Santiago wrote:
OGG should be abandoned, as it is a horrid format.
Do you mean that Vorbis is a horrid codec? I don't regard Vorbis as a horrid (or even bad) codec (Then there's another codec associated with OGG: Theora, which I do think is horrid).
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Santiago wrote:
I'm still getting Error importing audio2.nhml: Bad Parameter. Why?
audio2.nhml? How did you get filename like that? IIRC, the names MP4Box generates are of form foo_track2.nhml (I have pretty old version, so this may have changed). If you renamed it, did you rename the other associated files (IIRC, there's 2 others, for total of 3) too (those files have important stuff in them)?
Post subject: Re: I don't understand the encoder guide
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Santiago wrote:
I have no idea how to use fixup because the post assumes I'm familiar with Lua, which I'm not.
Here's how my encoding scripts (that I haven't used for a long time) use NHMLFixup (with a bit of adaptation): MP4Box -nhml 1 video.mp4 MP4Box -nhml 1 sound.mp4 lua NHMLFixup-v7.lua video_track1.nhml sound_track1.nhml timings.txt tvaspect MP4Box -add video_track1.nhml -add sound_track1.nhml -new final.mp4 Of course, one needs the Lua interpretter for that.
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creaothceann wrote:
Why is dedup needed btw? Identical frames would be caught by the codec.
Depends on the codec. x264 won't catch them well enough. There is sizable difference between dedupped and non-dedupped sizes if run has lots of duplicate frames.
Post subject: Re: Browsing by publication date
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Canar wrote:
I wanted to browse through them all, starting from the beginning and working towards the present. Unfortunately, there's no way for me to do that easily at the moment. Could we get a feature like this?
I was planning to do such list, first as Wikipage to prototype it and then implement it as module. Like this... ... I plan adding obsoleting movie info for those movies that are obsolete.
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Kingfisher wrote:
I'd also like to add one benefit to the Photon weapon that I remember: it can interact with objects through walls.
It can also hit many enemies in row (few things absorb photon shots).
Kingfisher wrote:
Turbo mode is an actual in game option, so I can't imagine why it's use would not be permitted, and the sum length of the game time would be identical with any episode progression.
Nope, it would not be identical (the direction and magnitude of effect would be difficult to estimate), because the starting conditions for each mission would not be the same: * First mission starts with 12 missiles * Other missions don't have missiles, but have carry-over credits from previous episode. * Alien generators can't be hit with missiles E.g. If episode 1 and 2 would be swapped, the final time would likely be at least 10 seconds slower (because grenades, which are key to quickly destroying alien generators would not be quickly available).
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Post subject: Re: Hi TASers! I make games, need tips
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In addition to what Mothrayas said...
LegacyCrono wrote:
Well, as you guys are much more experienced than I am, I'd appreciate some tips, specially about what would make a game interesting for TAS videos.
Well, here are some tips (this is bit subjective): * Avoid autoscrollers * Lots of action (high amount of enemies, but make sure player weapons are up to that) * Damage boosting itself (damage can throw you at faster than normal speed to the direction you want to go). * Allowing shortcuts from damage boosting. * Nontrivial to pick the fastest route (but this makes TASing bit less fun). * Good non-repetitive background music (might not be easy) * Decent sound effects (don't sound like they come out of PC speaker).
LegacyCrono wrote:
What about the TASing itself? Is there anything that could make a game more fun for TASing?
Here are some (again, there is bit of subjectivity): * Avoid frame rules (the game only proceeding after next fixed cycle, e.g. 21 frame cycle of Super Mario Bros). * Allow input at high rate (allows more precise control) * Allow the character to fully press against the wall (I just TASed one game where that isn't true, that wasn't fun). * If you have subpixels (object position at below-pixel accuracy), allow manipulating that without losing much time (here's another thing that made TASing the same game as above not very fun). * Always reset subpixels when spawning new objects (not doing that makes Super Mario Bros 2 USA one heck of a game to TAS). * If the game has a random number generator, button that burns random numbers or otherwise affects entropy but has no other major effect (Mega Man V has such). * Develop the game so it emulates well (avoid using hardware in exotic ways, maybe even test in TAS emulator for that platform).