Posts for Impact009

Experienced Forum User
Joined: 2/26/2009
Posts: 5
Location: United States
Post-capturing I meant. Well anyway, I tried MSU and YULS, and though the compression on both was twice as good compared to HuffYUV, I still got nowhere near towards the end of the movie. It was expected, since I barely got 1/5 of the way through with HuffYUV. I guess I'll sacrifice some quality, but I seriously wonder why the need for this many video segments...
Experienced Forum User
Joined: 2/26/2009
Posts: 5
Location: United States
I think you misunderstood what I wanted to do. Yes, I do use x264, but I need an AVI file to load with AVISynth to edit some things and bring into MeGUI. Unless there's a way for mupen64 Re-Record to somehow directly access x264, which I'm trying to find out, then I would have to use something else (hence XviD) since I can't use HuffYUV. And yes I know that mp4 is a container, but I meant converting through x264 into mp4, which is something that I said I would not do because constant decoding and re-encoding would kill video quality anyway. I tried x264 "lossless" encoding, and it's not lossless in areas of bright red. Thanks for the heads up on the new encoder, but I'm hoping that it's size and not the number of frames that does this. I only managed to get through about 1/5 of the run.
Post subject: AVI Capture in mupen64
Experienced Forum User
Joined: 2/26/2009
Posts: 5
Location: United States
I usually use my own capturing tools, so I've never used mupen64's AVI capture before, but it seemed pretty straightforward. I can't capture anything in AVI that's too long. For example, mupen64 will make Movle.avi, then MovieA.avi all the way to MovieZ.avi, then Movie[.avi. It seems like after that, it runs out of file names that it can use and crashes. These files are roughly 1.93 GB with anywhere between 3,700 and 3,800 frames using HuffYUV. I wanted to encode it using H.264, but I rather not have to resort to using a lossy codec to capture into .avi and THEN convert it to .mp4. I guess I'll encode straight to XviD then. My problem is with the emulator running out of file names and crashing then. Is there a way to keep it from doing that? I don't mind (I would actually prefer) one huge file that I can work with.
Experienced Forum User
Joined: 2/26/2009
Posts: 5
Location: United States
I tested this with OoT. I opened a .m64 file and saved it as a new file (with no changes made). It clips off about 1 MB of data and causes a desync about 26,000 frames in. The header information is still there, and so are all of the input frames. I am confused as to what was in that 1 MB of data.
Post subject: Manipulating the RNG
Experienced Forum User
Joined: 2/26/2009
Posts: 5
Location: United States
How did you know exactly when to manipulate the RNG. Did you develop a flowchart/table or something? Something like walking an extra step to avoid an extra battle a minute or two later makes it seem like you'd have to know the code itself. Sure you can look at the memory addresses, but wouldn't they change after every step? That seems difficult to keep track of. I'm also interested in how you were able to manipulate luck to focus certain enemies' attacks on specific characters.