Posts for Koh1fds


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Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Aktan wrote:
Edit: I missed your last comment. Best resolution for 1080p monitor is 1080p =p. It's that simple. So best for 1440p monitor is 1440p.
But when you upscale emulator video by PointResize - you get sharper image when you choose resolution on youtube higher than resolution of your monitor. I think it's because that YUV colore space youtube using or something. http://i.imgur.com/Uz7DPyC.png Like here both screens made on 1080p monitor playing youtube video full screen. Obviously 4k have much less blending. So is it not that important for records from composite output? But anyway! Thank you! I will try to understand QTGMC by myself first.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Thank you for pointing that! Yep. GVUSB2 is YUY2 only. I loosing something by using wrong color space in lagarithm? Is there any examples of scripts that uses QTGMC? I aim at best possible picture not like certain resolution. I think you need at least 1440p for 1080p monitor?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
feos wrote:
Why 720x480? Was it an automatic setting or you just picked that resolution? Otherwise your method looks good.
I pick that. What should i use? Here is what available for NTSC in capture card:
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Any guides // suggestions // help to how properly encode record from real Famicom / NES composite video? I have 720x480 29.97fps interlaced video file captured by Virtual dub. So i do something like: avisource("movie.avi") AssumeTFF() SeparateFields PointResize(720, 480) Then what you think i should do next? Keep upscaling by PointResize or use some different resize algorithm? Here is result of like x16 point resize: Link to video Is this ok in your opinion?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Post subject: Help Creating Maps for FDS version of Ice Climber
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I'm trying to make complete maps for FDS version of Ice Climber, but i have some trouble. In that version of the game every stage contains hidden orange circle with a number that multiplies your score at the end. I want to mark those numbers on maps too, but i can't find those numbers in Mountains 38 and 39. I check every possible block and even some impossible. I think it's a bug. Like developers putted those numbers in those stage in unbreakable blocks or something. But even so i still want to mark them on maps. If someone can help me completing maps by locating those numbers in stage 38 and 39 - it would be so cool. Here is what done so far: http://s000.tinyupload.com/index.php?file_id=04810025443938152112 And here is save state for fceux that allows to start from second part of the game and choose those stages (38 & 39): http://s000.tinyupload.com/index.php?file_id=06136325214203035772 Any help very much appreciated!
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Still no frame advance hot key?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
From what game that music? at 22:55 It's so familiar, but i can't remember Link to video edit: Last Ninja
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Most important thing for me that you can actually hear by naked ears how much better sound Mesen has.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Sour wrote:
As for the Bio Miracle sound problem - I spent a bit of time looking at it, but haven't figured out what's wrong just yet. Thanks for letting me know though!
I also post it on git hub. Sorry! I didn't saw your answer here when i post it. Also thank you for nsf improvement! Now i can record some glorious mesen sound
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Sorry. I'm too stupid. I have like million versions of CV2 tas in one folder so i played wrong one. edit: Oh my God! Real last version is insane. Pretty good job! I was watching original like old tas and was thinking "why it's going backwards for old strats?". I have to sleep more
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Fortranm wrote:
Swag boost is the only trick from RTA WR that is still not in this TAS. :(
Where I can watch the latest last version of this tas? I watched this:
zggzdydp wrote:
Well, the new run is done, could the judger update the submission please?
And it didn't have like Furios Paul version of underwater mansion
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
No boost swag and different underwater mansion route than Furios Paul one. Is it 100% optimal? Also that off ladder glitch still faster than new "keep jumping to stop scrolling" trick? I think it's possible to save some time with all of that. edit: Swag boost. At least it looks cool: https://www.twitch.tv/videos/6946223?t=11m30s Correct mansion warps. I think i remember that Furios Paul made a video that proofs that this is fastest way: https://www.twitch.tv/videos/6946223?t=08m45s https://www.twitch.tv/videos/6946223?t=09m50s Jump / scrolling trick. Most certanly slower: https://www.twitch.tv/videos/6946223?t=19m28s
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
You can just replay 100% SMB TAS and make savestates at any points needed.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
[TAS] NES Battletoads & Double Dragon: The Ultimate Team "playaround" by feos This is everyone's dream. Any chance to see it in one day?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
http://tasvideos.org/userfiles/info/38208349259638082 Finally managed to get change in 0010 in a movie. So this is the best result so far, because both 0010 and 0015 addresses was changed.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
If you set "Allow more than 8 sprites per scanline" in NesHawk and then reboots core in last interim build
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
http://tasvideos.org/userfiles/info/38162546198177288 If You need a movie with this glitch.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Sorry for triple post. New strategy learned from MetroidMcFly. This can save some time in 100% run Link to video Sorry if it's known strategy. You have to morph then tap jump then hold jump. Pretty simple
Post subject: Mitsume ga Tooru
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I can't find tread about this game. Sorry if it's duplicate EndySWE https://www.twitch.tv/endyswe discovered new despawning strategy in level 1. http://tasvideos.org/userfiles/info/37924121710029229 Seems like you have to kill snail on right platform in really specific way. Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Fortranm wrote:
Edit: I couldn't get on the top of the left wall of Camilla Cemetary. Could someone please take a try?
It requires that jumping-whipping trick to land one block higher than usual? I'm pretty sure jumping-whipping trick doesn't work in FDS version Also in FDS version you can open inventory at Dracula fight and use garlic on him. If i remember correctly you can't do that in US version
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
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