Posts for Lex


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Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
This is awesome. I love what you do in the autoscrolling sections; especially the spikes section. It's hilarious when you fly into spikes without getting hurt.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
My avatar's too smooth for a hat. Mine's like a cutout of text with alpha blending. Unless you hide a hat under the forum, you won't see a hat in my avatar!
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I was the one who was going to work on it, but since I'm running VS2010 (instead of VS2008) and my Hourglass builds don't work like Nitsuja's, I don't think I'll be able to do it, even if I could do the code modifications necessary to implement command line arguments. For an emulator to work in Hourglass nicely (once command line arguments are implemented), it should support command line arguments like SSNES does. Mupen might work too which could allow us to once-and-for-all record Yoshi's Story!
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
nitsuja wrote:
Lex wrote:
I compiled revision 55 and tried it with that, but it wouldn't even run IWBTG. IWBTG just closed before it even opened, without writing to the log file.
It writes stuff to the log file even before it tries to start running the game, so there should be at least something there if you're set up right. If you're compiling Hourglass yourself then I recommend running it from the debugger and looking at Visual Studio's Output window instead of the log file. You can enable the "Runtime > Debug Logging > Send to Debugger" option in that case to skip writing to the log file. Also try compiling r51 as a sanity check, and if that doesn't work, try compiling it in Visual Studio 2008 if you haven't already (I've only tested it in VS2003, VS2005, and VS2008 so far, and only the VS2008 projects are checked in at the moment). By the way, use the Release configuration if you're trying to play all the way through a movie of this game from a build you compile. I just noticed that the Debug build has a desync issue in this particular game, which (for the movie that Kurikinton just posted) gets auto-detected on frame 32768 and causes a real desync the next time the game uses the RNG (which is at the Arkanoid section).
I'm using VS2010. I tried compiling r51 as Release. It does the same thing as my Release builds of r55 and r57. All of them seem to try running the game twice (known due to normal pre-run popups like "exe mismatch" (IWBTG syncs with either game exe)) instead of once and then saying "The game crashed." It must be a VS2010 incompatibility somehow considering your builds work perfectly.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Kurikinton, this is amazing! I watched it all the way through many times. I'm thoroughly impressed with the glitches and efficiency. This would get a definite "YES!" if you submitted it here via our normal submission process. Nitsuja, 2 Hourglass bug reports: I tried to dump Kurikinton's IWBTG TAS, but the first part of the dump is missing. The first file, "IWBTG.avi", starts from Mike Tyson. The second file, "IWBTG002.avi", is even further. I dumped it twice and the same thing happened both times. This was with revision 51. I compiled revision 55 and tried it with that, but it wouldn't even run IWBTG. IWBTG just closed before it even opened, without writing to the log file.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Warp wrote:
Please also explain to me why the length of my posts is an issue. This is the umpteenth time that very thing has been brought up (it was mentioned in this thread). I have asked this very thing several times, and I don't remember anybody actually explaining it to me. Apparently people have a strange aversion to long posts, yet seem to be unable to explain why. It would be nice to know.
I explained it in this very thread.
Lex wrote:
You consistently underestimate your audience by explaining simple things with great verbosity, causing your posts to be time-wasting searches for the point. We don't want to read a page of text about the same thing only to find out you weren't really saying anything new or that you were arguing a different point than what was presented.
You are either a master troll or a complete idiot. You seem to choose to ignore things that were said by others, dismissing their validity by acting like you don't understand because only your opinion could possibly matter. If the same issue has been presented to you numerous times by different people, it should be clear that it's something you should work on, not something to dismiss as invalid because everyone must either be wrong or speaking the language they speak on Mars. Also, is question-talking an obnoxious, patronizing form of communication? Yes, it is. Did you choose to act like you didn't understand what I obviously meant by "question-talking" instead of just accepting it and avoiding that form of communication? Clearly. Am I question-talking right now to show you how annoying it is? Yes.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I got the Hourglass source and modified the main dialog (IDD_DIALOG1 in wintaser.rc) in VS2010. Here's roughly (didn't do exact alignment) what I think it should look like: I think if I spent some time, I could do the code modifications necessary. Reading through wintaser.cpp, I was understanding what was going on. I'll try modifying my local copy and if I get it working bug-free (will test thoroughly), submit a pull request (is that possible?).
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
We're seriously not trolling you. We're trying to make you understand how annoying you are so we can help you fix your posting habits. Sticky's post on this page is the best post in this thread. It's only humorous because it's satisfyingly accurate. I couldn't have said it better myself.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Question-talking is really obnoxious too.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Dada, it's a 50 fps game. The logic runs at 50 fps, despite whatever refresh rate your monitor uses. At 60 Hz, you'll see a repeated frame every few frames. Set the fps in Hourglass to 50.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
We don't have dead threads at TASVideos. If you want to post your findings about a particular game, feel free to post in its thread despite the age of its most recent post. I'm glad you have started TASing! Keep it up! The more, the merrier. :)
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Warp wrote:
", as I already commented." is a really obnoxious thing to say.
It has never even crossed my mind that the expression "as I already commented" could be interpreted as obnoxious. I have always thought it to be simply a reference to a previous post (as in "for more details, see my previous posts, there's no need for me to repeat them again").
Your comments aren't necessarily always the truth.
That should be a given, a self-evident fact. I don't think it's crucial to litter one's posts with abundant instances of "AFAIK", "in my experience", "I think", "I believe" and other such weasel words to make sure that the reader understands that I'm writing about what I think is the case, not a claim of "this is the absolute truth, bow before my masterful knowledge". Murphy's law of online forums: If something can be interpreted in more than one way, somebody will interpret in the worst possible way and get offended. No exceptions. Corollary: If something cannot possibly be interpreted in a negative way, someone nevertheless will.
You missed the point again. You separated my two sentences in the same paragraph as if they were unrelated. "', as I already commented.' is a really obnoxious thing to say." is directly related to "Your comments aren't necessarily always the truth.". Using ", as I already commented." was clearly meant to explain to the reader that they should read the comment you repeated (!) from your previous post because they must have missed it, since their dispute against your comment couldn't possibly hold any weight or meaning.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The only way I know of to get TwistedSpoon in any generation 2 game is by trading a Kadabra from Yellow to any generation 2 game. Hold items don't actually exist in generation 1 games. The generation 2 game simply recognizes that the Kadabra is from Pokémon Yellow and gives it a TwistedSpoon. It might be possible to glitch a Pokémon holding a TwistedSpoon in a generation 2 game, but I don't know much about generation 2 glitches.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
PangaeaPanga, your WIP is incredibly awesome. Would you mind posting your input file?
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I also agree with Zeupar and ALAKTORN. "The XXX" should be in the T section. "The" is a word and a legitimate part of the title. Everything I sort starting with "The" is together, including my ROMs, music, and videos. I also agree with Warp's opinion about "A Boy And His Blob".
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Warp, nobody claimed that having no OS was a good idea. MinuetOS is an OS. It aims to achieve your described optimizations with manual assembly programming (which, if done cleverly, is more efficient than compiler-generated machine code) and minimal extra software layering. I'm not sure if MinuetOS achieves this, but it is a nice goal with definite possibility. Yes, your avatar contributes to the image of fierce analysis. However, you consistently underestimate your audience by explaining simple things with great verbosity, causing your posts to be time-wasting searches for the point. We don't want to read a page of text about the same thing only to find out you weren't really saying anything new or that you were arguing a different point than what was presented. ", as I already commented." is a really obnoxious thing to say. Your comments aren't necessarily always the truth. Your comment was read and it was disputed. It wasn't simply skipped.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I voted "other". My personal nostalgia dictates that Pokémon games (and other Game Boy games) should not be distorted, but SNES games should. Note that I have a Super Game Boy and played games on it every once in a while when I was a kid, but not nearly as much as I played the same games on my GBx, nor nearly as much as I played SNES games.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Wouldn't that be because YouTube transcodes everything into lower-quality versions? I'm almost certain that's the reason.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Maybe you're using a different version of the game. That might explain the desync. The version I'm using is from here: http://www.geocities.jp/z_gundam_tanosii/home/Main.html (second text link, which is this).
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
nitsuja wrote:
You're both setting the app locale to Japanese, right, otherwise it won't run at all? (I haven't gotten around to storing that setting in the movie file yet.)
No, it runs (and syncs) for me with my system's default locale (English).
nitsuja wrote:
turbofa wrote:
And for the encode, the second, I actually used the in-game AVI capture (I used the Xvid MPEG-4 codec with default settings)
So you're saying Hourglass put that first frame there (the one showing part of your browser window and part of the Hourglass dialog)? If so, I'm not sure how such a thing got written to the game's backbuffer, but maybe it did somehow. As for the choppiness, either Youtube really screwed it up, or you weren't using a framerate setting that matches up well with this game (or Hourglass has more issues with this game than I realized, which could easily be the case).
I'll try making an encode and see if the same occurs. I found a major bug when trying running Cave Story in Hourglass with "Allow Fullscreen" disabled. If I had the window anywhere other than the top-left corner of the screen, the image would be moved double the distance from that point. For example, if the window was 100 pixels from the top of the screen, the image drawn by Cave Story would be 200 pixels from the top of the screen, partially cropped by the window border. The remaining space inside the window border would be a partial frozen image. This might be related somehow. Edit: My AVI dump made with Hourglass looks perfect. I'm not sure what happened with turbofa's. By the way, the only thing that changes with a different locale is the text in the window's title bar which isn't displayed in a dump. The credits at the end still display in Japanese using the English locale. Edit: Actually, no! My AVI dump made with Hourglass doesn't look perfect! Check this out! *image removed because somehow it got mixed up with another image on my server* That's frame 4. Frame 0 is black. The next three frames are almost the same as frame 4, but start with far less shadow density and increase in density in a linear manner until frame 4, as if multiple Hourglass windows are being drawn on top of each other each frame and Windows is blending multiple layered window shadows. Hourglass seems to ask for a codec on frame 4 with this game rather than frame 0. When it knows the codec, it's writing 5 frames of garbage into the AVI before writing game video data. By the way, the game's video was blank white space at that time, which explains the whiteness in the above screenshot.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
It syncs for me in Hourglass r49 without doing anything funny and I'm on Vista.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
There are options for a reason. Your ancient computer not being able to handle running a video at 60 fps doesn't hold the rest of us back if there are playback options.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The YouTube-ruined version is significantly less vibrant than the original. I realize that's color space conversion, but it looks like it went through multiple conversions, causing the color to lose the majority of its luster. Isn't there a brighter magenta in that other color space that's closer to the original? I have a feeling there is and YouTube's color space conversion algorithm isn't getting as close to its mark as it could. Of course, your original point has been proven. I still wonder what happened with my video, though. It seemed to have its vertical resolution cut in half. Perhaps YouTube has fixed that aspect of their transcoding since my video was transcoded.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Mister Epic wrote:
Aktan wrote:
This is another reason why I asked, "Are you sure YT quality is great?" YouTube has been known to cut the vertical resolution in half, and then up scaling it again, effectively losing 50% of the vertical resolution.
I don't think so, my friend. I did a test. I've made this 1920x1080 picture (look closely), and I shoved it in a short uncompressed AVI file. The results are here. If you have a 1080p monitor/TV, set this video to 1080p and look closely. I can distinguish all the black lines from the pink ones. If you were right, I would've seen a single color. Am I right?
I see your lines, but the color is completely wrong after the YouTube transcode. Anyway, I wonder what happened here then: http://tasvideos.org/forum/viewtopic.php?p=279864#279864
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Dada wrote:
I'm not sure I agree on point resize support. That's only useful with super high quality encodes (otherwise the pixel art gets mangled anyway, even with quality on par with 480p) that don't use (significant) upscaling, and Youtube doesn't provide them right now anyway. Going down from any large size to the native screen size with only point resizing would introduce artifacts (some pixels being larger than others). In that case, using a bilinear scale is better.
I meant for upscaling pixel art. Of course you would want to downscale with a bilinear downscaler.
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