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I was messing around with Dolphin and wanted to re-encode Mega Man 9 TAS using Dolphin AVI dumper. I noticed that audio is dumped fine, but was dumped without lag frames, which causes A/V desync unfortunately
I found that issue already addressed here and was fixed by using Xvid codec, but I don't want to use it of course. I know Aktan said that it may be caused by the computer being not fast enough to decode all frames or I/O limitation but I believe it is not a hardware issue as I tested that on a i5-3570 with 8 GB RAM which is enough in my opinion to record AVI fine.
So my questions are: what causes this issue? and how to fix it?
The TAS I'm trying to encode is the published one of MM9 with same version used for creating it of course (4.0-4796).
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Wait what? I don't know why you cancelled it, but since it was accepted, it means it does fulfill publication condition. And same as EZGames, I just said my opinion and what I see about the category, it doesn't matter a lot, but the run is really good and optimized (I know your skills even as I watched many of your runs, including this one), also, judge said his word and accepted the run for publication.
I do wanna see this run un-cancelled and accepted for publication again.
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Well, I never said that this one and RCW are "the same game", they are definitely different but not a lot, as it has the weapon switching which only for weapons, and the RCW version don't have most of the beneficial glitches existing in the original version.
The RTA Leaderboards separates games based on their timing and mechanics. For example, Mega Man 9 and 10 both have their Legacy Collection version, yet both versions exist on the same leaderboards, because the mechanics and timing are the same (they add an extra 2 seconds for Steam version to final time to match the original timing). If the mechanics and timing are different (like in RCW and original versions for example), they seperate both versions.
As far as I know, here in TASVideos, it is all about time and style. What I want to say is that if a game has multiple versions, and all versions show the same content or slightly different, then there is no point in having 2 runs showing the same content (even if there is a slight difference).
I don't see weapon switching and vertical zipping in a RCW2 run makes a huge difference over a pure zipless run, that is my opinion.
For the quality of this run, it is definitely high quality, I like it.
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That is why I said Zipless-like, as it contains few zips here and there, but still close to a zipless run. The big difference between these two runs though is only the route
Instant weapon switch actually doesn't give huge advantage in RCW 1, 2 and 3 comparing to RCW 4, 5 and 6, as you can only switch to weapons and not Rush/Items/Magnet Beam. I made actually a run for RCW5 to take advantage of weapon switch and using Rush Jet/Coil a lot and zero use of Super Arrow which really shows how weapon switching changes the play style of the entire game (made the run for fun and quick, so there might be some optimizations to do). I don't know if it will be accepted or not (from the category side), so can't take the risk of submitting it, lol. I remember I submitted the .pxm on my WIPs storage:
http://tasvideos.org/userfiles/info/27196646302183514
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Well, pacifism style, from what I know, means that you go on your way and removing only the necessary enemies, which only one player is enough to handle that. By using two players, it not only means that one player cannot handle it but also can remove that pacifism style. I don't know if you see what I mean but that is how I look at it.
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I don't know for sure but one player seems to be more suitable for a Pacifist run in my opinion. I mean going in with two players doesn't look like Pacifist lol.
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Probably you found it that bad. I still like it though, lol. It is all about the graphics that were messed up. If I can fix them with an additional lua script (potentially with P.JBoy's), I may make a new encode with fixed graphics.
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Encode without cutscenes if anyone interested (Quick encode):
I can enjoy it more now, lol.
Link to video
Also, here is the avs script used for it (import it in the main Avisynth script):
https://pastebin.com/gr5Reu4V
And here is the lua script that generated it (works on BizHawk):
https://pastebin.com/cdnLSUBS
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Thanks for the BK2 file as well as the lua for fixing graphics.
It is because I'd like to make a cutsceneless encode for my and others viewing pleasure.
I failed to make a lua script for it in lsnes, but I can do it in BizHawk.
I usually watch SM TASes without cutscenes. I enjoy them more that way, lol.
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Sadly, I vote No because of a lot of suboptimality here and there, mainly in Bowser fights. Also, so many unnecessary fire shots which creates lag frames, as well as many slowdowns for no good reason.
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Great run. Yes vote.
About the co-authorship, I agree with feos and I guess copying an entier movie from and modify few parts doesn't make it belongs to that runner who copied that movie, but in the other hand, copying a part of the movie that is the fastest and optimal won't change/add authors, since logically, there is no way to do better strategy other than that one.
I actually did some copy/paste in some of my old movies, but they were only few parts (usually it was like around 10-15% of time of the pre-published run).
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klmz surprised me with these projects one after the other. I like Konami for these amazing Castlevania games, lol. The run is well-made. Yes vote. I want to rewatch it again, lol.
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The probelm with DoS is once you get OoB, you can't have a full control of the memory, this is why I can say that an "all souls" run with OoB in DoS is impossible, unless something else that proves me wrong.
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Sometimes, hard difficulty is not optimal or is boring. If it just makes a battle longer with no entertainment, then a lower difficulty is the optimal (even the easiest if possible). It is great to play at the hardest difficulty that changes the stages layout like adding more obstacles. Mega Man X5 and X6 are the best to me in this regard.