Posts for RGamma


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All syllogisms have three parts, therefore this is not a syllogism.
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This is exactly the kind of improvement I want to see on this site. Well done Dooty!
All syllogisms have three parts, therefore this is not a syllogism.
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For reference. This is the original, untrimmed audio: https://mega.co.nz/#!yIUEhbgR!frXEBy4LL_VvlRocAHlw_RfJHPx7BJh5VcZ9jiOhgA4 (link might die in a few weeks)
THC98 wrote:
I actually didn't stretch the audio to fix that (because it'd decrease the audio quality in many sections), I just copied and pasted some parts of spindashing sections to make it looks like there's no problem at all, even though some sections the audio was weird. Do you think that there's something that can be done to avoid that issue? -- quote from comments section of http://www.youtube.com/watch?v=I-L3JuCA6-k
"Stretching" maybe isn't the correct term to describe what happenend to the audio. It's better understood as "filling the gaps (i.e. 8 blank samples surrounded by non-blank samples) with surrounding audio data". Ilari might be able to better explain what his program (see http://ilari.tasvideos.org/gapfix.cpp) does.
All syllogisms have three parts, therefore this is not a syllogism.
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THC98 wrote:
Okay guys, so as I noticed that my TAS got accepted, I wanna thank you very much for all of the support! I also wanna say that I added the screenshot suggestions in the submission, so can you help me to find the best one? Thanks again!
Is there a new figure for the rerecord count by now?
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CoolKirby wrote:
Is there a 64-bit version, by any chance? It doesn't look like this will work with the 64-bit A/V sync build I have.
No, not at the moment. See https://github.com/nattthebear/pipedec/blob/master/readme.txt.
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CoolKirby wrote:
How do you keep the A/V sync Dolphin from crashing when it tries to split the AVI? Every time I've tried to make an encode over 2GB (in the last few months), it would create a framedump1.avi with 0 bytes and then crash.
Usage of natt's Pipedec is recommended for that on Windows. I'll mention Pipedec here: http://tasvideos.org/forum/viewtopic.php?p=349931#349931.
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thelegendarymudkip wrote:
Sorry if this has already been asked, but is a limit of enemies/sprites known? I think there are only 4 enemies that can be on screen at a time, and I have know idea how many sprites can be loaded at one time, so want to check.
See http://tasvideos.org/GameResources/NES/SuperMarioBros.html#EnemiesFirebarsOrPlatformsNotAppearingSmb1Smb2j
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Post subject: Re: TAS on a Linux computer
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ColdStardust wrote:
Is there a way to TAS on a Linux computer and if so how?
Short answer: Yes it is. Long answer: It depends on the emulated system (some emulators won't work on Linux at all). Then there are cases where you might get an emulator to run with a compatibility layer (i.e. Wine) or with a Windows virtual machine, sometimes only with limited functionality. As to "how": Depends on your distribution and its package manager. Very often you'll have to compile the emulator yourself. For e.g. lsnes exists a PKGBUILD in AUR for Arch Linux (see https://aur.archlinux.org/packages/?O=0&K=lsnes). I am currently creating a table at http://tasvideos.org/EmulatorResources.html to display operating system support. Edit: Table created, needs some expansion.
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Post subject: Re: Test your deductive skills
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jlun2 wrote:
RGamma wrote:
Here's some riddle I found (a variant of the zebra puzzle). Try to solve it as fast as possible (pen and paper only) and post your time (It took me approx. 15mn). Checking you solution is as easy as testing against each of the 15 statements. If none evaluates to false, your solution is correct.
Just commenting on the time part, it would be kinda funny if someone randomly guessed the answer and coincidentally got it right on the first try. :P
Actually Kuwaga answered to this thread with some good points about involvement of luck when it comes to solving the puzzle by an intuitive trial and error strategy, stressing that making the right assumptions by chance could be a significant timesaver (Unfortunately it was deleted for unknown reasons). P.S.: The German Wikipedia has a code example in Prolog for solving this kind of riddle: Prolog example
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Well there used to be a site, that claimed to offer ROMs free of copyright/licensing issues (no mainstream stuff of course). Seems to be gone now ("freevintagegames" it was called, haven't checked whether their claim was right).
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Here's some riddle I found (a variant of the zebra puzzle). Try to solve it as fast as possible (pen and paper only) and post your time (It took me approx. 15mn). Checking your solution is as easy as testing against each of the 15 statements. If none evaluates to false, your solution is correct. ----------------------------------------------------------------------------------------------------------------------- A. There are 5 houses, each with a different color. B. In each house lives a man with a unique nationality. C. Each inhabitant prefers a certain kind of coffee, smokes a certain kind of cigarettes and uses a certain operating system. D. None of the persons share the preference for coffee, smoke the same cigarettes or use the same OS. Question: Given that one of the men uses Linux, who is it? 1. The Briton inhabits the red house. 2. The Swede uses OpenBSD. 3. The Dane drinks mocha. 4. The green house stands directly left of the white house. 5. The owner of the green house drinks Irish coffee. 6. The man who smokes Pall Mall uses MacOS. 7. The man who lives in the middle house drinks espresso. 8. The owner of the yellow house smokes Dunhill. 9. The Norwegian lives in the leftmost house. 10. The Marlboro smoker lives directly adjacent to the man who uses Windows. 11. The man who uses Solaris lives directly adjacant to the man who smokes Dunhill. 12. The Winfield smoker drinks cappuccino. 13. The Norwegian lives in the house directly adjacent to the blue one. 14. The German smokes Rothmann's. 15. The Marlboro smoker's neighbor drinks latte macchiato. Edit: I tried to come up with a solution that only answers the question without solving the entire thing and failed. Also in a second attempt with another of these puzzles I took considerably longer (about 25 to 30mn)... guess I was lucky with this one.
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Vsauce and others made videos about this (see 2:51): Link to video Related: http://www.youtube.com/watch?v=yE8rkG9Dw4s (Vsauce - You Can't Touch Anything) and http://www.youtube.com/watch?v=BksyMWSygnc (minutephysics - What is Touch?). These may not be really thorough, but may serve as a good starting point.
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Is it required that these puzzles must be solvable with "pen and paper"? Thinking of some gmask trickery one could possibly include...
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Then there's also the principle of proportionality to be taken into account when it comes to actual publishing. I see two basic cases: A. The minor improvement is accompanied by a change in playing style, i.e. one can easily visually tell apart the old movie from the new one, not by length but by gameplay changes (playaround for instance). B. A significant portion of gameplay is copied from previous movie and a viewer could not visually distinguish between old and new movie (in the case of e.g. Final Fantasy say a dialog window is closed one frame earlier, rest of input is copied). Publishing can be a laborious task and depending on movie length and triviality of improvement I, for my part, would refuse to publish such a movie if it falls under category B above (e.g. someone improves Billy Hatcher by one frame and doesn't touch the previous movie otherwise), although it is a valid improvement length-wise and would as such be accepted for publication. Edit: What about cases where changing one frame has cascading effects (different lag patterns, RNG)? Adaption may be trivial or not.
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xnamkcor wrote:
9 minute improvement on a 30 minute run? Are there special condition for the major improvement badge/icon?
Setting the "Major improvement" flag is usually task of the publisher and a subjective decision. Looking at the obsoleted movies, not even 30mn+ improvements have been marked so far. Maybe the flag gets set by someone later on... Edit: Yeah, feos did so.
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Post subject: Re: Nintendo DS Emulator (three - screen layout)
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inavojo wrote:
[...] I think I read sometime ago that it's a well - kept secret. If that's the case, then could someone explain why?
Where did you read that? The script producing this kind of layout is public (be it not too well documented).
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CoolKirby wrote:
I see what you're saying. It's bad because the screen is artifically stretched. Aren't most of the published GC and Wii runs dumped in widescreen though? The official YouTube encodes for these runs look like they Force 16:9 as well.
Official YT encodes? To me 4:3 looks more natural with this game and I'd prefer to publish it that way. Does the game have a widescreen option in options menu (like 007: Nightfire does)?
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Post subject: Re: Encode and widescreen controversy
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CoolKirby wrote:
[...] I just remembered how good it looked on the Twilight Princess WIP and decided to use it here, and it was also on the Dolphin Encoding Guide to enable Force 16:9.
That instruction only applies if 1. the game features a widescreen mode (i.e. it shows a wider area of a level without stretching the graphics artificially) and maybe 2. you're on Linux. Unfortunately I don't know if or how changing display aspect ratio in-game affects window size (and therefore capture size) on Windows. Also, the behavior on Linux when doing that might be different from window manager to window manager (mine does not allow window sizes to be changed by the application itself when a window already has been created).
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Very high quality encode (185MB): H.264 10bit444 CRF 0, FLAC lossless audio https://mega.co.nz/#!M8gx0aTZ!QM-zKUW_QzGyCNaPBuOWG35U67V9Bks_-QaNp3vhuPw
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Patashu wrote:
I just thought of something else, for TASes that have 60Hz vibrations of movement it would be good to see if the stream can be capable of displaying what's going on
Twitch is able to show videos with full FPS.
Patashu wrote:
(e.g. is there a good deblinking filter that works in real time?)
I doubt there's such a thing.
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Ending input as early as possible is another form of optimization as [717] NES Monopoly "4 CPUs" by FractalFusion in 01:07.67 shows quite clearly.
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Ilari wrote:
feos wrote:
[...]
I think the idea was to drop current primary and make new primary to be identical to current 10bit444. So one less encode class to do. Then if compatibility encode is needed, the 512kb cound be used for that purpose. Additionally, 512kb is MP4 and is CFR, which should make it even more compatible. Of course, that doesn't help with crap players like QuickTime. Even 512kb looks hilariously broken.
I strongly agree with this. Getting rid of the 8bit420 encode has multiple advantages:
  • It encourages viewers to finally update their software.
  • It saves a substantial amount of time to encode a movie.
  • It reduces storage requirements of items on archive.org.
512kb serves as a backup and those who primarily watch movies on Youtube don't care too much about quality anyway. From all the encodes we currently do for each publication the Youtube transcodes are the most compatible: They can be played back on most mobile devices whereas there might occur problems with downloadables due to the demanding x264 settings being used. Regarding device compatibility: There might be cases such as devices being able to play back neither 10bit444 nor arbitrary flash movies but for instance Youtube encodes. Viewers then would be responsible for creating their own transcodes if they want to watch a movie with full fps on these devices. Maybe we could introduce a new class that specifies a certain x264 profile so one would have guaranteed compatibility in that case. Comments on that?
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I'd just like to add this: http://youtu.be/8NYJA-JGJx0?t=48m50s
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Post subject: Inconsistency with obsoleted movie
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According to http://tasvideos.org/MovieRules.html#MovieMustBeComplete this movie reaches the "end screen" and can therefore be considered a valid game completion. For the sake of consistency with [2129] GC 007: Nightfire by gamerfreak5665 in 42:30.40 I'd like to propose to modify the input file in a way that it presses "A" on the end screen to play the credits, which would also make for a better encode IMHO, even though this would negatively affect movie length.
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