Posts for ShinyDoofy


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avi: scroll down for the new one mkv: http://files.filefront.com/megaman123456+sextupletastmkv/;11390345;/fileinfo.html As far as I can see/hear, the sound of each individual game should be in sync.
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If by bitrate you mean the picture's quality: I won't touch it at all. Just synced Megaman 3.
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Creating an mkv wouldn't touch the video stream, because it could easily be copied without alteration.
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You're welcome. Although I'm not really good at dubbing, I'll give it a try. How'd you like the sound? All streams at the same time? Seperate sound streams per game? Would an mkv be ok?
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As soon as it's done, I'll be happy to test the Linux build.
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Well, the problem almost fixed itself. While I stripped the leading spaced for VIDEO (because I personally find it better looking if parameters don't have "miles" of spaces between them), I accidentally also removed the dash in front of "mc 0"... Sorry for wasting your time on reading the above post :( Nevertheless, there is another thing: the video looks really odd. Certain layers(?) seem off. Here's a screenshot from Megaman 6: Another one from Super Mario World on the SNES, because there seems to be the same thing there and in this shot is way more clear to see it:
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So far I got the sound off Megaman I thru III and am currently encoding the sound for IV. /edit: *click* The soundstreams have variable length and thus would have to be cut to fit properly. The Megaman III sound had to be recorded with the Windows version, thus you'd also have to cut something from the beginning to make it fit
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Ok, damn it. After I finally found Bisqwit's Post, all I did was misremembering it. I didn't think of literal sound channels, but rather something like turning down the music so you could only hear jumping sounds and such. My bad :/
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I myself had not heard about this hack before. I also don't suspect this hack to have any warps, because they surely would have been shown in the run. Thus, this submission could be considered a low% run as it tries to complete the game/hack in the fastest way possible. On the other hand and as Xkeeper already pointed out, the SNES version of SMBJ2 also included the extra levels that came after the completing the "main game". So why not do the same? People who didn't like the run of the main part won't bother to see the extra levels; yet people did actually enjoy the main part may find this "encore" pleasurable to watch.
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CtrlAltDestroy wrote:
* An option to mute individual sound channels, like VBA has.
Iirc, Bisqwit pointed out lately that this is not really possible because of the structure of the NES's sound system.
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ShinyDoofy wrote:
adelikat wrote:
Currently we don't have an official release of the SDL version. So download the svn version at your own risk :P
Will do.
I get "An error occurred while loading the file" when I try and load a zipped ROM. Regular ROMs only work without sound ("Audio write: Input/output error" if I try and activate sound output). The best thing about it is that fceu is seemingly hanging due to the sound and can only be killed by putting it asleep with Ctrl-Z and extinguishing it with kill -9. I'm using OSS 4.0.1016 in case that's of any matter.
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adelikat wrote:
Currently we don't have an official release of the SDL version. So download the svn version at your own risk :P
Will do.
adelikat wrote:
as far as command line, where are you reading this?
fceu/documentation/fceultra.html wrote:
<tr><td>-soundq x</td><td>boolean</td><td>0</td><td>If value is true, enable high-quality sound emulation.</td></tr>
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Yay, an update. But without -videolog I assume (will try gfceu soon, gotta go right now) :( First of all, I had to tell scons to check for liblua instead of liblua5.1 (which distribution has a version number for directories unter /usr/include? Never seen that before). However, this is the linking command:
g++ -o src/fceux [way too many files] -lz -llua -lGL -lSDL -lpthread -llua5.1
Why link lua twice? If I omit the last parameter, it compiles fine. Another thing: The documentation lists the parameters with -, the console lists them with --. Are both methods feasible?
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It's very sad that the extra levels were left out; so I voted no. In case you'd redo this run: I'd find it a lot better to see you do something than just standing around when you have to wait (like for that Koopa to jump on in the stars level).
Post subject: Native Linux avi creation
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The contents of this post were lost in an unscheduled server reboot -- ...What?! Thank God I saved that huge post before... Hey there, I'd like to be able to create my own NES avis mainly for two reasons: first, I find it way more comfortable to watch a run in an avi/mkv/whatever because this way you can simply rewind the video for a few seconds to see something again. Secondly, I'd like to help these guys out. I've tried several versions now to create an avi off an .fcm-movie, but so far, no version worked for me. First of all, this is my RUN script:
#!/bin/sh
#
EXE=./fceu
#
# Which file do you want to place your audio and video in.
VIDEO_RESULT="./test0.avi"
#
SL="-slstartp 0 -slendp 239 -slstart 8 -slend 231 -no8lim"
#
#
VIDEO="-ovc x264 -x264encopts crf=0:me=dia:turbo=2:frameref=4"
AUDIO="-oac mp3lame -lameopts mode=3:preset=60:aq=0"
VIDEO="$VIDEO -vf decimate=10:0:0:1 -nocache"
VIDEO="mencoder \
- -o '$VIDEO_RESULT' \
mc 0 -aspect 4/3 \
NESVSETTINGS \
$VIDEO \
$AUDIO \
&> mencoder.log"
#
rm -f s.log
$EXE $SL -xscale 1 -yscale 1 -pal 0 -special 0 -soundq 1 -sound 48000 \
-no8lim 1 \
-videolog "$VIDEO" \
-nothrottle 0 \
$*
It's a bit different compared to the FAQ's version: First of all, I added -special 0, because I got a huge windows with virtually nothing in it before adding this parameter. Secondly, I removed the line about the color palette, because I can't seem to find this file anywhere and the colors look just fine for me when normally watching a run. To get the FAQ's source code compiled, I stripped -lirc and -lguide from the link command, because I can't seem to find these libraries either. After I got the source code compiled, I ran into the following (stripped my overly long directories):
$ ./RUN -play drmario.fcm drmario.nes 
Set clock rate. 1789772.7273; 29780.50 ticks per frame. Gain=1.4

Starting FCE Ultra 0.98.15...
NTSC selected
Loading drmario.nes...

 PRG ROM:    2 x 16KiB
 CHR ROM:    4 x  8KiB
 ROM CRC32:  ...
 ROM MD5:  ...
 Mapper:  1
 Mirroring: Horizontal

Initializing video... Video Mode: 256 x 224 x 32 bpp 

Initializing sound... (48000)
 Bits: 16
 Rate: 48000
 Channels: 1
 Byte order: CPU Native
 Buffer size: 1152 sample frames(24.000000 ms)
Blargg Init with rate 48000
Set clock rate. 1789772.7273; 29780.50 ticks per frame. Gain=1.4
s=12048, new_size=-67
Contemp=48000, Final=48000
Loading movie: drmario.fcm # submission #418
movie is version 2
Movie playback started.
Starting new AVI (num 0)
Launch: mencoder - -o './test0.avi' mc 0 -aspect 4/3 -audiofile ./s.log -audio-demuxer rawaudio -demuxer rawvideo -rawvideo fps=60.0998:format=0x30323449:w=256:h=224:size=86016 -rawaudio channels=1:rate=48000:samplesize=2:bitrate=96000 -ovc x264 -x264encopts crf=0:me=dia:turbo=2:frameref=4 -vf decimate=10:0:0:1 -nocache -oac mp3lame -lameopts mode=3:preset=60:aq=0 &> mencoder.log
At this point, nothing happens. A little FCEU window pops up, but it's just gray and can only be killed by pressing Ctrl-C in the terminal:
^CBlargg Init with rate 48000
Set clock rate. 1789772.7273; 29780.50 ticks per frame. Gain=1.4
s=12048, new_size=-67
Contemp=48000, Final=0

Signal 2 has been caught and dealt with...
How DARE you interrupt me!
$ cat mencoder.log 
MEncoder dev-SVN-r26753-4.1.2 (C) 2000-2008 MPlayer Team
CPU: AMD Athlon(tm) 64 X2 Dual Core Processor 3800+ (Family: 15, Model: 43, Stepping: 1)
CPUflags: Type: 15 MMX: 1 MMX2: 1 3DNow: 1 3DNow2: 1 SSE: 1 SSE2: 1
Compiled for x86 CPU with extensions: MMX MMX2 3DNow 3DNowEx SSE SSE2

Reading from stdin...
success: format: 0  data: 0x0 - 0x0
$
I am fairly sure my mencoder is alright, because I can create perfect SNES avis with it (yeah, the logo is missing, but who cares when you just want to watch it your own?). So after the FAQ's fceu didn't come up with something, I tried two other fceu binaries: 0.98.12 and 0.98.16.luke: watching a run works great, but -videolog seems to be ignored, although grep found the string "videolog" in .12's binary. Altough I'm well aware the software is provided as-is, any help is greatly appreciated. Also, I am in no way a C(++) coder at all and am only aware of the very basics of C. Some information that may be needed: Gentoo Linux Kernel 2.6.26 gcc 4.1.2 glibc 2.6.1 mencoder 1.0_rc2_p26753
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It's an input plugin. Usually you control Mario with your joypad or keyboard. With this plugin, you don't need a controller, because you can set your control stick and buttons for every frame manually. This way much more precise movement is possible. You can get it from here Don't believe a single word, I have never used it and always found it annoying to have even when watching a run :x Super Mario 64 thread
Post subject: Re: Super Mario Bross Hitboxes Exposed
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youtube.com wrote:
This is a private video. If you have been sent this video, please make sure you accept the sender's friend request.
:(
Post subject: Re: Linux/Windows fceu differences
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How about fixing it this way: Record a few frames (10 should be enough, I guess) from record on just the way you did for your savestate run and look for these overlapping bytes to be the same in your savestate run. Then append all the frames you've had before and fix the run header according to this. ... Honestly? I have no clue what I'm talking about; just pointing out the way I'd try it.
jsor wrote:
After making this change, emulation no longer pauses on the last frame of playback. I don't yet know why this happens, or how this behavior compares to that of windows fceu.
Iirc the Windows version usually does not stop after the last recorded frame.
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You forgot to put the "-autodemo" parameter in front of the .smv file.
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Follow the section "Acquiring and compiling Snes9x 1.43" from this page. After you've entered the directory snes9x, type something like
./snes9x -autodemo /path/to/your.smv /path/to/the/rom.smc
/edit: I've gotten way too slow :/ Alternatively you can also download the encoded runs via bittorrent and watch them with mplayer or vlc.
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So? A lot of runs wait. Some got published in less than one night, others have been in the cue for a few months. I'd love to help out, yet there's no documentation for encoding an N64 run under Linux.
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upthorn wrote:
moozooh wrote:
upthorn wrote:
Actually I was planning to request that two AVIs be published for this movie, one for US soundtrack, one for Japanese.
Two audio tracks can live in the same AVI. ;)
No, that would require a MKV. But the video differs a bit anywy, because of the Japanese bios and 4-ingame frames of difference in Quartz Quadrant.
mp4 also supports multiple audio tracks iirc.
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The stretching doesn't want to work for that good, but what the hell. Thanks for the hint :)
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Wtf? I got the "Grrl" Linux port from bluetoaster.net and there is no configure script included, though there is a Makefile. Could you point me to your source code?
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I assume you were kind enough to send him your .sm64 for that 43 frames gain so that we can get an optimal 120 star run?