Posts for ShinyDoofy


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Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Meh, guess I misunderstood what you proposed. "easy way to provide a link to those without bit torrent clients" threw me off course. Sure we shouldn't care about archive.org's file preferences, I was just referring to having them rsync'd in a matter hours as supposed to uploading them manually from home (dunno about your upstream's bandwidth, but still).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
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While I like the idea, wouldn't it be easier to have the encodes on said second server and have btfriend kick in? I think most users would simply grab the encode from http instead of getting it via torrent (speed issues, poor seeder count, possibly clogging your uplink and so on). At least that's what I myself would think. As archive.org didn't (doesn't?) like Zer0 uploading mkv files, I'd already most (all?) my encodes on my current server for rsync'ing it over.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
I'm still not in favor or regular web hosting because of all the limitations and the speed we'd most likely get. Am I blind or is there no English site for their dedicated servers? What about English speaking support? With the little Latin I still remember, their prices aren't the best (don't forget about the VAT we'd still have to pay), especially not when you consider the offered bandwidth (if we're going 1 Mbit guaranteed, I can also run the site from my laptop at home).
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
€40/month include the (rented) dedicated server and a 100 Mbps connection. No setup fee.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
For €40 a month, one could get an AMD Athlon LE 1660 with 2.8GHz with 2 Gigs of RAM and a 250GB HDD. As said before, I'd love to keep this site alive, but I'm not going to pay it all by myself. Sadly, though, the EUR/USD exchange rate is pretty bad (for USD people), so I'd understand if people didn't want to join or not chip as much. adelikat already said he'd like to do so, but I don't know much actually. Nach, what's your thought on that? /fake edit: alden's $20 would be very welcome as well, I'd say.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Random guess: it was outside of your screen. Rightclick the item on the task bar and select move. Press either of the arrow keys on your keys, wiggle your mouse around and it should be there again.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Undie wrote:
But then there is the Audio which I havn't tried yet but I don't think this can be done at the same time the submission is playing back (The avi is being recorded) but afterwards.
Sound will always be captured lossless, I wouldn't know a way to get around that.
Undie wrote:
encode(?) Audio with ffdshow
Huh?
Undie wrote:
Debian GNU/Linux with ffdshow installed
Again: huh?!
Undie wrote:
Then the Audio I havn't decided wether to encode this on the win box or *nix box yet, not sure how long this process takes.
"oggenc -b bitrate input.wav" and you're done for. Should be available for Windows as well.
Undie wrote:
So, to summarize this thread up: I would appreciate a guide, preferably for both win and *nix, that explains encoding video and audio using ffdshow along with encoding guidelines for settings and what codec to use for video and audio.
Video codec: x264, always Audio codec: MP3 if you're going with avis, Vorbis for mkv files For some x264 settings, you might consider going through each individual article for the emulators on Making avis on Windows and look up the settings here. http://tasvideos.org/EncoderGuidelines.html should give you some general guidelines. As for MeGUI: if you're going for temporary encodes, whatever. But if you want to help out by providing quality encodes for publication, just don't and do it with mencoder or the official x264 encoder.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Zucca, the audio stream was merely a second long. Anyway, I uploaded a new torrent file to address this issue.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Dromiceius wrote:
but I don't know exactly how SVN works, or if I have the necessary permissions.
As of now, you don't have the permissions. You can always update the your local working copy to the public one with "svn up" when you're in that directory. With "svn stat" you can get a list of files that were modified (M) or are new/unknown (?). Run "svn diff file1 file2 dir3/file4" to get a diff-like output of your local changes. Anyway, your patch really fixed this and neither do I know how or why gcc 4.1.2 ignored this and ran fine, but I'm really glad it runs now. Thanks a lot!
Dromiceius wrote:
I'm not sure how to explain your difficulties, or the GDB output you posted, other than that maybe you didn't use debugging symbols when you built.
That's the beauty of it: I replaced "-O2" with "-g" in the Makefile when I got that output. /edit: just committed r95 with your patch.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Great run, easy yes vote from me.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
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arflech wrote:
ShinyDoofy wrote:
O rly? http://git.pcc.me.uk/~peter/dega.git/
What is the best way to "git" the code on Windows? I downloaded each individual file from my browser.
snapshot, preferably the latest one, of course.
Experienced Forum User, Published Author, Former player
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O rly? http://git.pcc.me.uk/~peter/dega.git/ If you'd like to compile it on your own, I'm gonna quote myself from a mail I wrote some time ago:
Now for the Windows build, I ran into three problems, yet were able to fix them: 1) dozea.asm wouldn't compile due to the command prompt neither understanding the semicolon nor "./" (well, the former has a different meaning). After putting this in the Makefile, it compiled fine: >> >> doze/dozea.asm: doze/dam$(EXEEXT) ifeq ($(P),unix) cd doze ; $(WINE) ./dam else # win32 cd doze & dam.exe endif $(DOZE_FIXUP) << 2) It couldn't find Python. So I installed Python 2.5 (the .msi from python.org) to C:\Python25 and set PYTHON_PREFIX to that path. 3) Linking it all together. The specs file was missing. Running "g++ > specs" fixed it (had mingw in my path, of course). Still, the path wasn't correct. Changing that from "$(shell pwd)/" to "./" fixed that as well, suddenly there was some file called dega.exe
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
The latest revision (just committed r94) compiles fine, but doesn't run for me on Linux. As soon as I try and run it, it segfaults. GDB isn't of any help (it doesn't even get to main()), neither is strace (although I can't really work with the latter). Through test with an older copy (that still works), I found out that x11.cpp seems to be the one at fault, but I have no clue as to why this is the case. Between those two builds, quite a few changes were made on my system: GCC was updated from 4.2.1 to 4.3.2, I got a new Xorg server (1.5 instead of 1.3), mesa was updated, the proprietary nVidia drivers I'm using were updated, stuff like that. Bisqwit's snes9x from the MakingAVI site still compiles fine and works, same for the latest SVN revision of snes9x-1.51. If anyone has any idea or patches, I'd really appreciate it. gdb output strace output /edit: After some more tests, it turns out that gcc is screwing me over. Compiling unix/x11.cpp with with gcc 4.1.2 doesn't result in segfault and runs perfectly fine, while compiling the very same file with the very same parameters with gcc 4.3.1 makes it segfault. What I also found to be really weird is the size difference: x11.o is ~264KB with 4.1.2, yet only ~126KB with 4.3.2.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
As per Baxter's request, here's an encode.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
It would only spam the IRC channel on every post. So... no from my side.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
nineko wrote:
In games where you can pick a character of your choice it's not uncommon to see multiple TASes published alongside, like it happens for Super Mario Bros 2 or Castlevania. Ideally there might be up to 8 movies for this game, as long as they're done by people without "nineko" in their screen names.
You're joking, right?
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
If it wasn't for that nice techno tune in the background, I'd have voted no. But because of the catchy tune, I'm gonna vote meh in spite of repetitive driving without that much action.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Sadly, though, two of those four havn't actually published any run in the last 6 months (at least that I know of right off the top of my head).
Experienced Forum User, Published Author, Former player
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Didn't do it for me, I found it just looking like a big pile of sprites going mad uncontrollably. Thus, I'm voting no.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Is it me or are the credits utterly broken? / vs As it turns out, hogehoge61's encode used "Smart" interframe blending, which makes those flickering letters appear transparent. The last publication's encode didn't feature this option. Any preferences on this? Personally I'd prefer the transparent letters, although they go against the frames not being altered/dropped/duped rule.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Although I don't really like this game on PSX, this run was somewhat entertaining. Weak yes vote.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
This is the thread about a hack of SMW, not the original game. Anyway. check out http://www.youtube.com/watch?v=giKxjGrL8LY for a video of it.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
From what I know only an administrator can change that (maybe it even needs direct database access), so try and contact one of them.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Check the jumps that come around 25 seconds in and the rest of the level.
Experienced Forum User, Published Author, Former player
Joined: 12/5/2007
Posts: 716
Warp, I haven't actually downloaded your encode yet, but is there any reason you chose to upscale the lossy original? Why not make a lossless (->RGB32 or RGB24) capture first and work off that?
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