Posts for Sonia


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Post subject: fba-rr: fast-forward while .avi dumping causes audio desync
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
So... I always fast-forward my emulators while dumping my TASes so the dumping process will finish faster. Even though I fast forward the movie replay and the audio goes faster as well, the .avi file that's created always syncs with the audio perfectly, as if I had not pressed fast forward at all. This method always worked on every emulator I tried so far, with the exception of fba-rr. When I do this on fba-rr, even though the movie plays at normal speed, the audio plays REALLY fast. Basically at the same speed it played when the fast forward effect was active. I don't understand how the movie plays at normal 60fps while the audio doesn't. Is there not a way to dump with fast forward on, and make the video/audio durations of the .avi file match at the same time?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Yeah, I'm glad this wasn't locked. Lemme ask something then. (even though the last post here is 2 years old...)
gocha wrote:
  • Fix a sort of 1 frame delay problem, mostly.
What does that mean? I dunno, but it sounds important to me. I know that if 1 frame get delayed or something, your whole movie will get screwed up and desync. I'm asking this because I was gonna use v6 since v7 crashes for me upon AVI dumping. So I want to know if v6 will still be fine...
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
So... I'm going to make my first Snes TAS on BizHawk. I've always used snes9x-rr for that, but that inaccurate sound emulation is bothering me, so I will switch emulators. Just how reliable SnesHawk is? I just want to make sure I can trust the emulator and that it won't desync on my Snes TASes.
Post subject: Most reliable version of snes9x-rr?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I've seen there are various versions of snes9x-rr for download. And there are three featured ones: 1) snes9x-1.51-rerecording-v7 2) snes9x-1.43-rerecording-v18 3) snes9x-1.52-rr-r185 Which one out of those three is the most reliable? (the one that desyncs less) Or should I get one of the non-featured ones instead?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
The problem is that I want a lossless codec at RGB. And the only ones I know like that are Camstudio's Codec and Lagarith. Both of them are making the emulator crash for me. Are there any other options?
Post subject: snes9x-rr 1.51 v7 crashes upon stopping AVI dump
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I think a video can explain better than words, so here is what happens: https://www.youtube.com/watch?v=2eCKMXlJAiY My computer specs (if necessary): http://speccy.piriform.com/results/KBKx80AHb1xcySAEODqTFhq Basically, I can start the AVI dump finely. But after stopping it, the emulator crashes and the .avi file that's created is always 0 bytes. In other words, an empty .avi file. The AVI dumping feature seems to work properly for most other people, so why do I get this problem? and what should I do to solve it?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I know this thread is old, and bumping it may not be a good idea. But I want to avoid creating another thread just to ask another resolution question, so I'll use this one. So... I recorded a small test video about Final Fantasy IV and uploaded to youtube as unlisted. You can see it here: https://www.youtube.com/watch?v=uNPijeLILKI It was said that SNES games' native resolution are usually 256x224 in size. Then I used VirtualDub and increased the video's resolution from 100% to 300% using the filter "nearest neighbor", making it 768x672, so youtube will be able to play it as 480p. However... I noticed that the video looks strange there on this resolution. I mean, it looks normal when it's static, but when it scrolls, the scrolling looks a bit awkward. It looks like the video got compressed a bit vertically, so the lines of pixels are running into each other. Which gives this weird visual effect and makes it look odd when I move up and down. Can I resize the video to a better resolution which will play better on youtube (without the weird visual effect) and hit 480p at the same time? If so, what resolution should I use?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Woah, thank you very much guys. I love Paper Mario and I may want to TAS the game someday. Good job!
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Guga wrote:
synnchan wrote:
It's incredible how arrogant people here can get when they're asked just simple things. I ask why a core wasn't added yet and this is the kind of reply I get. But whatever.
At least they are being straightforward about it. They could easily come up with a lame excuse or just don't reply at all. Also remember to be grateful to them considering they have spent a lot of time doing any function of BizHawk (I think they even made A2600's core from scratch).
I am grateful to all of that. They made stuff much easier for me. But we should drop this argument now. It's getting redundant, and I already have my answer to why stuff didn't progress yet.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
zeromus wrote:
zeromus wrote:
There is no reason. It is not top priority.
synnchan wrote:
Then how is it not a priority to make it possible to do runs for yet another game system?
I said it was not a top priority. You read this as as 'not a priority'. Please don't argue with us when you cant understand what we've written, as typing it repeatedly for people like you who demand to know why everything can't be done immediately is one of the main reasons things arent already done. Also, we have lives outside of TASing.
This post was not necessary, as I already got my answer earlier. It's incredible how arrogant people here can get when they're asked just simple things. I ask why a core wasn't added yet and this is the kind of reply I get. But whatever.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Fog wrote:
How is it ignorant? They're a small team with a finite amount of time and resources.
You could have added this information on your first post as well then, as natt did.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Fog wrote:
Because people have lives outside of TASing
Lol. I was expecting someone coming up with this kind of ignorant excuse. It's just as lame as it can get.
natt wrote:
Another thing to remember is that making the perfect TASVideos emulator is not the singular purpose of BizHawk. It's been said before, but I'll clarify one more time: Everyone here is interested in PPSSPP, but we're a small team with many things (both BizHawk and otherwise) on our plates. It will come when it comes.
Thank you natt, this seems to be a valid answer.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I am curious about one thing. If I remember correctly, the purpose of the site is to be a collection of tool-assisted speedruns of as many games as possible while also being entertaining. Then how is it not a priority to make it possible to do runs for yet another game system?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
mmm... I'm not sure if I understand how this kind of TAS is done. Maybe I'm just stupid. Can you explain it in other words? I'd like to learn this method since there are a couple games I'd like to TAS that aren't TASable yet.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I'm looking forward more to the PPSSPP core. I was wondering, are you people waiting for PPSSPP to become 1.0 before adding it to BizHawk? I'd like to know what is holding you guys back.
Post subject: small question regarding arcade rom names
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I've seen that some Arcade roms ends in certain letters that indicates where they originated from. For example: ffightj = Final Fight Japan captcommu = Captain Commando USA But I've seen some roms ending in "o" or "g" among other letters and I don't know what they mean. Can someone give me a list explaining what each letter stands for?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Alright. I don't mind waiting if it's for a good purpose. :)
Sonia
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Experienced Forum User
Joined: 12/6/2013
Posts: 435
Location: Brazil
I think I can fill this role then. Have I given you the correct thing this time after all? -EDIT- They updated the Libretro thread. Seems like part of the script I gave you is wrong and now they corrected it.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Double posting because they replied:
filter wrote:
/* COMPATIBILITY - HLSL compilers - Cg compilers */ // --USER SETTINGS-- // #define overscan_percent_x 0.0 // crop width of image by X%; default is 0.0 #define overscan_percent_y 0.0 // crop height of image by X%; default is 0.0 #define saturation 1.0 // color saturation; default 1.0 #define monitor_gamma 2.2 // gamma setting of your current display; LCD monitors typically have a gamma of 2.2 #define target_gamma 2.4 // the gamma you want the image to have; CRT TVs typically have a gamma of 2.4 #define contrast 1.0 // image contrast; default 1.0 #define luminance 1.0 // image luminance; default 1.0 #define bright_boost 0.0 // adds to the total brightness. Negative values decrease it; Use values between 1.0 (totally white) and -1.0 (totally black); default is 0.0 // --END USER SETTINGS-- // #define one_pixel float2(1.0 / IN.texture_size) struct input { float2 video_size; float2 texture_size; float2 output_size; float frame_count; float frame_direction; float frame_rotation; sampler2D texture; }; void main_vertex ( float4 position : POSITION, float4 color : COLOR, float2 texCoord : TEXCOORD0, uniform float4x4 modelViewProj, uniform input IN, out float4 oPosition : POSITION, out float4 oColor : COLOR, out float2 otexCoord : TEXCOORD ) { oPosition = mul(modelViewProj, position); oColor = color; float2 shift = 0.5 * IN.video_size / IN.texture_size; float2 overscan_coord = (texCoord - shift) * (1.0 - float2(overscan_percent_x / 100.0, overscan_percent_y / 100.0)) + shift; otexCoord = overscan_coord; } struct output { float4 color : COLOR; }; float3 grayscale(float3 col) { // Non-conventional way to do grayscale, but whatever return float3(dot(col, float3(0.2126, 0.7152, 0.0722))); } float4 main_fragment(float2 texCoord : TEXCOORD, uniform input IN) : COLOR { float3 res = tex2D(IN.texture, texCoord).rgb; // sample the texture float3 gamma = float3(1.0 - (target_gamma - monitor_gamma)); // setup ratio of display's gamma vs desired gamma float3 AvgLumin = float3(0.5, 0.5, 0.5); float3 intensity = grayscale(res); // find luminance float3 satColor = lerp(intensity, res, saturation); // apply saturation float3 conColor = lerp(AvgLumin, satColor, contrast); // apply contrast conColor = pow(conColor, 1.0 / float3(gamma)); // Apply gamma correction conColor = saturate(conColor * luminance) + float3(bright_boost); // apply luminance return float4(conColor, 1.0); }
Is this what you want?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I posted [URL=http://www.libretro.com/forums/viewtopic.php?f=6&t=1933]here[/URL]. Just waiting for the answer. What do you mean by expert user advocate?
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
The thing is that I don't know exactly what you want. I pointed out the gsdx stuff and you said it won't work, so I'm not sure what else would work. You know very well what you need, so it's best if you search for that instead. Besides, looking it up on google would only take a few minutes since the correct result would probably appear on the first page. After finding it you could go back to do the things you enjoy spending time into.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I can't find what you're looking for. Maybe someone else will. Also, would not it be easier if you search for it? I don't see why relying on someone else for this task.
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
Not sure if I understand, but you want a pre-made shader? If so, the gsdx is the only one I know: https://github.com/PCSX2/pcsx2/blob/master/plugins/GSdx/res/shadeboost.fx http://www.emucr.com/2011/11/gsdx-shadeboost-v5-r4967.html
Sonia
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Joined: 12/6/2013
Posts: 435
Location: Brazil
I found this thing, not sure if it will help: http://themaister.net/retroarch.html
Sonia
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Experienced Forum User
Joined: 12/6/2013
Posts: 435
Location: Brazil
I wonder if this is possible, but... Can you guys add a feature to BizHawk that lets you change the game's Saturation/Brightness/Contrast ? Not many emulators have this afaik, the only one I've seen so far was PCSX2. But it's pretty helpful especially when you can raise the brightness on dark games.
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