Posts for TheCoreyBurton


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Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Thanks for the update, Atkan!
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Several betas have been made available to the people who helped fund it. First monthly beta update. New years beta update. March 2015 update. Each of those pages should list features, screenshots and all of the such so you can track the plugin's progress. Funds have run out so they're accepting late backers in hopes of finishing the plugin. If not, even in it's current state it looks like it might be able to outdo the current host of N64 plugins. I'm excited.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Joined: 10/14/2013
Posts: 335
Location: Australia
In addition to my post a few days ago, I also have occasionally got this error instead of the program crashing and giving a windows crash report. Once again, only on either of the Glide plugins at 1920x1440 or higher. Rice works on higher resolutions and both Glides are fine on lower resolutions. Sorry to keep on about an issue I know you're aware of, I'm only posting again because I figured more info may be helpful. Edit:
thecoreyburton wrote:
N64hawk: When using the video plugin GlideMk2, if you pick a resolution of 1920x1440 or higher, a windows error message saying Emuhawk has stopped working comes up. It's been doing this ever since I can remember (at least 1.5.1). I thought it was my screen resolution at first (being 1920x1080 at the time) but now that it's double that the error persists.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I'm not too sure, I haven't been around long enough to recall anything like that - maybe shoot off a message to someone who might recall. I checked the frame number here and it works exactly as you said it would. Sorry my number wasn't spot on.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Thanks for posting that, that's definitely the first glitch I was talking about near the start. I've watched the dump from start to end and that's the only time it happens. Luckily it's just during the loading frames, so you can mask it out without losing anything. The screen's just supposed to be black during that split second anyway. The level introductions are more frustrating as you'd have to check the intro to every one individually and manually mask them one by one, but it'd take half an hour of work at most as it's only present in a few of them, particularly the later ones. You're correct. I didn't know any plugin could record over reset, can Jabo? I thought this was more a by-product of using kkapture.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I was able to capture it without issue from start to finish with glide and these enhancements. I'm running Windows 7, 64 bit. I had to do it in two segments (using the reset as a break point). My upload speed is atrocious though, I can send you compressed sections if you want to verify this but to upload the whole thing would be a nightmare. I'd be happy to provide whatever insight you need to get it running. I just followed the encoder guidelines with the following adjustments. When creating savestates I used Jabo's plugin to do so, and then used Glide for the actual playback / dumping. To do this I did "pause at frame 1" for the first half and "pause at frame 230730" for the second half and treated them as separate movies. kkapture was capturing 120 fps. When seeking through the movie to frame 230720, I was using Jabo's plugin at 320x240. I also went into the audio options and unticked dynamic sync so it got to the frame faster. At the end, it was just a matter of trimming both sections of footage and appending them together like normal parts of a dump. What graphical glitches did you notice and when does it freeze? I also did notice some graphical glitches with glide, but from what I coulld tell they were all framebuffer oriented (I'm not an expert though). For example there's a few frames near the whole "it's me, mario" bit near the start (I think it's just after, I'm not near my PC at the moment) but the black has some colored noise/glitchy distortion in part of the frame. Additionally, with some level intros (after selecting a star and fading to white) there may be a flicker of black. The frames before and after the first glitch are consistently black, and the frames before and after the black flickers in the intro are consistently white though, so I figure this is just the frame buffer during the loading of the next section being handled incorrectly, and can be masked out after the dump for accuracy. I'm not sure what the practice is regarding this, but I know the same sort of masking technique is used in an encode of the current Banjo-Kazooie run (during the instant transitions between areas, like when a witch-switch is hit) and a few others.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Joined: 10/14/2013
Posts: 335
Location: Australia
What run did you test it on? I managed to get through the Banjo Kazooie run without issue.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
feos wrote:
I actually meant Jabo. From your posts about SM74, it seems to be the only plugin to use for dumping, since you need to restart mupen, which will probably make it desync again with Glide.
A workaround to that desync (if it happens) was to load it up with Jabo and type 230728 in the pause at frame box. When it gets there, create the save-state as you would at frame 1 usually and then reconfigure to use glide and then perform the dumping process as usual, using that save-state.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Joined: 10/14/2013
Posts: 335
Location: Australia
Also, after saving a state in Bizhawk and testing with Rice's multisampling and then restarting and testing with the Catalyst options I've noticed there's a dramatic difference. I'd actually say if it were a choice this method would be preferable over Rice's internal AA.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
You're correct, as far as in-plugin settings go. Rice allows multisampling (which seems to not actually do anything) and Glide has nothing. Jabo supports SSAA/FSAA but it's not really a suitable plugin in most cases. This trick forces it at a GPU level, getting rid of the jagged edges even when the plugin's built in features don't allow it. With this feature, it allows the the higher resolution HD encodes to be viewable at their native resolutions with anti-aliasing. Have a look. Here's Banjo Kazooie, running in Mupen at 1536p. Note the lack of jagged edges in the emulator itself after applying this: Note that wit the text I didn't set the filtering to automatic because I downloaded a copy of Mupen just for this screenshot, just ignore that. This wouldn't affect the SD encodes though as they'd be downscaled anyway, it'd be redundant. But it gives anti-aliasing to the insane-resolution encodes!
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
You said you forgot which one Supersampling was? SSAA and FSAA are the same thing, they're the equivelent of rendering at a higher resolution. You're definitely right. If the final output is at half the dumped resolution or lower it'd pretty much have the same effect. The main thought I had was that with UHD and 4K becoming more apparent, it'd be nice to have some good anti aliasing even at the maximum resolution. With Mupen, it can dump at 2048x1536. But as far as anti aliasing goes, it'd be similar to 1024x768 at 2xSSAA. Anything about that would still have some sort of artifact even if it was small. Maybe the HD streaming publications would benefit from this, that way even if you're watching it at the highest possible resolution without shrinking it down, it can still have the anti-aliasing as if it were dumped at 4x, or even 8x that.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
N64hawk: When using the video plugin GlideMk2, if you pick a resolution of 1920x1440 or higher, a windows error message saying Emuhawk has stopped working comes up. It's been doing this ever since I can remember (at least 1.5.1). I thought it was my screen resolution at first (being 1920x1080 at the time) but now that it's double that the error persists.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I think it's fixed, though the shots are of lower quality now. If not I'll just upload the screenshots to mediafire in an archive or something.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Lately I've been curious about pushing the power of Bizhawk further than the built in settings. Now this very well could be old news, but I ran a few tests and discovered this neat little trick. If you enable Supersampling in Bizhawk in Catalyst Control Panel (I'm an AMD user) and then restart it, you'll be able to get some pretty good anti-aliasing with glide. Here's an example of both with and without this little trick. With this enhancement: Without this enhancement: Both were screenshotted from an AVI I recorded with the program (to ensure it outputs this enhancement). It could be something to consider for the encoder guidelines and I'm sure there's an Nvidia equivalent. Edit: it functions identically with Mupen and kkapture.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
FractalFusion is correct. Whilst this doesn't pertain to your question directly, I thought I'd quickly add that it's the same deal for N64 Gameshark codes. The following code for instance, 802808DF 0000, would be activated by setting a value of 0000 in the address 2808DF in the RDRAM.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Nvidia's DSR and AMD's VSR are both great for that, I've found. It was one of the deciding factors when I got a new card. I've tried on Bizhawk and from what I can tell, in a 1920x1080 resolution you can capture at any resolution available using both Jabo's plugin and Rice, but for either version of Glide, the limit is 1600x1200. Changing to 4k using VSR / DSR doesn't seem to have any effect on this though, Bizhawk still crashes when Glide's resolution is set higher than that. I'm not sure if it's just my machine though.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Not so much a bug, but in the Gens section of the encoding guide there's a step that could be added for Sega CD games. Options > General > Show Sega-CD LED If this option is ticked (which on 11b it is by default, I haven't tested other versions) there are two small markings in the bottom left hand side of the video dumped. If this is something not wanted, maybe add a step to the guide to mention toggling it off if you're doing a Sega CD game dump.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Joined: 10/14/2013
Posts: 335
Location: Australia
I could never get the Bizhawk M64 reader to get close to finishing runs without quite a lot of desync. As for this run on Mupen, knowing I'd had it working previously I tried to play it using a few different settings and options and the results were inconsistent. For instance, it'd desync on Glide no matter what I did, then I'd switch to Jabo and it'd sync, then back to Glide and there'd be no issue. Whilst I'm not sure which of these exact steps is significant, here's the process I took to get it to sync whenever it wasn't working and here's a link the exact build of Mupen I was using (config files included). Make sure to use the correct executable, if you're unsure, it's the one with the blue icon: https://www.mediafire.com/?bjddzaylczi6jis I patched Super Mario 64 (U) !: 20b854b239203baf6c961b850a4a51a2 With the patch found here: http://www.romhacking.net/hacks/1425/ And got this checksum: 15d688de0d23bb437d95c358c635465f To test and see if the desync is present, go into the graphic plugin settings and set the windowed resolution to as low as possible, make sure "Limit FPS" is off in settings > general and when the run starts, turn off "Dynamic Audio Sync" in the audio options. This will play the run as fast as possible so you can get to the point quicker and is easier for testing it, I find. If you get through a large amount of frames without a desync, you can also make a save state so that you can load it next time and not have to sit through however many frames you successfully got through the first time. When I was testing for desyncs, I just did this every 50,000 or so frames. If the run doesn't sync with my settings, it could be a computer-specific problem or it could be one of the things I mentioned above. I'd suggest restarting the program and swapping to Jabo's Direct 3D 1.6.1 and seeing if it still occurs. If not, then swap back to Glide and see if there is still a problem. And lastly, I think if you set the movie to pause at 230728 you'll be just after the reset but before the opening of the next bit, I was testing a 1440p Mupen encode and this is how I did it. Hopefully I covered everything and didn't trip over what I was saying too much.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Joined: 10/14/2013
Posts: 335
Location: Australia
GoddessMaria15, after homerfunky corrected me earlier I used this version and had no issues: http://www.emucr.com/2009/09/mupen64-rerecording-v8-reset-v2.html
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
What's the checksum on the rom once the patch is applied? I can't get the reset around 1:04:00 working, other than that it syncs fine and it's a definite yes vote from the Youtube submission.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I thought I'd give this a shot but have come up with nothing, you've always been helpful and welcoming to me.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Definite yes vote, I've been waiting for this or Xargon for so long. For a game with awkward moment, this TAS was great.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Maybe either the Achievement Unlocked trilogy, Cursor 10 or the Hapland Trilogy? All of these would need mouse support unfortunately. :(
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
What about Bound Around by Blueskied? or even it's free predecessor Frozen Fruits.
I'm not as active as I once was, but I can be reached here if I should be needed.
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
What's the licensing like on this game? I know we can't share hdd images unless the game's freeware, but I'm finding it hard to come by this exact copy. To be specific, HIGHSC.CDM has a different checksum that varies in most cases, and I'm yet to find a copy that has XMUSE.BIN, DPS.NFO and FILE_ID.DIZ.
I'm not as active as I once was, but I can be reached here if I should be needed.
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