Posts for TheCoreyBurton


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Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Emulator specific techniques, differences and features, maybe. To help people who are proficient with one emulator move their skills onto another given that some are very similar and others are drastically different.
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
No problems! I'll do a few test encodes using the package over the next week or so and make sure everything goes smoothly and I'll let you know if I have any issues.
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
Anty-Lemon, I do believe you're right. 60fps was more of an estimate to illustrate my example, than a precise figure. Here is a quick section I just re-encoded to upload, just to verify that it all looks alright. It's only twelve seconds long and I saved it at Q18 to make it upload faster. I dumped it losslessly with Dolphin over a few hours and then I dumped it at the lowest bitrate I possibly could with an AV Sync of the same revision. Converted vfr to cfr using calculations I'd verified and a plugin I'd found in another forum post here, removed the duplicate frames and then encoded with x264 at Q16 I think (I usually use the highest Q value that looks best. It ends up between Q12 and Q18 depending, usually). That was for my own personal viewing however, I'm aware I'd have to add the subtitles/text and a verified logo if I was to put it online!
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 just read over them now. Sounds to me like I'd probably be best off doing workbench encodes or HD streaming of the more difficult ones occasionally. I'm prepared to deal with large file sizes provided that it's infrequent, I know my Paper Mario: The Thousand Year Door encode is around 20gb but I don't mind too much given that it's 5 or so hours of 1440x1080@60fps. I feel like it's worth it. Is the site accepting 60fps for the HD streams yet? I know it was on debate a little while ago but now that Youtube supports it, what's the stance? Thank you, by the way!
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: Steps required to become an encoder?
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I'm a long time lurker, and although I haven't made too many posts this far I'm looking to become an encoder. You can skip this paragraph if you don't care about little details: I love watching videos here however my internet connection is poor at best. It's not bad when I'm uploading or downloading a few gb here and there, but if I'm going to be streaming hundreds of videos a month at 1080p or higher it gets to be a problem, so I've always had to download the input files and dump and encode them myself to watch them on my TV. I've had great success with many of the emulators here (the easier ones like Bizhawk, Snes9x, Fceux and the more frustrating ones like Mupen and Dolphin too). Given my situation, I'm thinking it'd be better for me to just attempt the more difficult encodes if I were able to, for instance I had the recent NSMB Wii run encoded in 1080p within two days of it being on the submissions list. I have little bits of trouble here and there with certain runs, particularly older ones, but it's still something. What I'm asking is, what does it take to become an encoder and how do I do so? I'd love to contribute here but I don't have the patience to make a TAS myself. If you want or need a sample of my work you're welcome to request it.
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
As an alternative to the script (if you're looking to do this as a stand-alone encode), you can use the following (there are definitely more simple ways but if you're having trouble it may do the trick): If you want the top screen to be the main screen:
A = AVISource("nds.avi").Crop(0,0,0,-192)
B = AVISource("nds.avi")
StackHorizontal(PointResize(A, 512, 384),B)
If you want the bottom screen to be the main screen:
A = AVISource("nds.avi").Crop(0,192,0,0)
B = AVISource("nds.avi")
StackHorizontal(PointResize(A, 512, 384),B)
Of course you'll have to add the trim, dedup, and stuff like that yourself but that should give you what you're after.
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
When dumping video if you use the audiodump instead of using the dspdump the music plays alongside the game fine and the audio and video still sync up perfectly. I know it's against procedure, but it would fix the problem in the meantime. Maybe even offer two audio channels in the mkv file; SFX & Music and SFX only.
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 using that kkapture build but it was an oversight with the savestates (I was skipping the pause/unpause steps without even thinking). Thank you!
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
Is there a special trick when using kkapture with Mupen? If I'm using Mupen on it's own I can load up a game and it runs. I can then play back a movie file and it runs perfectly. If I'm using kkapture though, I've found that It works perfectly when the games start up, but when I try to play the input movie in Mupen, Mupen's screen remains black. I checked the status bar and when the game starts an FPS and a VI value show up at the bottom, same deal when I play back a movie. When the game starts up when kkapturing it works in the same manner, but when I try play back the movie nothing shows up at the bottom, all indications of VI and FPS are removed including the terms themselves. I fiddled around with it for a bit and found that if I hit Ctrl+Shift+P instantly after loading the rom I could get into the playback dialogue before the rom loaded in some cases (Banjo Kazooie and Chameleon Twist 2 for example, all (U)! roms). If this happened, I could load up the movie except when I ticked the read only box the tick wouldn't show up (although the emulator would act like I had ticked the box - so that's not a problem- it's just what I've been using as an indicator of whether or not capture would actually work). In other games (Super Smash Bros. & Wetrix, for two more examples), even when I hit the playback button before loading I still get nothing. I've tried with multiple video plugins (Glide Final, Rice & Jabo's Direct3D 1.6.1 and I get the same result). It's not the program or method as a whole because I've had success encoding high resolution versions of several games now, with identical settings. I'm running an Intel i7-3770 with a Sapphire R9-285, 8gb of DDR3 ram, Windows 7 Ultimate. All my drivers are up to date, as are Direct X and all of the usual runtimes. Save creating a new thread I thought I'd ask here, sorry for the long-ish post, I just thought I'd try give as much as possible. If you need screenshots (it'd mostly just be screenshots of nothing happening though) or any more detail just ask.
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
Is there a version of mupen-rr that plays movies and also can enable codes?
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: Frame Rate Code
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I stumbled across something recently and am curious as to the site's stance on it and also the usability of it. It's a gameshark code that removes the FPS cap on Banjo-Kazooie. If you're unsure of what I mean, run Project 64 quickly and test the code: 802808DF 0000 It allows the game to run at a full 60fps rather than 20 or 30 depending. It's much more fluid to watch. Now I know cheating is frowned upon here but the code wouldn't be in the run itself, it'd be more of an encoder-level cheat to produce a better quality output so I'm curious if a) it's allowed, b) it's do-able (I don't recall mupen-rr having cheat functions anyway) and c) if it affects the run in anyway or causes desyncs. I'd be happy to make such an encode myself (2048x1536 @ 60fps) of the existing run depending on the outcome of the thread. There are several other games that this works for too, however the methods vary from game to game.
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
N64: I run a 4k resolution, when using Rice or Jabo I can get the highest resolutions working fine but anything above 1600x1200 on glide just says the emulator stopped working (windows error, not a bizhawk error). Mupen is fine with the same plugins so I'm not sure what the problem would be. Also, would it be possible to add higher resolutions in the future? I know it's mostly redundant but I'd still love to see it happen.
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 had similar trouble with Oracle/VirtualBox so can't offer support in directly making it work, but I can say that alternatively (if your graphics card supports it) you could be able to use DSR (if you're using and Nvidia card) or VSR (if you're using an AMD card). It's a nice and fairly recent patch that allows you to set your resolution higher (in same cases up to 4k) whilst scaling down the output to 1080p for your monitor. It's meant to be an anti-aliasing alternative, but it works perfect if you want to exaggerate your screen resolution and capture mupen video higher than your traditional screen resolution maximum.
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
Despite having the bios (SCPH1001.bin) in the firmware directory, I had to assign a custom location (and still used that copy) before it'd work. I know it's trivial, but hey. Other than that everything seems to run well. Any chance of the higher res / opengl graphic plugins (like Pete's) running in this? It's not a big deal but I'd love to see some of the 3D games and TASs in crystal clear quality rather than nearest neighbor.
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
Bio-Menace or Crystal Caves would be good (although the latter is more of a personal preference than a suitable game for TASing and would probably be only vault material).
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
Worked a charm, I was probably overlooking that or something else. Thank you for your fast reply!
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
Fantastic run! Still one of my favorites. Sorry to bump this back from the depths of hell, but does anyone have a copy of the image used? Downloading 1.0 gives me the wrong image ID (from various sources including the one provided), despite each of the files having the correct checksum and size.
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 figured I'd ask this in this thread (save creating another): Now that BizHawk has the Mupen based lag counter, would it be possible to modify the lua script to make it work in conjunction with this or would the lag frames still have to be added manually?
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
Apologies, I was trying to re-create the error but managed to go a day without it popping up. After which closing the application still leaves it running as a background process. I've found that in some cases, deleting BizHawk and extracting a clean version will allow me to avoid this error at first, but it's not always the case. It's just more likely to work. It's been a problem for me since 1.5.1, and is still apparent in 1.7.3 as far as I can tell.
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
Does anyone else regularly have capturing problems when capturing high resolutions of n64 games? 1600x1200 or above, usually on graphically intense scenes and more frequent with glidemk2 as opposed to rice. Banjo Tooie was doing it a lot at one point. I'll capture the error when I see it next.
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've got two bugs both present on the using Banjo Tooie (U) rom. There appears to be a slight sound glitch, possibly related to the game's timing. If you watch the demo reel at the start (viewable simply but running the game and not hitting anything) and reach the fourth demo it becomes apparent at the start. It's also noticeable in the 6th. There was a similar problem in earlier versions of Bizhawk with the "King Jingaling Gets Zapped" cutscene however that problem has since been corrected, so it could be something similar. I'm aware this is something miniscule but thought I'd bring it up anyway. It's present in any resolution and in both playback and video dumps, so it shouldn't be hard to re-create the problem. Also when dumping video I'll occasionally get this error: It's happened in pretty much every N64 title at one point or another but the frequency varies. I think it's happened once in Banjo Kazooie, whereas it happens frustratingly frequently in Tooie. These are just example games, it's present in others too. Bizhawk's fantastic overall 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
Thank you! I know I'd seen them somewhere before, those were actually the ones that made me think about creating this thread, I just had no idea where I'd seen the post! I'm hanging out for more or these or as Buddybenj said, some sort of how-to. I'd love to get the Banjo Kazooie run up and going on Bizhawk!
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 had trouble syncing this at first but it was just an oversight on my behalf and it syncs fine for me. Here's the thread I created when I had trouble, maybe something in there can help you get it working: http://tasvideos.org/forum/viewtopic.php?t=14815
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've had no difficult building them on my own so far, but it was the emulator used for one of the runs on this site. Ah well. Thanks anyway!
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
Would it be okay to ask for an x86 AV Sync build to work with r7719?
I'm not as active as I once was, but I can be reached here if I should be needed.
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