Posts for TheCoreyBurton


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Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
Another improvement? Another yes vote. Great work! Also, pre-claiming this for publication like I did with the last one :D
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
Spikestuff wrote:
I actually find this less entertaining than max coins, as max coins felt like a definitive goal of getting the highest coin count possible. Which is why it kept me entertained. I'm going to give this one a Meh as there's nothing of interest to me... Maybe if you merged both "max coins" and "all items" to create "maximum score" then I'd probably be interested in a category like this again.
I came here with the intent of saying the same thing, until I realized it had been said already. Still, as a fan of the game, I did think the run had a fair amount of interesting content and it was executed really well (as we've all come to expect). The problem is that even so, the goal feels hollow (specifically the lack of coin collection feels like a let down). It seems like it would be a better as a successor to the "max coins" run, instead showing off everything that can possibly be collected in the game in an ideal situation, making for a definitive "max collectibles" run. For this reason, I'm voting "meh" too.
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
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x, 3x and 4x respectively: Direct Downloads: 10bit444 MKV: 240p, 480p, 720p, 960p Compatibility MP4: 240p, 480p, 720p, 960p Torrents: 10bit444 MKV: 240p, 480p, 720p, 960p Compatibility MP4: 240p, 480p, 720p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
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
Nice improvement, yes vote. Great work! I've also managed to get a reliable sync on my dumping machine and so I'll happily encode and publish this run if / when it gets accepted.
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
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x, 3x and 4x respectively: Direct Downloads: 10bit444 MKV: 224p, 448p, 672p, 896p Compatibility MP4: 224p, 448p, 672p, 896p Torrents: 10bit444 MKV: 224p, 448p, 672p, 896p Compatibility MP4: 224p, 448p, 672p, 896p To download these files you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
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
There is a sticky thread for Bizhawk bug reporting here.
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
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x, 3x and 4x respectively: Direct Downloads: 10bit444 MKV: 240p, 480p, 720p, 960p Compatibility MP4: 240p, 480p, 720p, 960p Torrents: 10bit444 MKV: 240p, 480p, 720p, 960p Compatibility MP4: 240p, 480p, 720p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
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
This was an unexpected improvement! Voted yes. I'm going to go ahead and stake my claim for publication well and truly in advance.
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
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x, 3x and 4x respectively: Direct Downloads: 10bit444 MKV: 144p, 288p, 432p, 576p Compatibility MP4: 144p, 288p, 432p, 576p Torrents: 10bit444 MKV: 144p, 288p, 432p, 576p Compatibility MP4: 144p, 288p, 432p, 576p To download these files you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
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
If you're happy to work with lossless AVI, --output-x264 can be replaced with --output-cscd to convert the video stream using the CamStudio Lossless Codec.
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
Here's a test, to see how things are handled. If there's a mistake in my processing or command lines, feel free to correct me. The video footage is taken from Tompa's 101% run of Donkey Kong Country. First up, here's the control video. The AVISynth portion was based on the encoding package, albeit modified to be shorter for testing purposes. The x264 command line is taken directly from the package, unmodified: Watch on Youtube
Language: avisynth

AVISource("input.avi") PointResize(2880,2160) ConvertToYV24(chromaresample="point", matrix="Rec709") ConvertToYV12(chromaresample="lanczos", matrix="Rec709")
Language: batch

"./programs/avs2pipemod" -wav encode.avs | "./programs/venc" -q10 - "./temp/audio.ogg" "./programs/avs2pipemod" -y4mp encode.avs | "./programs/x264_x64" --qp 5 -b 0 --keyint infinite --output "./temp/video_youtube_control.mkv" --demuxer y4m - "./programs/mkvmerge" -o "./output/encode_youtube_control.mkv" --compression -1:none "./temp/video_youtube_control.mkv" "./temp/audio.ogg"
Next, the new test video. Modifications have been made to both the script and command lines accordingly: Watch on Youtube
Language: avisynth

AVISource("input.avi") PointResize(2880,2160) ConvertToYV24(chromaresample="point", matrix="Rec2020")
Language: batch

"./programs/avs2pipemod" -wav encode.avs | "./programs/venc" -q10 - "./temp/audio.ogg" "./programs/avs2pipemod" -y4mp encode.avs | "./programs/x264-10_x64" --qp 5 -b 0 --keyint infinite --output "./temp/video_youtube_test.mkv" --colormatrix bt2020nc --output-csp i444 --demuxer y4m - "./programs/mkvmerge" -o "./output/encode_youtube_test.mkv" --compression -1:none "./temp/video_youtube_test.mkv" "./temp/audio.ogg"
Next, we have the same file, remuxed using Youtube's HDR metadata tool (which is just a modified mkvmerge). All the following settings may not be necessary, nor may they accurately represent our video data, but for testing's sake I followed their example as it was written: Watch on Youtube
mkvmerge -o encode_youtube_metadata.mkv --colour-matrix 0:9 --colour-range 0:1 --colour-transfer-characteristics 0:16 --colour-primaries 0:9 --max-content-light 0:1000 --max-frame-light 0:300 --max-luminance 0:1000 --min-luminance 0:0.01 --chromaticity-coordinates 0:0.68,0.32,0.265,0.690,0.15,0.06 --white-colour-coordinates 0:0.3127,0.3290 encode_youtube_test.mkv
Finally, we have the input video for reference: Download via Mediafire I'm not sure if the metadata carried over correctly in to Youtube's processing, so if there are any discrepancies it could be related to that. I'm also not sure if we should have been specifying Rec709 in the metadata for HD this whole time. Edit: It looks like (as feos pointed out to me in IRC) that it has only detected Rec709 in all cases. This could be an issue with processing that resolves over time, but likely I did something wrong or perhaps it doesn't support this particular method. Edit 2: On the chance it's Youtube's processing, here's an alternate version.
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 been wondering about this myself for quite some time. I didn't bring it up myself because I have a few questions, but if AVS+ can be a drop-in replacement for AVISynth, then at the very least I am all for that portion of the idea. Edit: To add to the above, yes, it works as a drop-in. I backed up my plugin directory, removed AVISynth, installed AVISynth+ and restored my plugin to the AVISynth+ directory and it looks like the scripts all still work properly. I'm yet to thoroughly test anything, but it looks promising. It definitely has a lot of advantages over traditional AVISynth and from this test, it looks like it won't hurt. Regarding color matrices, my knowledge is somewhat limited. Specifically, I'm unsure as to how Youtube handles the color matrices. If it displays them incorrectly then we should use whatever gives the most accurate color representation. I wasn't around when the decision to use Rec709 was made for Youtube, so there's a good chance that some of the testing has already been done, but I'd still be interested to know if this change impacts color accuracy and if not, I'd like to have these doubts put to rest. At the very least, AVISynth+ has simultaneous 64-bit and 32-bit, native G-Script support, multi-threading and a host of other improvements that make the switch seem like a very good idea to me. Edit #2: It also seems the AVISource limit is larger. I managed to chain together 75 clips before I had an issue, something which usually happens much sooner in AVISynth. This could also perhaps be a false positive as the result of using a simplified test clip.
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 have a profound appreciation for this run after watching it in detail a few dozen times! Sorry for all the delays. After two months of non-stop working on this, the dumping and preparation are over and encoding to h264 has begun. How long this process will take is hard to predict as the script has an excessively large amount of extra processing going on compared to a typical encode, but it's moved past processing-hell and is now on it's way. Thank you for being so patient.
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
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x: Direct Downloads: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p Torrents: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
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
It might be worth looking in to Swivel. Although it has no TAS tools, it was developed with the intention of capturing SWF animations to high quality video files without dropping frames. It's open source and currently the creator looks to be in the progress of re-creating it and fixing a few of the problems the original version had. Interestingly, rather than try emulate Flash itself, the program seems to rely on Adobe AIR. I'm not sure how this would affect determinism.
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
It's the most recent photo I have.
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
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x: Direct Downloads: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p Torrents: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
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
EZGames69 wrote:
This TAS skips episode V
I believe the current publication follows a similar route. In fact, SkicoNow states in the submission text for that run:
In this run, I complete all five levels in the first episode, (Episode IV) and then head straight to the last episode (Episode VI) so I can go to the last level in the game and complete it, therefore finishing the game.
EZGames69 wrote:
it could be better to do episode V in a different category.
I'm not sure whether Episode V would offer anything that isn't already demonstrated here. Even so, your assumption is correct as this is submitted as an improvement to the existing Any% run. A 100% run (or equivalent) would probably the place show off all the episodes, as it would be a necessity to the branch anyway. On the topic of the run itself, this is a nice improvement to the original run. Good work SkicoNow!
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
Fog wrote:
DrD2k9 and slamo
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
Mothrayas, ThunderAxe31 & The8bitbeast
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
Experienced Forum User
Joined: 10/14/2013
Posts: 335
Location: Australia
I can't help with the bug itself, but you can access the N64 video plugin settings via Config > Cores > N64 Video Plugin Settings.
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
Slowking wrote:
So I gather using GLideN64 would be the prefered option at the moment? Just to be clear.
It would definitely be a good default if your system supported it. I know it has requirements the other plugins don't, and depending on whether or not your system meets them you may experience a crash or a number of visual anomalies. I'd still suggest doing a brief test first to be safe, but if it looks like it's working then yes, use that. As I mentioned, sometimes problems are system or version specific, on the chance there are problems you can always create a thread and post your system specs and a savestate and see if other users experience the problems too. If they do, then a bug report could be potentially opened on the GLideN64 bug tracker (provided that tweaking the plugin's settings doesn't fix the issue), and when it's fixed the run should still sync provided it was made using GLideN64. That being said, if the bug hinders the creation of the TAS (for instance, if a room appears garbled or black) then it would be completely understandable to use a different plugin. Overall, plugin choice is definitely a per-game, per-situation decision. There may be a problem with one of the more accurate plugins in a certain area of a game, but if the run never goes to that particular area then it may still be preferable to use the more accurate plugin. Personally, I'd operate under the assumption of: GLideN64 > Glide64mk2 > Glide64 > Rice > Jabo (which is no longer available in Bizhawk as of 2.x). If one is unsuitable, I'd proceed to the next (and so forth) until I'd found one that works for what I want to do. Hopefully there comes a point where N64 emulation isn't incredibly frustrating.
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
Spikestuff wrote:
GlideN64 (or Glide64mk2).
As a general statement, I'd say that Jabo probably shouldn't be used for anything unless it's absolutely necessary. It's the oldest of the included plugins, the least accurate and it's closed source, leading to a lot of difficulty when complex circumstances arrive. In some games and in some circumstances, sync is dependent on the plugin. Usually Rice, Glide64mk2 and Glide64 are pretty compatible with one another in terms of sync, but the other two (Jabo and GLideN64) are outliers. The biggest advantage of using GLideN64 is that it is still being regularly updated and issues can be filed on the bug tracker. Sync is currently consistent between all revisions in Bizhawk (it has received two updates in it's lifetime, marking three separate GLideN64 revisions available in Bizhawk builds), meaning that if there's a problem regarding emulation, a bug can be filed and it can be fixed. There are also numerous other fixes, some relating specifically to this game. That being said, it doesn't function correctly on older systems and because it's still under development and it has a large focus on accuracy (instead of hacks, like Jabo) to fix problems, there are a large amount of noticeable problems in certain circumstances (particularly in the Bizhawk implementation) and I can see why that would throw some people off using it as the desired plugin. Prior to GLideN64, Glide64mk2 was the latest effort by the same author and would be my second choice, if I was unable to get GLideN64 working on my system or was concerned about it's stability. In any case, a lot of the trouble regarding the resync has been due to the fact that some of the tricks performed are impossible to replicate on the other more accurate plugins, even if the state was saved only 5 frames prior during playback with Jabo. An example would be that in an instance where the character clips through the ground, that clip might be otherwise unavailable on the more accurate plugins. This means this particular section had to be dumped with the original plugin. The follow-up problem to this is that whilst all the other plugins can naturally be dumped in 4K, Jabo cannot. Originally, I was going to consider the possibility I may have to scale those portions up as a best-case scenario, but feos made a specific build that allows Jabo to dump at supported full screen resolutions. This lead to it's own set of complications. Jabo's viewport is not accurate and so it has to be dumped at a larger resolution and will be later cropped and scaled down. On top of that, the plugin wasn't made with huge resolutions in mind and so a number of problems are immediately brought to the viewer's attention, such as a the rounding error that causes the horizontal line. The counterargument of course is that GLideN64 has a few very noticeable problems regarding the visual emulation in this game, but at least the timings and geometry are more accurate and from a publisher's perspective, resyncing one or two broken scene is easy enough, and is a lot better than the ~25gb, 700-savestate mess I currently am dealing with. The publication shouldn't take too long from this point. I've dumped the entire run on GLideN64 and am half way through an unusually slow high-res Jabo. I just need 32-bit Bizhawk to to be left overnight and not crash. After that, now that I know what I'm dealing with in terms of splicing and resyncing, it's just a matter of fixing the horizontal line and then it's good to go. This has certainly been an interesting publication to tackle. Edit: Forgot to mention that a lot of ROM hacks won't work on GLideN64 due to the increased focus on accuracy. In those cases I'd definitely recommend Glide64mk2.
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
Have you tried changing the N64 video plugin? This can be accessed by using the top menu and clicking Config > Cores > N64 Video Plugin Settings. Change "Active Video Plugin" to Glide64mk2 and see if your game boots. You also posted this over here, too.
I'm not as active as I once was, but I can be reached here if I should be needed.
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