Posts for TheCoreyBurton


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Hmm. Do you get the same error on playback if you try? If the problem's localized to my own system then I know I'll have to troubleshoot looking for something I've done or altered specifically in the past that could be causing it. And yes, the untouched 5.0 release is where I've done all my testing (which is the one it was made on). Prior to starting this thread when I was troubleshooting this by myself I tried on several different daily revisions as well (two shortly after the 5.0 release and some back in the 4 series) to see if perhaps there was a revision-related problem going on. The only thing that changed was that the 4-series revisions gave fatal desync error, but that was to be expected. I also did the usual deleting of any settings files stored locally or in user directories as a precaution. I've fired up my old PC right now to see what happens if I try it on a system that hasn't previously had a Dolphin installation. I'll let you know how it goes. Edit: Seems to be the same deal as this PC, so I feel like it's not system-dependent. Would there be a way to force-ignore all the change disc commands and see if the run syncs? or perhaps a way to batch-edit them all out of the DTM and see how playback runs, perhaps?
I'm not as active as I once was, but I can be reached here if I should be needed.
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Thank you for the fast reply and help. I'll look into it further. My original suspicions were that I had configured something wrong so it's just as likely that I may have misread something or the format could have changed slightly. If you're not getting the message on playback then there's likely no issue and it's on me to work out what I've done wrong and get it playing back the same way. Edit: It was a problem on my end and has been resolved.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Hetfield90 wrote:
No, this is news to me. I never saw any "change disc" messages while making or encoding the run, nor do I even know how to add those commands to the DTM file.
I asked and got that reply from the author. Perhaps there was a change to the DTM format at a certain revision and those bytes no longer are used for change disc but are used for something else instead? I'm looking in to it now but this is definitely not my area of expertise.
I'm not as active as I once was, but I can be reached here if I should be needed.
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During my tests (prior to the replies above), I had a few issues regarding a "Change the disc to" pop-up appearing repeatedly. I created a separate thread in the Dolphin TASVideos forum about it, but it's looking like the problem comes from a bunch of change disc commands in the DTM file itself and not a misconfiguration on my end as I originally thought. I'm actually curious about this DTM. To the author/s or anyone who can provide insight, are the change disc commands intentional or am I missing something? I know RGamma's got this encode, so it's not an urgent matter but I'd like to work this one out and be better able to troubleshoot things like this for the future.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Thanks for the reply! I had a bit of play around after reading your message and for it to work properly both files need to be in the Dolphin library (they can't be opened manually) otherwise the error still persists. In the original DTM there's no second disk ISO listed, so leaving that as is causes an "invalid file" pop-up. If I use the one I modified in hex and list the second ISO as a separate file, it works without any issue though as you noted - it definitely don't sync. It just flashes between the Wii's warning's and a "please insert disk" message (as console output, not a Dolphin error). It definitely syncs up for the author, as there's been a temporary encode done for viewing while it's still a submission. I might put a comment in the submission thread and ask about the disc change commands now that I don't think it's just a misconfigured setting on my end.
I'm not as active as I once was, but I can be reached here if I should be needed.
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What about loading the AVS script in another program (like Media Player Classic)? That way we can narrow it down to whether it's Virtualdub or AVISynth causing the issue.
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: "Change the disc to" error on DTM playback
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Hi, I'm relatively new to being an encoder here. Although I've been doing dumps and encodes of some of the TAS videos here for my own personal viewing for several years (Dolphin included). I'm looking to expand my knowledge, capabilities and troubleshooting skills across as many consoles as possible so when I can help encode any run when it's needed! Before I go any further, I'd like to say I'm currently NOT handling the encoding for the following run so there's no urgency to this. I'm just looking to build up my skill-set and troubleshoot this problem so I can avoid it in the future. With regards to the recent Muramasa run, upon playback with the suggested emulator and settings, after a few dozen frames of movie playback I get a "Change the disc to" error message and emulation pauses. If I unpause it, I get the error again and so on. I can disable panic handlers and I don't get the pop up, but emulation still pauses and I feel like that is just suppressing the problem, not solving it. If I open the DTM file in hex and change the second disk ISO string to a filename, the error changes to include that file name (eg "Change the disk to muramasatdbscrub.iso". The game ISO passes the checksum test and when not playing back a DTM the game runs fine, without incident. Can anyone explain to me what is going on exactly? Specifically, have I overlooked something small and obvious / how would I go about solving this problem?
I'm not as active as I once was, but I can be reached here if I should be needed.
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fsvgm777 wrote:
RGamma is going to do the encodes of this TAS.
That's fair enough, less stress for me then!
I'm not as active as I once was, but I can be reached here if I should be needed.
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I'll double check that it syncs up on my system and if so I'll happily encode this run (if nobody else is doing so yet)!
I'm not as active as I once was, but I can be reached here if I should be needed.
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Currently there are two published runs (NTSC / PAL). The PAL version is harder and goes on for a bit longer and the movement is different - but at the moment they're both 2p runs. Could this run be a replacement for one of those to further add to the separation in the categories? For example: NTSC: Single player. Because this game has less phases and is known to be easier it makes more sense to have one player tackle it. PAL: Two player. Because this game has more phases and is more difficult, two players can tackle it. Because the player count is different (in addition to the already noted differences here and in the submission texts of the other movies) it just further adds more variation between the two published runs, making them less similar. I mean, the problem would be obsoleting a faster and potentially more entertaining run so the idea's not without heavy drawback and consequence. But it's food for thought, at the very least.
I'm not as active as I once was, but I can be reached here if I should be needed.
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I've got this run to sync on the latest Bizhawk build with GLideN64 and I'm more than happy to start working on the encodes for this run if nobody is!
I'm not as active as I once was, but I can be reached here if I should be needed.
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Sorry it's taking so long. There were a number of hurdles to cross, some because of the nature of the N64 core and others because of GLideN64, and the encode required several dumps at varying internal resolutions (all higher than the dump resolution) in order to get the best results. Feos and I did a number of tests to make sure the encode looks the best it possibly can and that took a lot of dumping, encoding, uploading and discussion. That being said, the final encodes finished earlier today and I'll be starting the upload in a couple of days, (when I'm home again). It'll take a little while though, as it's a fairly big file (~18gb) and my upload speed is poor. Thanks for baring with me and kudos again on making such an entertaining run!
I'm not as active as I once was, but I can be reached here if I should be needed.
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Aktan wrote:
This doesn't work because when you convert to YV12, the downsampling of the chroma is not done by point usually. Bilinear (I think?) and Bicubical looks more than the 2x2 block. That means the color sample might have a hint of the sounding color with it.
Ah, I didn't know that. That actually explains a lot. Disregard any misinformation in my post above, Sonia. :)
I'm not as active as I once was, but I can be reached here if I should be needed.
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Sonia wrote:
...is there a way to do "ConvertToYV12(chromaresample="point")" through virtualdub's filters? I have avisynth installed, but I prefer to use virtualdub alone if possible. I know how to point resize the video's resolution on "filters = resize (nearest neighbor)" but how can I resize the chroma?
If you're working exclusively in Virtualdub, nearest neighbor resize is all you need to do, followed by convert format to your desired colorspace. It should give the same result as doing a point resize followed by ConvertToYV12 (or whatever colorspace you're after). Resizing the resolution also resizes the luma (brightness) and chroma (color) components. The problem with YV12 and YUY2 is that they're chroma subsampled. YV12 is set at 4:2:0 and YUY2 is set at 4:2:2 if I'm not mistaken. These exist for a variety of purposes, but do not really cater to pixel-oriented game videos. The issue is that in the case of 4:2:0, this means that there is only one chroma (or color) pixel for every 2x2 block of luma resolution, as shown in the picture above. This is why the black pixels in your examples remain unblurred, whilst color starts to spill into other pixels and is also why a resize with a factor of 2 solves this problem. So assuming you have a video in RGB to begin with, you resize with a factor of 2 using point size or nearest neighbor. The point of this is to double (or quadrouple, etc) each pixel both horizontally and vertically, making each 2x2 block contain four identical pixels. This means that when the chroma is compressed down to represent the 2x2 block, no data is discarded and then no blurring/blending occurs. Hopefully that helps you understand the situation more thoroughly. I darted around your question a bit, but the problem itself doesn't require you to resize the resolution and then the luma separately - they're linked. The luma is the brightness and the chroma is the color data and in a 4:4:4 colorspace (or in RGB) each pixel has it's own unique values.
I'm not as active as I once was, but I can be reached here if I should be needed.
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The fix worked for me and I have a good understanding of the process thanks to Aktan. Basically, you're doing the first pass of ExactDedup without the fix to generate the timecodes with the correct framerate and the correct times (for reference, we can call these the "broken" timecodes). It's useful to use a unique name (eg, times-broken.txt) as opposed to one that may get overwritten in a later step. Next, you're applying the fix by adding AssumeFPS(60) after loading the source. You once again do the first pass of ExactDedup to generate a second set of timecodes (for reference, we can call these the "fixed" timecodes). A few things have happened here. AssumeFPS changes the rate the frames are displayed at without altering the number of frames. This means the frames that are decimated as a result of ExactDedup will be the same, although because the rate was adjusted on the fixed set of timecodes the timings will be different. When you hit the encoding stage of the script, you pass the fixed timecodes through to x264. Because the base is now a flat 60fps it wont encounter any sort of error and the rate is so similar you won't notice any visual difference in regards to compression. Of course, if you left the process here because the rate was adjusted the video would gradually fall out of sync. Because of this, when you get to the MKVMerge stage of the encoding process, you use the broken timecodes. Because the decimation was identical, these timecodes will work with the video x264 encoded correctly, and because they were created with the correct frame rate (before any adjustment was made), the resulting video will also have the correct frame timings (and no desync of any sort). I have a pretty easy way to add it to the encoding script / batch feos, I'll send you a message about it now.
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: N64 Encoding Information
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Given that GLideN64 is now available in the development versions of Bizhawk (and hopefully soon a release), I thought I'd quickly go over some relevant thoughts I've had on the matter. Feel free to discuss / disagree / add / whatever: GLideN64: Multisampling (anti-aliasing) should likely be enabled when encoding, except in special circumstance. Max Anisotropy (anisotropic filtering) should likely be enabled when encoding, except in special circumstance There's also the native resolution factor integer. This is an interesting one. At 0, it's disabled and the games run at whatever resolution you've specified. At 8, if the game's 320x240 (which it will be unless it's a rare case), it'll run at 2560x1920 and then be scaled down to whatever resolution you're using. For this purpose, I'd recommend dumping at the same resolution as the resolution factor you're using, so in this case dumping at 2560x1920. The reason why this is relevant is that sometimes there are object misalignments. A good example is on the most recent Banjo-Kazooie run, the pictures that Mumbo is holding at the end (which show Banjo finding secret items) are made up of several smaller squares. When this value is set to 0, they're slightly misaligned, causing a grid to show up in the spaces between them. Using a high native resolution factor fixes this. It should also be noted that if you use too high a value (I haven't experimented at what value exactly, but below 20), severe graphical glitches start to show up, so you can't boost this value indefinitely. If necessary, when an official release of Bizhawk contains GLideN64 I can provide a savestate highlighting this issue. A similar misalignment can be found with the arrows under the "number of players" selection in the Mario Kart 64 main menu, but it has a different fix. There's an option something along the lines of "native res texrects". Using that solves the issue, but it's only available at when native resolution factor is disabled / set to 0. GLideN64 has many graphical accuracy improvements (and it affects the timing of runs, so that extends to timing, I believe) so provided it's a viable option it should be the default when doing N64 runs. Of course, plugin selection should probably be discussed on a per-game basis, as I'm sure there are cases where other plugins are more suitable candidates than GLideN64. Additionally, there have been notes of users experiencing per-system graphical glitches. In some cases there is flickering (every alternate VI is black), in other cases fade transitions don't show in (for example, in the Mario Kart 64 menus). These are per-system glitches and often aren't actually present in the plugin itself. Drivers, opengl requirements, certain hardware (and certain software in rare cases) can all interfere with the plugin and it should be noted that a glitch plaguing one user may not be a result of the plugin as a whole (and therefore it should be tested on multiple systems before it's confirmed as a graphical anomaly). Bizhawk in general: Most N64 games have crackling audio using the regular sync. In some games it's much more severe than others but it's present in almost every ROM, at least to some degree (even if only for a frame here and there). It can present itself as a brief audio glitch, a click, or consistent crackling. Dumping using "alternate sync" fixes this and should probably be used in all cases, to be safe. A good example of this is the "King Jingaling Gets Zapped" cutscene in Banjo-Tooie. Once again, if requested, when an official release of Bizhawk contains GLideN64 I can provide a savestate highlighting this issue. N64 emulators in general (both Bizhawk and Mupen): It has been mentioned over here that for the plugins that don't have anti-aliasing built in (and on the chance that Rice Video's anti-aliasing doesn't work the way it's supposed to) you can force anti-aliasing through your respective GPU control panel. The maximum settings available should be chosen. The alternative to this is downsampling, in which the game's rendered at a much higher resolution and then resized down to the target resolution. This has the advantage of being more predictable and controllable, although depending on the resizing method the output can be less sharp. Additionally, some games experience glitches (especially if native resolution factor is required on GLideN64) at the resolutions required to produce the same level of anti-aliasing as the GPU control panel method would (for instance, on a 1920x1440 encode to achieve 16x supersampling (4x4) you would have to render at 7680x5760). It is worth investigating which of these methods actually looks better (Aktan strongly recommends downsampling, but users such as feos and myself have noticed slightly sharper images with the GPU control panel method) and if there are any problems with either method. In any case, using BOTH would probably be the best outcome of this. If anyone has anything else to add, feel free! I want this to be an open discussion to achieve the best results out of N64 encoding!
I'm not as active as I once was, but I can be reached here if I should be needed.
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Sorry about my lack of response, I've been working hard on this encode and haven't been checking here much. There was a frame rate issue with the dump but now I'm in the clear and the process is very much under way!
I'm not as active as I once was, but I can be reached here if I should be needed.
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I'm having a bit of difficulty with a video dump, specifically the 10bit MKV encode (the other two worked just fine). When I get to encoding the video, the following error comes up:
-------------------------------- Encoding 10bit444 downloadable -------------------------------- avs [info]: 320x240p 1:1 @ 60000/1001 fps (cfr) timecode [info]: automatic timebase generation 1001/2541180000 x264 [error]: Effective timebase denominator 2541180000 exceeds H.264 maximum x264 [error]: x264_encoder_open failed
Feos said it's likely something to do with Bizhawk's N64 dumping as this is for the Banjo-Kazooie run recently submitted and to ask in IRC. I spoke to Spikestuff who encounted the same problem a while back with a run he encoded which was solved by RGamma. Unfortunately I can't stick around in IRC any longer, so can anyone here offer any insight or solution to the issue?
I'm not as active as I once was, but I can be reached here if I should be needed.
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Spikestuff wrote:
For whoever is publishing this (not me, cause ha, ha... issues that occurred... sorry). Main Plugin: Jabo (Yes this is not a joke) For the Opening Transition (and the reset): Glide64mk2 For the very end where the game talks about Tooie: Glide64mk2.
What about now that GlideN64 is implemented on the Github page? Had a look and it's the first plugin to get the fade from the logos to the intro correct, and the Jigsaw transitions don't have the single-frame flicker before the fade. If it syncs up, it might be the way to go if someone with more experience approves. Edit: Watched it to the end this way and it looks superb. Here's a modified version for using GlideN64.Definitely seems the way to go from my quick view, though I'm not the right person to make that call so it's up to the encoding veterans.
I'm not as active as I once was, but I can be reached here if I should be needed.
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Hyperresonance wrote:
Hey thanks for catching that corey! I tried a few things along with Isotarge and we couldn't seem to figure out why the jiggy cutscene transitions were still black. I'll keep that in mind when I get the encode done. Thanks for the kind words!
Not a problem at all. Always great to see a fantastic run get such an outstanding improvement, keep it up!
I'm not as active as I once was, but I can be reached here if I should be needed.
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That was a beautiful way to spend two hours of my life. Definite yes from me. Also, just a few notes regarding video plugins (this isn't relevant to the TAS verdict itself, but more of an encoding thing): The jiggy transitions are working on several, if not all the video backends currently available in Bizhawk. In Jabo's backend you need to enable the copying of the framebuffer to the RDRAM. I think it's just under "copy framebuffer" it Bizhawk. That being said, last time I checked Glide64mk2 was the most accurate video plugin currently available in Bizhawk and has a bucketload less graphical problems in comparison to Jabo in this specific game. What were the issues you experienced with Glide64mk2 to suggest Jabo would be recommended over Glide64mk2? I'd like to investigate and see if (like the transitions) there are options that can fix the problems so we can get the best possible encode for this run. You did a fantastic job!
I'm not as active as I once was, but I can be reached here if I should be needed.
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Has anyone considered the unofficial (hack) Commander Keen Trilogy for the Universe is Toast? It's a pretty well-done trilogy and would make a great addition to the Keen runs here already.
I'm not as active as I once was, but I can be reached here if I should be needed.
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This thread actually reminded me to ask something: seeing as Youtube encodes a lot of videos to both H264 and VP9, are the VP9 videos encoded at 4:4:4 when available? I haven't thought much about it until now, but fingers crossed they've learned from past mistakes.
I'm not as active as I once was, but I can be reached here if I should be needed.
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I'm not too sure, I'll try hunt around and see if I can dig up anything on the console version of the game to see how it should be displayed. A quick levels adjustment brings it to (what I believe) are the correct colors for the game. The same adjustment in AVISynth should look something like this if it turns out to be correct: Levels(0, 1, 100, 0, 255)
I'm not as active as I once was, but I can be reached here if I should be needed.
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It's fantastic to see a run of this game published! At times the angled running and the waiting around were a bit dull, but they didn't take away from the run itself because of the impact they had on the speed of it all. Well executed! It should be noted that there are three different shareware versions of 1.4. The first distributed version of 1.4 does not come with w3dhelp.exe and has different checksums on a couple of the files. This version had the goobers command line enabled. In installs from three files (WOLF3D1.1, WOLF3D1.2, WOLF3D1.3) and is around 730kb zipped. The second distributed version of 1.4 (the one used here) does come with w3dhelp.exe. In installs from W3DSW14.SHR. Zipped copies of this installation are around 836kb. The last (and irrelevant one in this case) is 1.4g, which is identical to the second distribution but with the addition of the goobers command line re-enabled. If you're having trouble finding which distribution you need, the second one is the correct one in this case.
I'm not as active as I once was, but I can be reached here if I should be needed.
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