Posts for TimpZ

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Anyone here that has experience in the Nicohood Nintendo Library? I'm trying to find a way to synch frames using controller polls from a GC/Wii console but I'm not sure how to proceed.
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Hey just wanted to post a quick project I made for fun: https://www.youtube.com/watch?v=9eY3LJ3YgkQ gmv: http://bombch.us/BB7v You can read the video description for more details but in short I played the game at normal speed with a USB-controller but using savestate-points mid-level to optimise without any additional tools. Final ingame time is 13:45. Rerecord count says 11k but it's probably a bit less since I used the same file for a lot of testing and also bound the loads to buttons on the controller meaning a lot of loading the same states over and over to make sure I was on the right one. Also tell me if the quality is good, it should be 4k 60fps when it's done processing. EDIT: Apparently YT doesn't support 4k with 60fps videos, but it's 1080p at least which is good.
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x264.exe didn't like me outputting an mp4 :/. Also I got a couple warnings when I changed the output to an AVI, not sure what they're about. This gave me a 65MB file that can't be rendered. Also I was hoping for as good quality as possible but I just noticed that for example Tee-N-Tee's TAS-encode by feos have the same artifacts so I guess I can't complain too much :p. The MKV program said something about being a buggy preview. Is that the correct version? Also I realised that I want inputs to be visible on the screen but I'm unsure how to do that without capturing the emulator with a separate program. Any advice?
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according to YT itself the average bitrate is 7.6kB/frame (9'568'905 bytes for 1232 frames) which I'm presuming is about 228kB/s (for 30fps video). That's with max settings though (quality = 720p) and including booting splashscreens and whatnot.
creaothceann wrote:
PS: it's spelled Lararith :)
No it's spelled Lagarith ;) EDIT: I realise that it's much much lower than the 6.6MB/frame (with audio) average for the file on my computer but the entire point of the project requires that I upload with the least amount of quality loss possible on YT. EDIT2: Btw does "AssumeSampleRate(AudioRate / 2)" change the frequency of the audio as well as the tempo? YT 2x speed doesn't effect the frequency so if it does it would make Sonic sound groovy.
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feos, make it part of publication work? Alternatively make a sticky in this subforum with the first post detailing processes for high quality rendering of TASes for different purpouses, maybe with a FAQ section that you later could expand on. Right now everything seems kind of spread out and it can be hard to grasp exactly what to do if you don't have previous experience with the programs even if the process is fairly simple. This is what's wrong with it: http://i.imgur.com/DY6YRJ2.jpg another example: (again left is 1280p upscaled in MPC, middle is 1280p upscaled on YT and right is raw lagarinth encode from Gens on YT) Notice how it has improved with upscaling but still is far from the quality of the original file. It looks like a jpeg-smush of oatmeal-pictures stringed together and I'm not sure how to avoid that other than keep increasing the resolution. Thanks for the code! I'll see what I can come up with later today when I got time.
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I uploaded an AVI straight from virtualdub with the settings from your previous post and it turned out like this which I'm not entirely happy with. I could try increasing the resolution but I'm wondering if Youtube's encoder is to blame for the loss of quality or if something else could be done. I'll try the convert-command you posted though. Also I'm not sure about why you would extract the audio just to edit it straight back, any particular reason for this? There's one last thing I'd like to try out and that is slowing the framerate to 30fps (while keeping the number of frames intact) and slowing down the audio a similar amount so you can have 60fps video using the 2x speed option on youtube. Is there a script for that? Would you recommend slowing the audio in something like audacity or can that be done with scripts as well? feos, while that is a very helpful page I can't find it through the "Articles" tab. If it is there then it's well hidden. EDIT: I haven't tried it yet but for regular uloads on YT would it be smarter to dump AVI's using frameskip 1? Assuming that gives a native 30fps framerate on the video.
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Ah, thanks that reply was all I needed. You can comfort yourself in the fact that your post was 10x more informative than the guides on the site, good work! I have about 80Mb/s upload (advertised as 100Mb/s, scammers) and about 500gigabyte of free HDD space. My files are between 15 and 60 seconds since they're just recordings of IL's I'm gonna upload as references for a guide I'm making. Anyway I guess I could ask about if there's anything other than just "export AVI" I could do to increase the quality or if all options just try to optimise compression or whatever (which I'm not interested in for this purpouse).
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I'm finding a couple of options when googling but how would you suggest I run it? Also I edited the code so that it looks like this:
x264 --sar 14:15 --crf 0 --keyint 100 --ref 16 --no-fast-pskip --bframes 16 --b-adapt 2 --direct auto --me umh --merange 64 --subme 11 --trellis 2 --partitions all --input-range pc --range pc --no-dct-decimate --PointResize(1280,896) --tcfile-in times.txt -o GH1.mp4 HG1.avi
I don't know how the code is read but that's how I interpreted your message. Also again, thanks for the help.
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I'm trying to upload a couple encodes but I've never quite understood how to upload high quality TASes to youtube. I'm trying to dump some videos from Gens11b. First off I checked the video dumping page and then dumped an RGB lagarinth encoded AVI from Gens11b which looks great in its native resolution. On youtube however it looks like this. Yuck. So anyway reading the required programs I downloaded what I believe is Avisynth 2.6 alpha as specified (although the folder it installed to was named 2.5). I wanted to download the x264 encoder as well but there's a whole bunch of links on the komisar-site and I don't know which one/'s I'm supposed to download or where to put them, if that even matters. So anyway after searching the forums a bit it seems like I just want to upscale it in some way using avs-scripts but whenever I google that I get forum posts full of random code I can't read or use and screenshots using some form of GUI I can't find. Also the actual enconding guide in the encoding guide gives a line with some settings but no commands that again upscales the video for youtube. I'm also finding posts that x264 is unsuitable for youtube... Great. So I'm a bit tired and at a loss and all I want is some videos on youtube that doesn't look like you're watching someone stirring oatmeal on the screen. tl;dr anyone has an avs script file to upscale a 320*224 genesis video to HD for youtube? Or can point me in the right direction? Thank you
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Ah ,thank you WST. I always wondered how you forced bits to change in Gens rr because I thought lua was redundant and that you could do it in the memory value search somehow. Naegleria, if you use gens_11b (-s1) that you can find on this site, just create a new text document and paste the code there. Then you go into Gens > Tools > Lua scripting and open your text document. Look around on this site to find useful and fun Lua scripts! EDIT: So I tried out the method I posted in my last message and I'm a bit disappointed. After you do the wrap and the left/release/left input you keep holding left until there's a string of frames where your y-(sub)pixels are stable. In this range, the subpixels that work are 0-117 and 227-255, meaning you have 57% of all subpixels that work. Not a whole lot considering the inputs are hard as is. The ranges seem to be independent of the frame you start to hold left though.
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Aglar, I'm interested to know how you find these boundaries for the subpixels. I didn't think y-subpixels mattered for this trick so I went ahead and tried to come up with something using TeeNTee's latest S1 TAS (14:25.23) Just holding left worked for no frames at all in his TAS (Y = 943:250) and instead tried to see what ranges I could get out of the release-method TNT used. My results were (all frame data is in 38XY format):
LEGEND
*******************
Inputs: left, release, left

------------------------
frame of first input
------------------------
frame of release
range where holding left again allow you to clear the level
*******************



------------------------
left at 46
------------------------
release at 48
nothing

release at 49
55-65+

release at 50
58-65+

release at 51
nothing



------------------------
Left at 47
------------------------
release at 49
nothing

release at 50
leniency for left: 55-65+

release at 51
leniency for left: 58-70

release at 52
nothing
------------------------



------------------------
Left at 48
------------------------
release at 50
nothing

release at 51
55-65+

release at 52
59-65+

release at 53
nothing
------------------------



------------------------
Left at 49
------------------------
release at 51
nothing

release at 52
59-65+

release at 53
59-65+

release at 54
nothing
------------------------

------------------------
Left at 50
------------------------
release at 52
nothing

release at 53
57-65+

release at 54
59-65+

release at 55
nothing
------------------------

(the same pattern, wait 3-4 frames then having a big window for left again seems to be reasonable to assume for a number of frames ahead but 4 frames is plenty for consistency so I do not bother checking them)


x-position at random wraps 8231:0 always
This seem to work well for arbitrary y-subpixels but again, I don't have a method of finding the ranges other than randomly jumping on the wall before wrapping and hoping I get a weird value so it's hard to tell when I'm playing on console if my inputs are bad or how much of an effect subpixels give. It's also 4 am and I don't feel like playing Sonic right now.
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There were a few things I noticed in the run that seemed off. Notably in the beginning of the TAS and also in LRZ. I have no examples of "x would be faster than y" but a number of things got me thinking if it really was the fastest option. Then again I have no idea exactly where you'd wait for trailing rings to catch up etc. so I wouldn't know. All in all, this was an amazing TAS. My favourite Sonic TAS before this was the rejected Sonic 2 perfect score TAS but you managed to top that and then some. Obvious yes from my part! Thank you for your hard work making this wonderful video. EDIT: I think an addendum of Death Egg is in place ;)
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Well I tried out this emulator for the first time today. The 1.4.1 release seems to have trouble reading my inputs. Sometimes when I press a button, it holds that button until I press again. Sometimes it ignores my input all together. This becomes very evident when you e.g. hold right, let go but see that the input is still "on". When I try and frame advance it's the same problem, sometimes it skips 100 frames and sometimes nothing happens, so it's not just ingame inputs. I tried out the 1.4.0 release instead and it doesn't seem to have the same problem. I'm using a 32bit win7 Fujitsu Siemens Esprimo Mobile and I played Sonic Blast for the GG.
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Dice Power wrote:
Thanks, I see the trick now (still can't get it to work on my Mega Collection but I see it =P).
First you get a file that beats the game, then you collect 3 emeralds in the green part of Angel Island 1. After that enter level select and debug, go to Hidden Palace as Sonic alone, avoid all the triggers and enter one of the super emeralds while in debug mode (I think the middle left one works the best?). After that, just exit the special stage and you will do a ring warp to a weird location in AI1. If you spawn at the actual location of a big ring yo udid it wrong. As soon as the level starts just enter debug mode again and hold down until the game crashes. Soft reset using the Z button, enter level select and you should see your character variable be 83 iirc. I'm not sure it only works with 3 emeralds or by ring warping to AI1 etc etc, but this method works and I've stuck by it. Any variation would likely just give you a different value for the character which would give the exact same properties. The reason it works is because the game checks which character you are in different ways. The palette code says "Is the number 3?" and if not you're using Sonic & Tails palette. The actual character and physics ask "Is the value higher than 2?" and if that's also true you're using knuckles. There's a lot of mixing and matching with those two questions in the leves, like water, spawn point, boss behaviour, intended routes etc. Also if you go ahead and beat Doomsday 2 as blue knuckles you can then become hyper blue knuckles.
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Dice Power wrote:
TimpZ wrote:
Dice Power wrote:
I was pondering a speed run with the objective "Unlock Blue Knuckles, use level select only to get to Angel Island Act 1 (if it is a required step to used Blue Knuckles), and beat the game any%." Has anyone gotten this Blue Knuckles glitch to work on a console: http://www.youtube.com/watch?v=m1atT6qrRLY I tried Genesis and Mega Collection with no luck (I got to the point in the Megaglitch where the game restarts, but nothing is laggy, music is normal, and no Blue Knuckles).
Yes. Emulator freezes so idk if it works on a Genesis but this is my method which uses debug: http://www.twitch.tv/ludendi/b/329209527 (look at 1:47)
Interesting, seems that link takes me to a live Metroid stream.
Yes, that's because it's recorded footage from the 2012 ESA bonus stream where I showed it off. Go 1 hour and 47 minutes into the clip like I wrote. I could record it better but that's the only video I got right off the bat.
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Dice Power wrote:
I was pondering a speed run with the objective "Unlock Blue Knuckles, use level select only to get to Angel Island Act 1 (if it is a required step to used Blue Knuckles), and beat the game any%." Has anyone gotten this Blue Knuckles glitch to work on a console: http://www.youtube.com/watch?v=m1atT6qrRLY I tried Genesis and Mega Collection with no luck (I got to the point in the Megaglitch where the game restarts, but nothing is laggy, music is normal, and no Blue Knuckles).
Yes. Emulator freezes so idk if it works on a Genesis but this is my method which uses debug: http://www.twitch.tv/ludendi/b/329209527 (look at 1:47)
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I found a new way of getting inside a wall in MG2 Link to video (at least I think it's new) Looks pretty useless but who knows :)
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Voted yes because: - I know how much work was required from the community to be able to produce such a run and I know it's a legit route to take - I thought the movie was cool and entertaining - I don't see any problem with using "newgame+", it's not any weirder than changing the settings or similar in any game before a run
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Because getting all the emeralds, planning where to get them and perhaps avoiding the jump button to involuntarily transform if 50 rings happens to be in the way just because it's faster in maybe 2 acts is very tedious and not very fun.
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WST wrote:
those spikes are actually very strange. It’s not possible to pass through them by bringing them off screen. Another weirdness is with making a spin dash on the top of those spikes after getting damage: there is high possibility that you will not move after making spin dash.
The reason for that is that they're actually not spikes, they're part of the level. There's other invisible objects in front of them that hurt you but other than that the actual spikes are just as much ground as any other ground in the game. The programmers just didn't align them 100% properly. Most other spikes are objects themselves so that's why it's different. As to why? Who knows... But there's a lot of objects on screen on that particular part som maybe it reduced lag or something.
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Well Tails can fly and Amy use her hammer for a higher jump etc and Sonic don't have those powers. I actually feel kind of stupid right now because I found a way to jump up and land on the ground instead of the object which would save a few frames more so time to redo, 1 hour after I thought I was done >_>. Either way, I tried taking the speedshoes, going the top and lower route, bouncing on one of the enemies instead of jumping and some stuff like that but none of it was faster so I don't really see how it could be improved anywhere other than the parts I already changed. But that's also why I'm posting here, to be proven wrong ;). EDIT: I changed the jump a bit and somehow avoided the lag frame so here's the new version that's 5 frames faster.
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I just recently started playing around with TASing this game since there's no updated Sonic alone TASes for this game. I started of course with AI1 and I managed to beat Sprintgods TAS from 2006 with 2 frames. That's the one I compared against since I couldn't find any other Sonic alone any% TAS anywhere so if any of you know about one then you're welcome to tell me. Here's a GMV. The first half is exactly the same but I got a method to get past the waterfall that was just a tiny bit faster and my positioning gave me a higher speed after the loop. I also had 1 extra lag frame so I guess I really saved 3 frames but I don't really know how you guys feel about those... Thoughts? Input? Help? I'll take any I can get :).
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There's something wrong here... When I edit the file, errors creep in before the edit. Like, if I spliced a movie, it'll get desynced even before the splice comes into effect. Maybe you could give a description on how to merge two files together or replace? (There's "paste after" and "paste before", but no "replace", or simply "delete")
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thanks, I'll try that out. I need to edit a OoT glitchfest-run I'm doing because I didn't plan it out correctly from the start. I guess I learned my lesson :p
Post subject: Edit .m64 files?
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You read the title... Let's say I want to put something new right in the middle of a TAS; shouldn't I be able to just copy the code from where I want to edit until the end, TAS what I want and then paste the code I copied right after it? Let me worry about desyncing problems. Right now I just want to edit the file to avoid a loss of many hours work