Posts for White_Label

Experienced Forum User
Joined: 7/13/2006
Posts: 61
I may have had a revelation as I'm definitely seeing some movement now. I may be way off base. Please correct me if I'm doing something wrong. By offset you mean an even scanline shifting right while an odd scanline shifts left? I did something similar in the chroma channels and it looks alright but I'm not sure how on the money that is. Am I correct in guessing that if I add a crosstalk layer that applies only to the chroma and not the luma?
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Joined: 7/13/2006
Posts: 61
I think I'm stuck. Granted, I'm trying to interpret code that I don't quite understand because I'm not good at the maths or programming and trying to translate that into a workflow for Adobe After Effects. I've taken the signal and split it into separate YIQ components and added a low pass filter to each of those and then converted back to RGB for the output. It's working as expected but I'm not still not really sure after studying the code what's going on in each channel that's simulating the dot crawl effect. You mentioned the offset. What's going on differently on odd and even lines per channel? I've got everything split up where I can effect things different if I just knew exactly what was going on.
Post subject: @Bisqwit/Flygon Simulating Dot-Crawl/Crosstalk in AviSynth?
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Joined: 7/13/2006
Posts: 61
I referenced two members because I wanted them to specifically read this thread but I'm def open to answers from everyone. I want to specifically reference this video by Bisqwit... Link to video I may be chasing ghosts here but is there a way to separate and mix channels in such a way as to recreate this effect? If I understand the video description text it looks like Bisqwit converted this to a format with a YIQ color space and then back to RGB. Which, as I understand it, is similar to how other NTSC filters like Blargg's NTSC work. I do a lot of playing around with emulator footage in AviSynth and After Effects to try and recreate certain effects like making an HD clip look like it's been ran through a VCR, emulating early video codecs like those found in early FMV games, etc. This seems like an effect that would really add to the authenticity of it all if I could just figure out what exactly is going on here. Maybe you guys can point me in the right direction.
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Joined: 7/13/2006
Posts: 61
Riddim wrote:
Bad game choice is a valid reason to vote no.
I disagree. Bad game choice is an opinion and keeps technically sound TAS from being published e.g. Back to the Future. It's the one voting rule I am vehemently opposed to and think should be changed. All it does is direct everyone's 'sperg-y rage toward games that aren't Mario or Sonic.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
Dwedit wrote:
The inaccuracies in FCEUX's sound emulation are downright embarrassing here. I think I might work on a patch later. It's the frequency sweeps, they're just wrong for this game.
Aren't the newest builds using Blargg's libraries? Pretty sure those are regarded as the most accurate currently.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
Amazing that this was improved. Def my fav ongoing TAS. yes yes yes.
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Joined: 7/13/2006
Posts: 61
I don't know if I'd start uploading 60 fps to youtube right away. I'm pretty sure they just drop every other frame, which is annoying because you may end up with sprites that disappear. At least with AVISynth you have control over how it's converting down to 30 fps. I think it would be awesome to have the option in an emulator to have the pulse and bgcolor borders visible but I'm not aware of a single PC emulator in existence that has them viewable. I know some of the emulators available for consoles like the Xbox and Wii emulate and display the full bgcolor border. It would be a cool feature but if no one is willing to budge on putting the feature into emulators I think padding with black is just as effective. At least things look correct. You and I have different goals when encoding videos. I'm encoding to go to DVD or Blu-Ray for watching on my TV. You are encoding for web. BUT! Web and TV standards are slowly becoming one. This is a good thing!
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Joined: 7/13/2006
Posts: 61
This script works if your emulator is setup to output all of the lines it should. Videos should either be output at the full 240 line height or padded to 240 for an even resize to 480 less the aspect ratio get all out of whack. Also, imo, point resize looks better if you only resize to an even multiple of the original height and then use a bilinear resize down to the resolution you're going after. NES/SNES 240 to 720? PointResize to height of 960 and a BilinearResize to 720. NES/SNES 240 to 1080? PointResize to height of 1440 and a BilinearResize to 1080. The other thing that irks me, and this is on just about every single NES/SNES encode (not just Flygon's), is that the aspect ratio is off. NES/SNES video should be padded with 16 pixels on the left of the video and 11 pixels on the right of the video and then resized to whatever width you're shooting for. Again, preferably using point in an even way and then using a bilinear to get your final width. For reference I'm pulling pixel numbers for the nes/snes width from here http://wiki.nesdev.com/w/index.php/NTSC_video If you've ever captured video straight from an NES you'll see that the pulse pixel and bgcolor pixels are totally visible as seen here http://www.youtube.com/watch?v=UCkTZoDbnTw Different systems have different scanline breakdowns. NES/SNES is what I am most familiar with and if it helps us get more correct looking encodes I'm all for it. Take this all with a grain of salt if you're not all that concerned with the accuracy of the aspect ratio. Hope some of this information helps you guys out. PS @ Flygon: I appreciate the HD encodes you've been doing. You may want to start stowing away 60fps progressive encodes. 60fps at resolutions up to 720x480 are allowed in the standard Blu-Ray spec and 60fps encodes up to the full 1920x1080 are allowed in the Blu-Ray 3D spec. It doesn't necessarily have to be 3D content to take advantage of the frame rate improvements. Something tells me that YouTube and other sites won't be too far behind in supporting 60fps.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
this is a great tas but I can't help but watch and remember how when I was young i had convinced myself it was a really good game because of the simpsons license. god, what a terrible game.
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Joined: 7/13/2006
Posts: 61
Thx a bunch fellas.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
upthorn wrote:
It does, but it takes a great deal of setup, and there were only six games made that require it.
What setup other than a 32x bios file is required?
Experienced Forum User
Joined: 7/13/2006
Posts: 61
I believe Kega Fusion plays 32x CD titles. I don't have any on hand to test this out and confirm it though.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
Thought I'd just drop a note here. In regards to absolute polarity the audio output needs to have the phase inverted. It's pulling when it should be pushing.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
p0rtal_0f_rain wrote:
Do you guys really want annoyance? Do you guys really want to bleed your ears out? Try TAS'ing NES Remote Control. As many times as I played that game, my ears were bleeding because of looping music. And of course, it's worst than this. How many other games have the looping music that gets annoying?
Kung Fu. Ikari Warriors wins for ear bleeding instrument choice. Pro Wrestling is pretty damn repetitive, but I really enjoy it for some reason.
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Joined: 7/13/2006
Posts: 61
mmbossman wrote:
This argument has been brought up time and again, and since you've been around since 2006, I suspect you've read through many of them already. In short, this site aims to provide movies that the majority of people find entertaining. It is not our aim to act as an archive for TASes for every single video game in existence.
This is why I'm thankful for Gruefood Delight. However, I don't think it's been discussed in depth since Bisqwit gave up running the site. There are a lot of things to discuss and possibly change but this def isn't the forum for it, haha. I think we're all after the same goal with just a different way of getting there. MOST of us have attempted to author some type of TAS and know exactly how time consuming and meticulous it is. I just think it's kind of rude when someone obviously puts time into something (+10k re-records for this particular run) and people are quick to write it off because the music is awful. I've been around awhile and I know where to find the unpublished runs but most do not. My biggest argument for publishing runs like this are that they are a great start that might actually inspire someone to dig further into a game to one up the original. It happens, I think, more frequently to the more publicized runs because they are easier to find. I'm going out on a limb here, but who is to say that some future TASer doesn't discover the glitch to beat the auto scrolling stages faster. PS: I don't hate SMB.
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Joined: 7/13/2006
Posts: 61
And what I'm pointing out is that shouldn't be a factor in rejecting a run because it's opinion base and not skill based. I don't like Mario and I bet I could find other people here who didn't like any Super Mario Bros. games. Should those be rejected? I understand that's a blunt way to make a point. What I'm saying is certainly there are games that are more entertaining than others and there is no reason to not feature those runs on the site because they bring in new visitors, programmers, and TASer's. But to limit runs to say, the top 100 most popular, well programmed games for a system is ludicrous and makes the site unsustainable in the long run.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
I don't think everyone should be so quick to judge whether or not Glitch Man made a worthwhile TAS based on factors that are beyond his control. Every point made in this thread has to do with the game being awful and failing to see beyond that. Yes, the music, graphics, and programming are awful. I can think of several games that have all of the same problems as this game that were published because of skill in movie making and not some other extraneous factor. Deadly Towers, Dragon Warrior/Dragon Quest, Kung Fu, etc. Quit sperg'n out already and vote yes. Not every game can be Mario or Sonic.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
Yes vote. When I first learned what exactly a TAS was and what tools to were used to make them I immediately started thinking about doing runs from the most difficult NES games from my youth. With Battletoads already published I set out to work on this game. I gave up rather quickly. This game is hard to endure in a perfectly executed 18 minute TAS. Imagine the time involved in worrying about the details of every frame. Glitch Man has definitely put in the work here and deserves to be published. The only other TAS we've had of this game was essentially just a playthrough with no style. This run abuses glitches, kills every enemy, and collects every possible point and power up which is hard to do even with frame advance tools. Yes yes yes!
Experienced Forum User
Joined: 7/13/2006
Posts: 61
Bleh. Can't figure it out. Back to 0.98.28 for now.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
No luck. Still getting this because message shows up after last frame... http://www.duneboogie.com/smb.png That screen ripped from avi not FCEUX. Going to try one thing real quick.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
FYI, the fm2tofcm tool worked. At least it worked for klmz SMB run. Though, I think that one originated as an fcm anyway. Converted to fcm to try and rip with v0.98.28. No problems. Weird.
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Posts: 61
Experienced Forum User
Joined: 7/13/2006
Posts: 61
That's a long workaround but it works. I'm having the problem with both 2.1.1 and 2.1.2 I know this is kind of backwards but is there a way to convert fm2 to fcm?
Experienced Forum User
Joined: 7/13/2006
Posts: 61
No, those messages are most definitely showing up in my AVIs. Is it a weird my computer only bug?
Post subject: On screen messages during AVI capture.
Experienced Forum User
Joined: 7/13/2006
Posts: 61
Is there any way to disable the Movie replay started movie stopped messages from showing up during the AVI capture in FCEUX? I've tried changing every option I can with no luck.