Posts for blackerking


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Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
So then I would take a complete package with all needed parts. Soldering is no problem for me. Please send me price and needed details per private Message. After that I need some information to get tasvideos played on snesbot. ;)
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Hey there, I would like to play TAS-Videos on a real console for entertaining. Are you comming from on of EU-Members? Because if not the there could be problems at the customs. So the shipping of parts could be difficult. Otherwise I am capable of reading schematics and programming µController. So I'd like to have the schematic and the working code to build my own tasbot for snes. Thank you in advance.
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Are the blueprints somewhere published? I would like to make my own tas-snes-bot.
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
can someone please reupload this file?
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
I know(and use) this possibility. But also i think these website stands for entertaining. And these bad coded movie (e.g. Super Metroid for SNES) have not quality enough to stands for entertaining.
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
OKay here an english translation: I see me regularly since long (each) TAS, which is published. Here I start but more and more the codec, in the TAS used to hate. The image quality of those games is not the best, but even this simplicity is get trimmed by high compression and the results are bad. I have (after my aggression) always thought how easily this way escapes compression problem. Unfortunately I do not have the necessary skills to take my ideas into programs or codecs, so I turn to you directly. I want to hear your opinion and maybe some feedbacks. In a positive response, I will present this idea to the team of Xvid. Only One thing is important: the imaginary Coding will only work in 2D games. This procedure is similar to the movie function of Half Life and Half Life 2nd Only in my case, no additional programs or files are required, at least not for playing. My own idea: The most 2D games consist of sprites which are more or less repeated. This fact makes it possible to grid the game (or much more the image). After these objects are rasterized they can just repeatet(in the movie), but the positioninformation of these object is smaller than the hole image. The object is only once in the video file, but the positions count really. Some Objects do hide other objects, this fact can be a result of an 3D enviroment or objects gets levelnumbers which can change in film. I am not sure which solution is the bettest space saver. procedure: The emulator produced a video in RAW format (If it is possible, it can also be made in realtime). At regular intervals, a picture is taken and analyzed. It creates a grid and tried to recurring or reflective objects to find and as a picture without loss between. The grid can manually, or automatically be generated. Objects permanent and mainly in the film to watch are known as perma objects and only indicate when it disappears. Thus, for example, the HP display of the hero meant. Example: The ad at the bottom of the image has in the course of the game little to no change, a logical breakdown of individual objects as individual pictures, would be a storage and optical advantage which may. Should there be support from the developers of the emulators, they could be a source of information generated, the position changes of individual objects spends. Maybe the emulators can take the emulated sprites and save as singlesite, so the grid-procedure is not longer needed. Since most of their consoles due to old objects colour palettes, it would be just such a practical perspective to function again to save space. I hope for positive feedback and criticism. To make the whole even better to understand, the next few days i will add some more pictures.
Post subject: Videocodec - Idea/Suggestion
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Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
hello, at first: this is no mention about the person who encode TAS. It is a mention about the codec(s) himself. second: my english doesn't reach for this kind of complex text, so please don't be angry about my dumpishness. Ich sehe seit langen mir regelmäßig (jede) TAS an, die veröffentlicht wird. Dabei beginne ich aber mehr und mehr den Codec, der in den TAS verwendet wird, zu hassen. Die Bild-Qualität der damaligen Spiele ist nicht die beste, doch selbst diese Einfachheit wird mit einer brachialen Komprimierung auf ein "unschönes" Ergebnis getrimmt. Ich habe mir (nach meinen Aggressionen) immer wieder Gedanken gemacht, wie man auf einfache Art und Weise diesem Kompressionproblem entgeht. Leider habe ich nicht erforderlichen Kenntnisse, um meine Ideen in Programme um zusetzten, deswegen wende ich mich direkt an Euch. Um eine Meinung einzuholen, oder den einen oder anderen Tipp zu erhalten. Bei positiver Resonanz, werde ich die Idee an das Team von Xvid schicken. Einzigster Haken, das von mir erdachte Coding würde nur in 2D Spielen funktionieren. Am ehesten ähnelt dieses verfahren der Moviefunktion von Halflife und Halflife 2. Nur das in meinen Fall keine zusätzlichen Programme oder Dateien benötigt werden, zumindest nicht für das Abspielen. Hier meine eigene Idee: Spiele im 2D Bereich bestehen aus Sprites die sich mehr oder weniger wiederholen, diese Tatsache macht es möglich das Spiel (oder viel mehr das Bild) zu rastern. Nach dem Objekte, als ein Objekt mit häufiger Anzahl erkannt wurden, werden nur noch Positioninformationen nachgeladen. Das Objekt ist also nur noch einmal in der Videodatei gespeichert, dafür aber die Positionen. Meiner Rechnung nach, sind Positionen kleiner, als Bildinformationen. Da sich die Objekte gegenseitig überlagern um einen 3D Effekt zu erzeugen, muss auch eine 3D Umgebung erzeugt werden. Oder man gibt den Bildern eine weitere Information ,welche die Ebenennummer angibt. Da sich aber die Ebenennummern ändern können, bin ich mir über den eigentlich erhofften Komprimierungsgewinn nicht sicher. Ablauf: Der Emulator erzeugt ein Video im RAW Format(sollte es die Möglichkeit geben, kann es auch Life gemacht werden). In regelmäßigen Abständen wird ein Bild herausgenommen und analysiert. Dabei wird ein Raster erzeugt und versucht, wiederkehrende oder spiegelnde Objekte zu finden und als Bild ohne Verlust zwischen gespeichert. Das Raster kann Manuell, oder auch automatisiert erzeugt werden. Objekte die permanent und hauptsächlich im Film zusehen sind, werden als perma Objekte behandelt und nur ausgeblendet wenn es angeben wird. Damit ist zum Beispiel die HP Anzeige des Helden gemeint. Beispiel: Die Anzeige unten im Bild hat im Verlauf des Spieles keine bis wenig Veränderungen, eine logische Aufgliederung der einzelnen Objekte als einzelne Bilder, würde einen Speicher- und Optischenvorteil aufweisen können. Sollte es Unterstützung von den Entwicklern der Emulatoren geben, so könnte eine Informationsquelle erzeugt werden, die die Positionsänderungen der einzelnen Objekte ausgibt . Vielmehr wäre es auch möglich die Objekte direkt herausladen zu lassen um, das Rastern zu sparen. Da die meisten Konsolen bedingt durch ihr alter auf Farbpaletten Objekte färben, wäre es nur zu praktisch eine solche Funktion einzubetten um wiederum Speicherplatz zu sparen. Dabei könnten Objekte direkt vom abspielenden PC eingefärbt werden und das Resultat wäre dem Original gleich. Ich hoffe aus positive Resonanz und Kritik. Damit das ganze auch besser zu verstehen ist, werden die nächsten Tage weitere Bilder mit veröffentlicht. See you soon. -Blackerking
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Nice Game! Nice Run! == Yes!
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
that was f*** amazing. I've voted YES!!!
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Okay, thanks for your opinions.
Post subject: Highres Textues using for Videos
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Hi there, maybe some people know the N64 graphicplugin:
Rice's Video Plugin
The last series of this plugin support a incredible idea. It can repleace textures of Games, made by users. I think it would be look awesome in the N64 videos ála SM64 or Zelda. This is just an idea and the textures changes nothing in the gameplay, so there's no cheating or something like that. Here is the link to the forum:
http://www.emutalk.net/forumdisplay.php?f=110
Post your Opinions. Regards Blackerking :)
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Ummm... i am not so good at tasing, more in real playing at console. :P But there are some infos and movies in the www. here for example: http://www.youtube.com/watch?v=2VgXRu412EM http://www.youtube.com/watch?v=iQq5b6MR0fY
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
I Know it is a little bit late but Woooow!!! I've never seen such an interesting TAS. I hope you will complete this nice TAS.
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
AzHP wrote:
I've never even gotten all 47 balloons on reverse, or unlocked TT =/
Yeah... TT was an unbelievable enemy on some tracks. But i've managed it and get him. I must say on many tracks i had only pure luck. And wihtout Drumstick it is "impossible" to get TT.
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Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
At the Moment my server is down. The download is temporal on www.blackerking.de.ms/tastetrisattack.zip even WIP.
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
There is a big problem... I tried to dumb the video but it becomes assynchron everytime. Has anyone an idea? Fraps would be only an alternative/ option... hmmm but it costs money. I made a sample to show what happens when I start dumping. http://www.youtube.com/watch?v=bZCHk3WjpTg
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Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Because the random blocks at my start... very bad for me! And i must say... nothing of this movie was planned.
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
First, thank you for your honest opinion. But is it really usefully to run the blocks to the top? Not all the time: especially with the harder and more difficult opponents you can win with smaller but much combos. (That's my own experience!) Besides it isn't only an advantage to do enormous combos cause they need to much time til their appearance.
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Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
So... I have worked on my TAS. The files are updated on my server, so you can watch an updated version. Now i am on the second last oponent... Kamek! To show you something i've made some pictures. Here they are... The most difficult battle (with this flower before kamek) cost me many rerecords and i didn't has beat it under 30 seconds. I don't find a right way to beat them. Maybe a person here find an other way or an useful glitch. At the end of some battles i do nothing or some kidding... i found out that the inputs of the gamer can increase the "notdeath" time and the inputs of the CPU.
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Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Big thx to all opinions. I will done my work in the next year and it will be a ZMV Movie, i don't change the emu. In the first week in the new year i got some free days so i have enough time to complete it. When its done, it will here be shown. Here are my Goals: -Beat all CPU Oponents so fast as possible, preferably under 30 seconds. I'm not sure that i use glitches or bugs. Is it possible to clean up the Movie from unneeded inputs? Thx for Reading
Post subject: Tetris Attack, beat all Challenger on extreme hard
Experienced Forum User
Joined: 12/11/2006
Posts: 21
Location: Leipzig - Germany
Hey, at first my english is very bad and i a newbie in TAS recording... I've made an incomplete TAS for "Tetris Attack (U) [!]" but it is WiP so i hope i complete this year. The goal is to beat all challenger, in the extreme mode so fast as possible. The emulator i used is ZSNES ver 1.50. The biggest problem i got is the assynchron variations of the start colour blocks(I hope you understand my words). Many times i must restart my record from an early scene - it's very nervous!!! I don't wanna use snes9x i don't like this emu. I wan't some opinions about this movie and i hope you enjoy :-) Here is the download-link: http://www.blackerking.de/download/tastetrisattack.zip ^^Sometimes you must restart the movie because of the assynchron start level. Thanks for reading |||Blackerking