That's why you always run encoding batch files from a command prompt...
Not a screenshot or quote...
Sounds like the encoder is missing / throwing up an error.
But why? Conceptually I don't see a problem, only potential technical ones (e.g. bugs in the game or the mods, settling on a common stable version, etc).
Some background info...
bsnes was the name of byuu's emulator and came in 3 flavors: "compatibility" (default, renders a scanline instantly), "accuracy" (slower, renders pixel by pixel, fixes Air Strike Patrol's plane shadow) and "performance" (old, less accurate version with speed hacks). byuu then split the emulation cores from the interface (which is called higan now).
BizHawk uses the "compatibility" and "performance" cores. Once a movie is created on at least the "compatibility" core it'll most likely continue to work in all future versions of the emulator and on a real SNES (unless there are analog variances or the game uses uninitialized RAM). lsnes, Mednafen and RetroArch also use one or more bsnes cores.
Basically, I have a run that I'd been working in circa 2010-2011 that was done on Snes9x 1.43rr. [...] Now I'm just trying to understand the best way for me to approach completing the run
Note that movies created with one version of SNES9x are relatively likely to not sync with other versions of SNES9x / bsnes / real hardware, so you might have to redo the movie.
Puella Magi Madoka Magica (the movie trilogy, I skipped the TV series to save time™): While we're on the subject of magical girls, this is more like the Evangelion of the genre; a work that tackles some of the questions and undertones interesting to the mature audience, and presents it in a very solid, satisfying way. 8/10.
Madoka series (BD) + movie 4: 10/10
moozooh wrote:
The Wind Rises: Miyazaki one-ups himself (lol) in his latest feature.
So you are saying that the frames that make up the final TAS video are recorded as the run is created, not in a replay of the game where the input sequence is fed into the game in real-time after the fact?
No, encodes are recorded from the completed TAS movie (unless the TASer makes a screen recording of the TAS creation itself, but that's a separate topic).
Rapatap wrote:
I had watched the "TASbot" segment of AGDQ and noticed they had issues with console desync and things like that and was curious if anyone had tried using some sort of hardware based audio/video feedback with code to auto-correct things like desync
Emulators are used because they allow resetting the system to a previous state very easily; with real hardware the most you can do is pressing the Reset button (if there is one) or cut the power. So experimenting becomes very time-consuming, especially with long movies. And finally, when a desync is detected (which in itself might not be trivial), increasing the number of frames that need to be changed and tested increases that time investment geometrically. (E.g. testing 1 frame is <number of buttons> possibilities, 2 frames is <number of buttons>² possibilities etc.)
Rapatap wrote:
Also, if that is the case, is console verification even considered important then?
It's very important to make sure that the tricks don't depend on emulator bugs, which would make the run feel "artificial" (imo).
Imo other games look better with 60fps deblink as well, like SM. While arm pumping does look worse, replacing fake transparency with actual transparency when Samus is taking damage or on the elevator looks much better.
I think the right word for this would be translucency. Transparency would be when Samus is completely invisible. (Yeah I used it like that, too.)
/OT