Posts for creaothceann


creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
240p??
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
7zip?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Do not deinterlace a 240p video to progressive, it already is progressive. (Only very few SNES games use interlaced mode. IIRC only RPM Racing and Chrono Trigger (during this scene) use it for more than static screens.)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
SuperLumberjack wrote:
It's why I'm also not a fan of the "CRT shaders", even if I find that some are really great and impressive!
Very impressive...
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
It depends on what you're interested in. For casual playing on a TV I might just use bilinear filtering to 4:3 - it's cheap to generate and not very close anyway. For playing on a PC monitor I might prefer a CRT shader that uses the correct aspect ratio. For comparing an emulator's output with the real hardware (I have an OSSC and a capture device) I'd disable all image processing.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Here's what I know: NTSC is 525 lines per frame, 262.5 lines per field. The last line of the first field ends at the bottom center of the screen, and the first line of the second field starts at the top center. That odd line pushes the second field between the lines of the first field. The frame rate is 60Hz for black & white NTSC and 60/1.001Hz for color NTSC. The SNES and other consoles (usually) don't output the odd line, creating a slightly faster progressive display. The field rate becomes the frame rate. There are 8 lines of VBlank at the top, followed by the active display, followed by 7 lines of VBlank. The first line of the active display is forced to black because the sprite buffers are initialized during that line. For the TV, line 0 is just a regular line. Many (but not all) games don't account for that blanked line, often creating a line at the bottom that is essentially garbage, easily visible on emulators. The duration of a SNES scanline is 1364 master clock cycles (master clock frequency is 5 * 7 * 9 / 88 * 6 MHz) except for certain cases.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Dragonfangs wrote:
Is it the part where they mention an "improvement" during suitless?
Yeah.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
So what was that about door transitions in the commentary video? (Yes vote)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Chutacoacko Playz wrote:
btw don't bully me i know about tases
Are you 10?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
I did an encode: Link to video
Language: Avisynth

AVISource("00a.avi", "00b.avi", "00c.avi") AssumeFPS(60, true) ResampleAudio(48000) AddBorders(0, 8, 0, 8) PointResize(Width * 3, Height * 3) Trim(0, -237600)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
P.JBoy wrote:
Result
No sound?
Post subject: Re: Seiken Densetsu 3 video bug
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Cool Lurker wrote:
Seiken Densetsu 3 (SNES) - video mode changes the window size making it double wide when some text dialogs are shown. You can see this in the very beginning of the game. Im using version 2.3.1 on Windows 10.
- load a SNES game - go to "menu - SNES - Options" - check "Always Double-Size Framebuffer"
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
You can transfer files between your computer and your phone and upload from there, if you really want to. (I use Total Commander for that.)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Evan0512 wrote:
I just put it in a 640x480 MP4 video into YouTube, but the only choice on a YouTube video that I put as an MP4 was 144p and 240p.
Maybe it needs more processing time?
Evan0512 wrote:
Dimon12321 wrote:
Config and Record video -> Matroska Loseless -> Resize video ✓ -> 1440x1080 -> OK.
At full speed, the FPS slowed down on any higher quality videos I record. However, MOV files are more better.
AVI, MKV, MOV, MP4 etc. are file formats (like ZIP files with no compression), not compression formats like h.264, HuffYuv or Lagarith.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Is there interest in this SA-1 Root: Gradius III - a patch that changes the game code to use the SA1 coprocessor, which can even be put onto a real cartridge? more videos
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
BHAddict wrote:
creaothceann wrote:
...it seems that synchronizing to frequencies that are theoretically compatible (like 120) isn't supported by any programs I've seen so far.
I didn't understand what you meant, sorry. Could you elaborate?
Sorry, "programs" should've been "emulators". Almost any vintage console emulator is supposed to run at 60 or 50Hz, and I haven't seen any yet (except perhaps Retroarch) that can do that when the monitor is at 120 or 100Hz.
BHAddict wrote:
By the way, BizHawk is the only app where RTSS can't display OSD in D3D9 mode here. I have two theories: 1 - BizHawk and PCSX2 aren't switching to exclusive fullscreen mode when they go fullscreen; 2 - BizHawk and PCSX2 aren't switching to Windows resolution when they go fullscreen;
#1, BizHawk is not using exclusive fullscreen. Here's my two monitors with BizHawk in 'fullscreen'.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
*shrug* Well, it's working for me. Btw. I set my display's (Acer XB240H) refresh rate to 60 Hz (while still having GSYNC enabled), it seems that synchronizing to frequencies that are theoretically compatible (like 120) isn't supported by any programs I've seen so far.
Post subject: Re: Welcome to User Error, Where everything is made up--
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Don't use Microsoft codecs. Chances are they're 20 years old.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Have you tried the 240p test suite?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
BHAddict wrote:
But does G-SYNC work for you in BizHawk when in fullscreen?
Yes. It's just windowed fullscreen anyway.