Posts for creaothceann


creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Just convert the .smv to a BizHawk movie. - install the prerequisites and BizHawk itself - get the .smv and put it into BizHawk's "Movies" folder - in BizHawk, select "File | Movie | Import Movies..." and select the file - load the game - play the newly-created movie file
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Did you check if the run still syncs after the conversion?
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
Voting no because of emulator choice. SNES9x 1.43 has known audio issues: SNES9x vs. BizHawk (with bsnes core)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Don't be too impatient, he's probably in 6-7.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
As far as I'm concerned it's public domain. There wasn't that much work or creativity involved.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
lsnes movie files should be convertable to BizHawk movie files (and vice versa), right?
Post subject: Re: Ooh, comparison video!
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
New encode: http://www.mediafire.com/?n7h852vjvi9hsyt
dwangoAC wrote:
FWIW, your links are swapped.
Fixed.
dwangoAC wrote:
That comparison video is very handy for showing the difference - is there a guide for how you created that?
This is the script for the "comparison" encode:
Language: Avisynth

old = DSS2("dwangoACs A7800 Galaga Expert, Perfect Challenge in 00.53.34.mkv").AssumeFPS(60).FlipVertical() AVISource("00.avi").AssumeFPS(60) # new encode Trim(0, 7891) # cut attract mode demo y = (Height - 240) / 2 # crop to 240 lines Crop(0, y, 0, -y) p1 = Trim( 0, 140) # remove dots in upper left corner p2 = Trim( 141, 7891).Crop(0, 6, 0, 0).AddBorders(0, 6, 0, 0) p1 + p2 new = last Show(old, new, "", "") # don't show any clip names AudioDub(last, new)
Here's "Show.avsi" (put it into the plugins folder):
Language: Avisynth

function Show(clip a, clip b, string "text_a", string "text_b") { text_a = default(text_a, "clip a") text_b = default(text_b, "clip b") a = a.ConvertToRGB32 b = b.ConvertToRGB32 c = Subtract(a, b) x = a.Width / 2 y = a.Height / 2 a1 = a.Crop(0, 0, 0, -y).Outline($FF0000).Subtitle(text_a , text_color=$FFFFFF) a2 = a.Crop(0, +y, 0, 0).Outline($0000FF) b1 = b.Crop(0, 0, 0, -y).Outline($FF0000).Subtitle(text_b , text_color=$FFFFFF) b2 = b.Crop(0, +y, 0, 0).Outline($0000FF) c1 = c.Crop(0, 0, 0, -y).Outline($FF0000).Subtitle("top" , text_color=$FFFFFF, halo_color=$FF0000) c2 = c.Crop(0, +y, 0, 0).Outline($0000FF).Subtitle("bottom", text_color=$FFFFFF, halo_color=$0000FF) StackVertical( \ StackHorizontal( \ StackVertical(a1, a2), \ StackVertical(b1, b2) \ ), \ StackHorizontal(c1, c2) \) } function Outline(clip c, int "color") { color = default(color, $FFFFFF) c.Crop (+1, +1, -1, -1) \.AddBorders(+1, +1, +1, +1, color) }
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
version 2 - comparison version 2 For some reason the stars and enemy movements differ slightly :)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Well... it really depends on where the official encode will cut off the video. Maybe there could be two branches? :)
Post subject: Re: Thanks for the encode!
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
dwangoAC wrote:
I was expecting the encode to end as soon as the challenge victory fanfare ends at 1:07 in the encode. I noticed that in your encode you allow the game to play through until all player ships are destroyed at which point it shows a % hit. At the beginning of the run I fire a few "calibration" shots to show how quickly two shots can be fired. These four shots might be worth removing (with no effect on the final time) if the encode goes all the way to the game over so the % hit shows 100% instead of 94%, although I'm still inclined to just crop the encode.
The part between the end of the TAS and the percentage display could be cut from the video, though it wouldn't be a straight game-to-video version anymore. Maybe the percentage screen could be thought of as the 'ending sequence', and the "uses death" strategy could be employed to reach it more quickly?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
dwangoAC wrote:
Would someone be willing to make an encode?
http://www.mediafire.com/?jeo7qxgt7zetd4x (ZMBV & FLAC)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Keep in mind that - more people will be familiar with the 60Hz version - 50Hz doesn't really work well with most displays these days (you'll get very choppy scrolling), unless you still use a CRT monitor
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
The run goes into the ending (which ends at 5:50:15).
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
I would support a playaround that creates a picture out of mushrooms.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Asteroids (7800 built-in version) Ballblazer
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
Version 1.4.0. Paths:
C:\
+---games
    +---Atari
    |   +---7800
    |       +---ROMs
    |       +---SaveRAM    // created by BizHawk
    |       +---State      // created by BizHawk
    +---emulators
        +---BizHawk-1.4.0
            +---dll
            +---Firmware
            +---Gameboy
            |   +---Palettes
            +---gamedb
            +---Lua
            |   +---Genesis
            |   +---NES
            |   +---PCE
            |   +---SNES
            +---Movies
            +---NES
                +---Palettes
BizHawk paths configuration:
        Global Base = .
Tools   Movies      = .\Movies
Tools   Firmware    = .\Firmware
Tools   Base ROM    = C:\games
A.7800  Base        = C:\games\Atari\7800
A.7800  ROMs        = C:\games\Atari\7800
A.7800  Savestates  = .\State
A.7800  Save RAM    = .\SaveRAM
A.7800  Screenshots = .\Screenshots
A.7800  Cheats      = .\Cheats
Loading only works when I move the Firmware folder into the Atari 7800 ROMs folder. EDIT: The tab order of the "Save RAM" text field seems to be wrong.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
It seems that Atari 7800 BIOS files need to be in "{ROM location}\Firmware\". Shouldn't it be "{emulator location}\Firmware\"?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
bluefoxicy wrote:
out-takes
I think seeing this is interesting, but once in a lifetime is enough.
Warp wrote:
How long does it take with your internet connection to download 850MB?
850/1.7 seconds minimum.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
You could try asking here.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Yes vote. Fun facts: - the ducks are actually dragons - the easter egg takes up 5% of the ROM size
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
And use Layer() for videos in RGB colorspace.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Yeah, I used slightly different file names. \ causes the adjacent linebreak to be ignored (i.e. the previous command is continued).
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Language: AviSynth

Street = Open("Street").x(2) # street BG0 = Open("BG0" ).x(2) # foreground BG1 = Open("BG1" ).x(2) # close background BG2 = Open("BG2" ).x(2) # background BG3 = Open("BG3" ).x(2) # distant background Sky = Open("Sky" ).x(2) # sky Mario = Open("Mario" ) Sky \.ScriptClip("""Layer(BG3 , x=current_frame * -5 )""") \.ScriptClip("""Layer(BG2 , x=current_frame * -10 )""") \.ScriptClip("""Layer(BG1 , x=current_frame * -20 )""") \.ScriptClip("""Layer(BG0 , x=current_frame * -40 )""") \.ScriptClip("""Layer(Street, x=current_frame * -80 )""") \.ScriptClip("""Layer(Mario , x=current_frame * 8, y=329)""") function Open(string FileName) { ImageSource(FileName + ".png", pixel_type="RGB32") ColorKeyMask($FFFFFF) } function x(clip c, int i) { (i > 1) ? StackHorizontal(c, c.x(i - 1)) \ : c }
The layering could probably be put into a function, too.