Posts for creaothceann


creaothceann
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Btw. we have encodes for movies that are hard to watch (slowed down, no/less garbled graphics); these could also be made for PC TASes.
creaothceann
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creaothceann
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Shouldn't all this be in a Sega Genesis Games subforum thread?
creaothceann
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Warp wrote:
You choose a particular emulation speed, and the next person simply chooses a speed that's higher and beats your run, even if the input is otherwise identical. [...] And, on top of that, to the viewer there's absolutely nothing to see, because ostensibly a DOS game from the mid-80's can probably be completed in a second in a PC running at 100GHz, if that's the speed you choose.
This doesn't apply to games that use vsync.
Warp wrote:
Even if a more modern DOS game did take into account differences in speed of the hardware and future-proofed itself, it may still be possible that with some speeds and/or some combinations of hardware it will exhibit glitches that it doesn't otherwise.
That's completely transparent to the viewer if they don't read the commentary text; it shouldn't affect their enjoyment of the actual run.
creaothceann
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PikachuMan wrote:
But how can it break something that was implemented since version 1.0?
Any change can potentially break anything else.
creaothceann
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Downgrade the encoder and/or MKVToolNix, or try it without the batch file - for example VirtualDub + x264vfw, or a manual call to x264 with only the most important parameters (e.g. "--crf 16").
creaothceann
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Add the source file, select the video track, select/enter a frame rate ("Properties:" - "Timestamps and default duration" - "Default duration/FPS:").
creaothceann
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AvsPmod is just an Avisynth text editor with built-in preview. You could try specifying the framerate in MKVToolNix; this would only work if all frames have the same duration. Otherwise it might work with timestamp files (though I wouldn't know how to generate them from a source file).
creaothceann
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Open that file with Avisynth (e.g. AvsPmod) and add the info command. What does the resulting text in the video say?
creaothceann
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feos wrote:
accurate to hardware
DoubleWeave, or
Language: Avisynth

AVISource("tuner.avi").AssumeTFF SeparateFields Interleave(last, BlankClip(last)).Weave Crop(34, 41, -36, -55) BilinearResize(Height * 4 / 3, Height)
...but that's really ugly.
feos wrote:
pleasant to watch
QTGMC
creaothceann
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Marusame wrote:
I know it does have a passthrough mode, though I couldnt do this for SNES as i think the elgato hd60 wont accept 240i
240p
Marusame wrote:
...and will process it wrong if it will even see it at all. I know that on some systems the hd60 just shows up a "no signal" so it makes the 480p mode necessary, which in all honesty is one of the sole reason the retrotink exists since many modern stuff and tv's simply cant see, or misread the signal as 480i and interpret it in a weird way.
The SNES is a bit difficult because it does the progressive trick (i.e. leave out the last line and make the total number of lines per frame even) and varies the number of clock cycles per line. The mainboard clock is 5*7*9/88 * 6 * 1,000,000 Hz. There are 1364 cycles per line, except for line 240 of the second field in progressive mode which has 1360 cycles. That results in (1364*524 - 4) / 2 cycles per field, and a field rate of ~60.0988 Hz. Meanwhile the capture cards expect the standard field rate of 60/1.001 = ~59.94 Hz, which is why they might show a "skip" every few seconds.
natt wrote:
That's why games for consoles in interlaced mode usually render a full progressive image, and then present it for two fields, getting both the bottom and top.
So they can't render at 60Hz at all...
Post subject: Re: PlayStation (One) interlaced mode in Bizhawk
creaothceann
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feos wrote:
Actual 240p modes also run at 60fps and in steady scenes using that mode, on a TV you see perfectly steady images.
Easily recognizable because of the scanlines. A full NTSC frame (including overscan/blanking) is 525 lines, 262.5 lines per field. The first (upper) field shows 262 full lines, and the last one ends up in the middle of the lower border of the CRT. When the electron beam jumps back to the top, it continues in the middle, drawing the new lines between the lines of the previous field. The odd number is what causes the interlacing. Consoles with progressive mode just omit the last line, which is why those modes are also a little bit faster (1/525 = ~0.19%).
feos wrote:
Probably that's why the interlaced mode wasn't that popular?
Yes. There are for example very few SNES games that use interlacing, mostly just for static screens. RPM Racing is the only one that uses it in actual gameplay, afaik.
creaothceann
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Personally I use a SNES + RGB cable, a FrameMeister and a Live Gamer Extreme capture device. I thought the OSSC was already lag-free? It seems the GC can produce a progressive signal if you use a certain model and a component cable... https://www.nintendo.com/consumer/systems/nintendogamecube/faq.jsp https://www.nintendo.com/consumer/systems/nintendogamecube/component.jsp http://research.omicsgroup.org/index.php/List_of_Nintendo_GameCube_games_with_480p_and_16:9_support What exactly comes out of your GC - 480i or 480p @ 60Hz? If it's the former then you're not done with just doubling the lines. Every odd-numbered 480i@60Hz field is placed one scanline lower (between the even lines), creating full 480-line pictures @ 30Hz (but with half the lines lagging 1/60 of a second behind). To fix this you'd record the interlaced signal and deinterlace it with bob deinterlacing or motion detection filters (don't use inverse telecine). http://avisynth.nl/index.php/Bob http://avisynth.nl/index.php/DoubleWeave http://avisynth.nl/index.php/External_filters#Deinterlacing (The latter filters require more powerful hardware.) The width of the resulting 480p material could be doubled (if you're concerned about the h.264 subsampling). The 480 lines could just be tripled (for 720p) or quadrupled and enlarged with black bars (for 1080p). x264 with CRF (at e.g. 16 or 20) is better than CBR, afaik.
creaothceann
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Looks like some part of your toolchain erroneously thinks the video is interlaced and applies deinterlacing.
creaothceann
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What if the second instance had a different file name?
creaothceann
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There are also die scans here: http://siliconpr0n.org/map/nintendo/
creaothceann
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Just double the height, and adjust the aspect ratio with MKVToolNix.
creaothceann
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nymx wrote:
...why are they making a big show of Mario's booty definition?
https://en.wikipedia.org/wiki/Buttock_cleavage#Lexicon
creaothceann
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Unfortunately I only do (Free) Pascal, which has Pascal Script.
Post subject: Re: Improving Lua performance using baked functions
creaothceann
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r57shell wrote:
[...] More important that here print is also variable. It's so called global variable. Here it's storing API function provided by environment. So, getting print function is also taking time. Again, more important, that taking here value of print is much slower than taking value of i. Because i here is local variable. Local variables is working faster than global variables, mostly because local variables doesn't have name in runtime, instead of that, they have indexes. And all actions "take local variable value" is just getting value by index, which is fast. On the other hand, global variables are stored in _G table. It's global table for all global variables. And getting some global variable is essentially taking value from table by its name.
Sounds like it's time to switch to an actually usable language...
creaothceann
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LUA doesn't have a "count_sprites_on_screen_in_SMS_Lemmings" function. That's very game-specific. Either use the cheat search function to find values that decrease when sprites disappear and increase when new ones appear, or... you'd probably need to disassemble (parts of) the game code.
creaothceann
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Afaik you can just use 4:3 for every video console made for SD TVs, including NES, SNES, Genesis.
creaothceann
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MESHUGGAH wrote:
NesHawk: 96 FPS bsnes: 113 FPS Vboy: 202 A7800Hawk: 148
What games? I get 250 fps with bsnes in Super Mario World (i7 4790K), though I have to use GDI for output since my graphics card died. EDIT: https://www.tomshardware.com/reviews/cpu-hierarchy,4312.html