Posts for creaothceann


creaothceann
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Is it just me or is the audio in the encode starting too late?
creaothceann
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The raw console/emulator output might be naturally darkened because of the black scanlines. This might be what it should look like (note that both the shader and the filter have gamma controls; I didn't adjust them).
creaothceann
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If you are bored or something... ;) Here's another emulator with nice features.
creaothceann
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http://www.mediafire.com/?lvo86h0wz0jrt (audio is from the submission video) Link to video
creaothceann
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Warp wrote:
Still waiting for an encode that shows all the bullets...
I'd do it, but... BizHawk records only silence for me.
creaothceann
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I'm trying to capture an AVI file of the Space Invaders run, but can't get it to record audio. WAV and MKV also record only silence. (Here's my config.ini.) PS: According to 2k6specs.htm the framerate is controlled by the game, so would the one used for official timekeeping (TAS duration = framecount / fps) be NTSC's framerate, i.e. 60000/1001?
creaothceann
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Where's my yes vote option?!
creaothceann
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Well, it does reach the end as fast as possible, given its goals (playing these songs)... :)
creaothceann
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RHDN has lots of info, see anomie's documents. http://nocash.emubase.de/fullsnes.htm is even newer.
creaothceann
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8-bit.
creaothceann
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Pasky13: If you're comparing videos, wouldn't dropping frames be better? (or halving the framerate and audio frequency, but that makes the videos even longer)
creaothceann
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Nintendo fanboy detected. What about PS1, PS2, Saturn, Dreamcast?
creaothceann
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You should use BizHawk instead of SNES9x.
creaothceann
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creaothceann
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joel96 wrote:
I would like to be able to add an audio track on top of the original game audio, but based on what I've been reading it sounds like that would only require a rip, encode, and packaging of the audio with the video, mostly using VirtualDub
If you want to replace the audio, you can do so with MKVmerge/MKVmergeGUI after encoding. If you want to mix the audio, you can do so with Avisynth, or extract the audio after you have the final timeline (e.g. via VirtualDub) and edit it in an audio editor.
creaothceann
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creaothceann
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E1dan wrote:
You want to do a TAS of a speedrun to show that it can be finished faster then was thought before. That is the entire idea of a speedrun: to finish as fast as possible. A TAS does exactly the same, but with great precision. Fun is not a factor, speed is.
If that was the case I'd just watch speedruns. It's not why I watch TASes.
creaothceann
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I mean tricks only possible via TAS, those that literally can't be executed by a human player even with repetitive training. Those TASes would enable completely new routes.
creaothceann
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Zavalix wrote:
Radiant wrote:
Interesting. If the result is that easy to duplicate without TAS'ing, then that should qualify this run by default, no?
Theoretically speaking the only difference between a human and a machine is the speed. The PC is precise and way more fast while humans are not so you can basically say the same about all the movies in this site... they can "theoretically" be made by a human if he's fast and precise enough (pacifist runs for example). BUT if a human run is faster than any TAS published here THEN we have a problem because we're searching for perfection here and while there's this tiny difference (100 frames in this case) between human and TAS I see no problem... if the glitch in question is easy or not to do I think it's more or less despicable as long as the TAS in question do it as fast as it can be done.
I think a TAS player should appear to be superhuman, for example by effortlessly removing enemies and obstacles, and seemingly be able to see the future (in fact, every possible moment in the game) like an all-knowing god. It's just not interesting to see a TAS that can be done by a human, only slower.
creaothceann
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Finding these files is as easy as googling "bsnes special chips". Note that the latest bsnes version requires them named *.rom and stored in the "cartridge folder" of the game; don't know about other emulators.
creaothceann
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Well, the APU must have one because it doesn't get the mainboard's clock signal.
creaothceann
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moozooh wrote:
Re: Super Metroid, it appears that Snes9x 1.52 is actually more accurate than Bizhawk. o_0 If you fastforward to the last minute or so you can clearly see how BH gets a couple frames behind by that point, while 1.52 remains spot-on with the console timing.
Either bsnes really has an elusive bug somewhere, or... the only alternative possibility I can think of is that the timing crystals in all systems involved in the capturing have slight differences due to their inherently analog nature. Something like production inaccuracy and temperature effects adding over time.
creaothceann
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Yeah, it flickers at 60Hz. Actually a great way to spot a timing difference of an odd number of frames... Re: special chip games: bsnes is ~99.999% accurate only with regard to the base unit. There's still stuff to discover, like timing, cache behaviour and strange edge cases.
creaothceann
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Encoding should be easy, via loading the final step in Avisynth, apply ConvertToRGB32, and encode with VirtualDub/avs2avi/...
creaothceann
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Uploading ZMBV or Lagarith didn't work?