Posts for creaothceann


creaothceann
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Thanks Ilari. By the way, are TASes on new emulators going to trump the ones on old emulators even if they're slower?
creaothceann
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Nitpick: official name is "Black Mesa" without the "Source".
creaothceann
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Am I correct in assuming that lsnes and BizHawk use the bsnes compatibility core?
partyboy1a wrote:
The biggest problem for me are the very high requirements for LSNES -- "fast forward" speed there is 50% realtime speed for me, Snes9x gives 1000% realtime speed.
What are your system specs?
creaothceann
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lxx4xNx6xxl wrote:
Snufflimz wants to know if you guys want button inputs in the video?
Yeah, why not?
creaothceann
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dw0914 wrote:
- Notepad to make an .avs file
AvsPmod is better - it has a built-in list of Avisynth functions and a preview function. VirtualDub (or at least VirtualDubMod) also has an Avisynth editor. The code is correct; if the .AVI file has the audio already included then you don't need the AudioDub call. If it has audio but you don't want to read it you can use AVISource("myGameVideo.avi", audio=false) which might be slightly faster / use less memory.
dw0914 wrote:
...after that is where I get stuck. I'm not really sure where to put anything to control the bitrate, which hopefully would reduce the filesize from 90mb/min (current) to something more manageable. - Then what? Start up Windows Media Player and open my .avs file? Do I have to specify some new output destination for the final, audio-dubbed .avi? I'm not really sure how opening an .avs in WMP results in a new .avi file somewhere on my hard drive, but then again, I've never done this before.
Open the .AVS file with an encoder. This can be a command-line ones like - x264.exe - ffmpeg.exe - MEncoder (part of MPlayer) ...or a GUI like - VirtualDubMod - AviDemux - Handbrake - MeGUI In VirtualDub, you just select the video codec in "menu|video|compression" (needs x264vfw for h264 encoding). Select the codec and click "configure" for its options. Make sure "menu|video|fast recompress" is selected. ("direct stream copy" is useful if you just want to edit the audio.) The audio can be dumped via "menu|file|export|raw audio" or if you're using VirtualDubMod, "menu|streams|save wav". If you encode the audio from VirtualDubMod, get the Lame ACM codec, select "full processing" and then the codec from the list.
dw0914 wrote:
Also, after making this video with the audio/video fused and other controls implemented, am I free to use a more familiar (and newb friendly) GUI-based video editor to make frame cuts and things like that? I had Windows Movie Maker (haha) in mind. I know it's not exactly professional grade editing software, but is that alright, or will it mess things up if I use it after AviSynth?
Of course you can, but as long as you're editing it should be via lossless clips (either Lagarith/CamStudio/ZMBV-encoded files or directly via .AVS file). Simple timeline edits can be done with Trim and Dissolve.
creaothceann
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Oh, something I forgot to mention: If you encode for internet streaming flash sites that don't support 60fps, put a "SelectEven" at the end of your Avisynth script (and check with "Info" that it's really <= 30fps).
creaothceann
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dw0914 wrote:
How do I set the audio encoder in PSXjin? I don't see this when I go to Record AVI.
It's probably hardwired to dump uncompressed data. This should be fine (170KB/s for 44100Hz 16-bit stereo PCM), you can compress it after recording.
dw0914 wrote:
Would Avisynth work just fine if PSXjin already outputs a separate audio and video file?
Yeah, Avisynth can open various sources.
dw0914 wrote:
What resolution should I use?
The minimum required to dump all resolutions that the game might switch to. Most games will probably be fine with 640x480. If not sure check the recording if something looks off. If you're going the 720p route then record at 960x720 if possible (I don't know PSXjin). Links: http://www.assemblergames.com/forums/showthread.php?39221-List-of-PS1-game-resolutions http://www.razyboard.com/system/morethread-native-resolution-pete_bernert-41709-4996857-0.html http://psxemulator.proboards.com/index.cgi?board=support&action=display&thread=1049
dw0914 wrote:
What filesize should I expect? TASvideos' PSX movies page look like they're around 100 MB or less for videos under 10 minutes. That seems comparable to my previously made SNES videos but way smaller than anything I've cranked out of PSXjin in my trials so far. I realize those mp4's are not intended for HD YouTube publication, but still... I'd prefer something on the smaller end since I'm going to be recording a ton of these. I don't mind sacrificing super high quality since I'm going to be showcasing gaming feats more so than the game's graphics.
Going from the filesize, 100MB for 10 minutes == 10MB / 60s == 1MB / 6s == 1024KB / 6s == 8192kbit / 6s == 1365kbit/s; of course that's shared between video and audio. Assuming 192kbit/s for the audio this leaves ca. 1170kbit/s for the video. How well these bits are chosen for encoding is determined by how much time you want to spend encoding. x264 has presets for that, not sure about ffdshow. It also depends on the resolution: as a rule of thumb, larger ones require more bits.
dw0914 wrote:
For video, it sounds like CamStudio and Lagarith are easy to use, meaning there isn't much to set in them. Is that correct? Also, if I do try to use one of the ffdshow encoders, what average bitrate (or quality) should I set? I realize it depends on my goals, but given what I've said in this thread so far, feel free to give your best estimate.
Select GZIP in the CamStudio codec's options, and enable Multithreading support in Lagarith's options (unless you don't have a multicore CPU). You will get large recordings; this is normal. For the final encode, try 500, 1000 and 1500kbit/s in single-pass encoding. Multi-pass encoding will analyze the video and distribute more bits to scenes that need them, but of course it takes longer.
creaothceann
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dw0914 wrote:
All I did there was use its built-in AVI recording with some simple codec - I wish I could remember what - and it came out in a nice, neat, reasonably sized AVI that I sent straight to YouTube. I do remember that it only plays with 240p resolution there...
You sent the raw 60fps 256x224 capture, which has a couple of problems... - YT throws away frames until it's <=30fps, so your upload could've finished in about half the time solely with doing that before uploading - you may have wanted to have the TV aspect ratio (4:3) instead of the unstretched ratio (8:7) - the audio is raw PCM data which could've been compressed with a lossy codec at least down to 1/10th of its size - YT uses lower quality settings for <720p videos, including the audio iirc - not a major issue if you didn't mind it.
dw0914 wrote:
Google should be a reasonable enough resource to find them (does that include CamStudio/Lagarith codecs?), but are they free to download and use?
Yes. CamStudio download + codec download Lagarith These are lossless, fast codecs intended for recording and editing. They produce large files but are bit-perfect. Useful for encoding from the emulator. Every frame is encoded completely with no relation to previous frames. ZMBV codec (included with DOSBox) Also lossless, but spends more time finding similarities to previous frames. Also for editing, useful if HDD space is scarce. Note: Accepts only 16-bit and 32-bit input videos, so it can't be used with SNES9x. x264 (or x264vfw for VirtualDub) Lossy and small encodes; lots of experimentation required to get a feel for your preferred compromise between quality, size and speed. lame (or this site) Audio encoder. Use it from the command line, VirtualDub (after installing the ACM version), Foobar2000 etc. There are also other codecs you could use, e.g. AAC or OGG Vorbis.
dw0914 wrote:
[...] and just use AviSynth or mkvtoolnix (whichever's easier) to fuse the audio and video.
Avisynth only opens files and manipulates the uncompressed data; writing it is the responsibility of the host program and its codecs. MKVtoolnix needs the streams already saved into files.
creaothceann
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You really need 720p for Youtube videos, even for low-res content, otherwise it will look worse than it could and might even load slower than HD videos. Personally I use VirtualDubMod with x264vfw to encode h264 video (constant rate factor = 20), lame for MP3 audio, and mkvtoolnix to combine both.
creaothceann
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APNG version (view in Firefox / Chrome with plugin / Opera). The minimap shows the "JPEG-like" compression artifacts on solid blocks.
creaothceann
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Maybe if Hourglass could TAS VirtualBox...
creaothceann
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Would be nice if every plugin author would provide RGB functionality...
creaothceann
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grassini wrote:
What is encoding? Is it just making an .avi of the movie file found with emulators?
See the articles re: publication work. The emulator dumps a lightly-compressed (large) .avi file - between several hundred MB up to a few dozen GB. Then you edit it to remove unwanted parts (frames recorded before and/or after the movie) and encode it at a higher resolution with web-friendly codecs (e.g. h264 and ogg).
grassini wrote:
I would like to know the "lighter" option of AVI recording on VBA-rr, because I want to be able to browse the internet without lagging on the recording. I'm using the emulator's features btw.
If the emulator itself dumps the movie then it won't drop any frames.
creaothceann
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*headslap* Right, ingame TAS...
creaothceann
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Ace Of Hearts wrote:
it uses pauses for restoring energy from reserves
This happens automatically though. (don't know if it's faster/slower)
creaothceann
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YES vote! :)
Vykan12 wrote:
See here for the door skipping script.
Unfortunately it produces jumps in the background music. If there was a way to pause it...
creaothceann
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turska wrote:
All published revisions are official.
Yes, but some versions are more official than the others. ;) When a game designer looks back at his game, s/he will (imo) consider the latest version the definite one.
turska wrote:
More recent also isn't necessarily less glitched - sometimes game-breaking glitches only exist in the latest revision.
But not the majority?
turska wrote:
There's also funny cases like Commander Keen 1 where 1.34 was only released in the UK, 1.32 was part of a special Gravis deal and the most commonly encountered version is 1.31. What would be the preferable version in such a case?
1.34, I'd say without knowing what was fixed. (EDIT: Seems like no game-changing issues were fixed.)
Nach wrote:
if we make them invalid, then we can't have our crazy DKC videos, can we?
We can, just not as featured videos.
creaothceann
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Just declare them invalid in the rules and don't publish them then?
creaothceann
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re: revisions I'd say use the latest revision for publications because it's the "official" (most complete) game & shows more of it, and use previous revisions with their glitches for playarounds. re: b/w vs. color While the b/w version was released much earlier, sold more carts and is my favorite, I'd publish the color version for the same reason as above.
creaothceann
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nanogyth wrote:
hum, ng_deblink is having a real hard time with the grayscale at the end of Link's Awakening.
I'd use simple frameblending on that one.
creaothceann
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Other than switching to lsnes? :)
creaothceann
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Avisynth has a documentation link in your start menu. It's not long. You could also for example search the wiki or Google.
Language: Avisynth

AVISource("myavi.avi") ConvertToRGB32 # more of your processing before ng_deblink ...
creaothceann
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You need to load your video somewhere.
Language: Avisynth

AVISource("C:\myavi.avi") # your processing before ng_deblink ng_deblink(...) # use it as described by nanogyth # your processing after ng_deblink LoadPlugin("mvtools2.dll") LoadPlugin("mt_masktools-26.dll") function ng_deblink(clip clp, \ float "ratio", \ int "level", \ clip "blinkmask" \){ #...
creaothceann
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Frame advance might be better, though I don't know if that applies to shmups.
creaothceann
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Derakon wrote:
Just because the Wii is more or less a souped-up, backwards-compatible Gamecube doesn't mean they're the same platform.