Posts for creaothceann


creaothceann
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Maybe let each user create his/her own "favorite TASes for game X" lists that can be easily viewed, and compute the site's overall lists? Disregard users that haven't logged in for a while (or scale down their influence in the computation) to keep the lists updated.
creaothceann
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Glitcher wrote:
[...] it's about reaching the end as fast as possible by any means possible. This run beats the previous one by around twenty minutes, end of story! [...] The Pokémon Red/Blue run also uses memory corruption and is even shorter than this one! All we see is Red walking out of his house into the hall of fame, yet that run got acclaimed by the community.
Just an idea I had: The goal in Chrono Trigger is to prevent the destruction of (life as we know it on) Earth by Lavos. So simply displaying the credits sequence isn't finishing the game, it's just similar to the game freezing and a dialog box ("You've won the game!") popping up that can't be deactivated, halting the game in a dead end. In this case the goal is to defeat Lavos "as fast as possible by any means possible".
creaothceann
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moozooh wrote:
any keypress, reset or otherwise, happens mid-frame on the actual console. Emulators just decrease input resolution to screen refresh resolution for convenience. On a real console, you can push a button so fast the console won't register it—that wouldn't happen on the emulator.
Reset isn't a joypad keypress, it has its own pin on the CPU (and the other components it's wired to). Most emulators accept keypresses frame-by-frame because (iirc) most games use the automatic joypad polling function which operates like that. If they do it directly then differences might be possible. bsnes logs and replays input by access and not by frame btw; no idea how lsnes handles the reset button. It could (and possibly should) be based on the master clock.
creaothceann
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Derakon wrote:
As I understand it, resetting the console is an inherently analog process -- you're disrupting power to the device. Of course the device needs power to operate, so when you press the button, it has no choice but to stop what it's doing.
No, the reset button sends a signal to the subsystems (CPU, PPU and audio CPU). This resets their status back to the default settings. A power cycle is really random (RAM values decay quickly).
Derakon wrote:
I suppose a reset button could also set an interrupt, in which case the CPU would be obligated to go down a different path than it normally would. I'm fairly sure this isn't how it actually works, but even if it did I don't know if it would make a difference in how the reset is perceived. Possibly the CPU would be allowed to finish its current instruction, but it certainly wouldn't be able to finish the entire frame.
The CPU needs several clock cycles per instruction (opcode), and as far as I know the reset signal blocks the next part of the current instruction, and doesn't let the instruction execute completely. Btw. there are 357,954.54(54...) clock cycles in a frame, and an instruction needs 6, 8 or 12 cycles, so there could be a variation of up to ±30,000 instructions, depending on where the emulator issues the reset signal.
creaothceann
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Yes vote.
Twisted Eye wrote:
This run left my jaw open, but I can easily see this being the only time I'd really watch this--walk around, set flag, win. I'd hate to see the currently published runs become obsolete by something far less entertaining.
I've found that going back to old Super Metroid runs is surprisingly entertaining, because the authors had to be so creative since the fastest methods and routes hadn't solidified yet. Does that mean that my yes votes for newer runs were incorrect? Imo a movie's yes vote functions more as a "this movie is a valid TAS" confirmation. Entertainment is important, but is created indirectly and subjectively. TASing tends to create entertaining movies, but the fastest TAS is not necessarily the most entertaining one. Maybe there should be 2 movie lists featured on tasvideos.org next to each other, "fastest" (i.e. the current one) and "most popular".
creaothceann
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I would count from system power on. This is unambiguous (and is an incentive to find the fastest boot configuration).
creaothceann
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Download InputToggles.lua
Language: lua

function InputToggles() keys = input.get() for name, button in pairs(switches1) do if keys[button.toggle] and not lastkeys[button.toggle] then button.on = not button.on end if button.on then joypad.set(1, button.val) end end for name, button in pairs(switches2) do if keys[button.toggle] and not lastkeys[button.toggle] then button.on = not button.on end if button.on then joypad.set(2, button.val) end end lastkeys = keys end
Or if you have a wide screen:
function InputToggles()
        keys = input.get()
        for name, button in pairs(switches1) do  if keys[button.toggle] and not lastkeys[button.toggle] then button.on = not button.on  end;  if button.on then joypad.set(1, button.val) end;  end
        for name, button in pairs(switches2) do  if keys[button.toggle] and not lastkeys[button.toggle] then button.on = not button.on  end;  if button.on then joypad.set(2, button.val) end;  end
        lastkeys = keys
end
Post subject: Re: Update teh guides!
creaothceann
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feos wrote:
I think we need these guides updated: http://tasvideos.org/EncodingGuide/HighDefinition.html http://tasvideos.org/EncodingGuide/HybridEncodeScript.html Now as we have tasblend dated and obsoleted by ng_deblink (partial blending using blinkmask, the dream of early HD encoders), I suggest to replace the former with the latter (I'd even suggest reencoding blended runs).
Some games use "1 frame on, 1 frame off" pattern for transparency, and a "2 on, 2 off" pattern for artificial flickering (e.g. Chrono Trigger). Super Metroid uses the "1 on, 1 off" pattern for flickering on the title screen. If ng_deblink can handle cases like these then it could become an all-round tool; otherwise it's another tool to be used in certain situations.
creaothceann
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Aktan wrote:
or, to avoid lossy compression, use WAV XD.
Or try other lossless compression formats.
creaothceann
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Install VirtuaWin?
creaothceann
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Maybe someone here can ask the authors of Xebra for the source code...
creaothceann
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Maybe it's related to this graphics card setting?
creaothceann
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If the logo contains a link to the submission then of course all that info isn't required. The encoder could be easily added. ... So encodes show a logo like this and the link and the encoder? width=320 width=256
creaothceann
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natt wrote:
weeeeeeeeeeee
fixed
creaothceann
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feos wrote:
The resulting video was 13 GB, I used the settings from HD Encoding page, but the resolution I use is 1344p, and I didn't use x2 resize in snes9x. It took about 10 hour to encode, but I can't say exactly as I wasn't at home, so I said what was the time estimated by x264 at the beginning of encoding.
I see, thanks. 13 GB would take me 38 hours to upload... -_-'
creaothceann
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moozooh wrote:
The fact that the underlying game image makes it much harder to read
I already said that it looks better on frame 0.
moozooh wrote:
the viewer is supposed to pause the TAS (and thus stop watching anyway)
Those who want to use the info will pause the video anyway. As nanogyth said above, "people don't read text in a video on the internet because they don't want to, not because they can't".
moozooh wrote:
It can be read on the video description page, or publication page at TASVideos.
Then a link directly to these locations should be included, and not just the base URL. That's fine, too.
nanogyth wrote:
Imagine after resizing to 256x224 and compression
I would never distribute at 256x224 anyway because of YV12 colorspace degradation and less space for text.
nanogyth wrote:
sorry if you were making a serious suggestion, but it seems ridiculously bad IMO
It's a serious suggestion (at least the "use Aegisub" aspect - how else will non-static info be included, via image editor?), though I don't expect people to actually use it. The exact parameters are of course just my personal preference.
creaothceann
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moozooh wrote:
I find that somewhat less than completely unreadable. What's the benefit in trying to stuff as much information on the screen as possible, all at the same time, overlaying the game image? Who wants to read all of that instead of watching?
It would start at frame 0 when there's only a black screen; viewers can pause the video there and read the info. Only the intro is overlaid, which anyone who knows DKC2 already has seen before. Unfortunately this doesn't satisfy the "text cannot be removed from actual gameplay" guideline, so this is just an alternative suggestion.
creaothceann
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Alternatively here's an Aegisub subtitle file: http://www.mediafire.com/?w1dwau3etwu3jqm
creaothceann
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feos wrote:
Encoding HD.
I for one would be interested in the encoding settings, the encoding time and the final encode's size. :) My encode was just BilinearResize(298, 224).SelectEven.Trim(0, -151200).FadeOut(180) and encoding with x264 at some high CRF (ca. 435kbps) and Lame MP3 at 160kbps. Result was 364 MB.
Post subject: Re: Depersonalizing logos
creaothceann
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turska wrote:
I propose that a generic TASVideos logoset be created
Agreed.
turska wrote:
... and mandated.
Not necessary, imo.
creaothceann
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In related news, I don't like the bonus stage music any more.
creaothceann
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creaothceann
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It does work on "Snes9x rerecording 1.43 v17 svn123". Note for encoders: The "Nintendo" logo after a reset uses the xres=512 mode, so recording at 2x might be better. (Actually it should be always enabled...) I'm going to upload a quick (low-quality) YT encode.
creaothceann
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category: Like A Boss
creaothceann
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Joined: 4/7/2005
Posts: 1874
Location: Germany