Posts for creaothceann


creaothceann
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Doesn't matter if it's relatively lossless when it's only 240p, YT will use very low quality settings for that. I've encoded a 400MB 960x720 version that uses various frame reduction algorithms, depending on the scene (and fixes the flickering lines by replacing them with black lines). I'll try to upload it to an old YT testing account, though I don't know if it'll accept videos of that length (if not it'll go to MediaFire).
Language: Avisynth

0.. 349: SelectEven # title screen: "Nintendo" 350.. 387: TASBlend # title screen: monitors 388.. 2157: SelectEven # intro 2158.. 2791: Mother_Brain # intro: Mother Brain 2792.. 7521: SelectEven # intro 7522.. 8239: TASBlend # approaching Space Colony 8240..13370: Deblink # Space Colony gameplay 13371..15343: TASBlend # exploding Space Colony and approaching Zebes 15344..29753: Deblink # gameplay 29754..30101: SelectEven # title screen: "Nintendo" 30102..30139: TASBlend # title screen: monitors 30140..30707: SelectEven # copy & load savegame 30708..68225: Deblink # gameplay up to Tourian save station 68226..68573: SelectEven # title screen: "Nintendo" 68574..68613: TASBlend # title screen: monitors 68614..69027: SelectEven # load savegame 69028..70007: Deblink # gameplay up to death 70008..70495: SelectEven # death and try again 70496..70545: TASBlend # title screen: monitors 70546..70931: SelectEven # load savegame 70932..77761: Deblink # gameplay up to last input 77762.. 0: SelectEven # extro
function sources: TASBlend, Deblink & Mother_Brain EDIT1: Video will be at http://youtu.be/18KYBpPI3m8 when it's done processing. EDIT2: Forgot to remove the black lines when Samus dies. :( EDIT3: Samus' ship also needs TASBlend, imo
creaothceann
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"or" ;) i.e. lossy 2x or lossless 1x.
creaothceann
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Let me rephrase that - "and I'd prefer if they'd be 2x or lossless".
creaothceann
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It somewhat matters for me (or would, if my YT channel hadn't been shut down) since larger files take longer to upload, and I might want to run 'other stuff that also needs upload capacity' at the same time. So I'd go for 720p files. For downloads I take the 60fps for videos I'm interested in (it's just smoother) and they just have to be 2x or lossless.
creaothceann
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I think Deblink is better when set to full transparency (and better than TASBlend except in a few cases). Only one case in Super Metroid comes to mind where I think the 1-on-1-off pattern is meant to simulate flickering: the title screen. The elevator and the hit effect is for transparency and the flickering of the stars in the space cutscenes is for darkening, imo. Another example: Chrono Trigger uses 1-on-1-off for transparency (lightning) and 2-on-2-off for flickering (underground sewer).
creaothceann
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It's actually quite easy! :)
function deblink4(clip c, ...)  {
        c
        s = ng_DetectScene
        return (s == "SNES Super Metroid Intro Mother Brain")  ?  ng_SNES_Super_Metroid_Intro_Mother_Brain
        \:     (s == #... ... ...
}


function ng_DetectScene(clip c)  {
        #... ... ...
}


function ng_SNES_Super_Metroid_Intro_Mother_Brain(clip c)  {
        c.TASBlend
}
creaothceann
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Here's a comparison of several algorithms. (One I could've included but forgot was the simple SelectEven...) What I noticed is that Deblink doesn't show shaking in the exploding-Mother-Brain scene of the intro, so there's still no single algorithm for everything.
Post subject: Re: Deflicker revisited
creaothceann
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nanogyth wrote:
Still plenty of artifacts, but I think it is a step in the right direction
Do you think they're too obvious or that you can fix them? If not then it could be added to the site as an alternative to 50/50 blending and TASBlend.
creaothceann
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I'd say there are definitely examples were 30Hz flickering was used for transparency, e.g. the water surface in Sonic games or Zelda:L.A.'s credits. And I guess that most developers intended the flickering to be perceived as transparency even when the player was hit.
creaothceann
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In "Giants - Citizen Kabuto" there are several water-based levels where you're supposed to use a boat. But sometimes you can also use the "magic jump" ability to go over land; it turns out that the developers knew of that possibility and put some enemies in that part of the map. That part of my old playthrough: 00:45-01:30
creaothceann
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creaothceann wrote:
[...] EDIT: Add "g" below the last line.
creaothceann
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In any case it could at least be made more readable...
LoadVirtualdubPlugin("C:\Program Files (x86)\AviSynth 2.5\plugins\framemerger.vdf", "VD_FrameMerger", 1)        # automatically loaded ???
#         LoadPlugin("C:\Program Files (x86)\AviSynth 2.5\plugins\PointSize.dll")                               # automatically loaded


AVISource("dongs.avi").ConvertToRGB32

AA = ChangeFPS(30).PointResize(512, 448)
BB = Scale2x.VD_FrameMerger(2, 0).ChangeFPS(30)
CC = LQ2x.ConvertToYUY2.ConvertFPS(30, zone=223).ConvertToRGB32
DD = HQ2x.ConvertToYUY2.ConvertFPS(180).AssumeFieldBased.Weave.AssumeFieldBased.Weave.LanczosResize(512,448).AssumeFrameBased.ConvertFPS(30).ConvertToRGB32

AA = AA.Subtitle("30 Frames Dropped, Point Resized"                             , font="ubuntu", size=12, text_color=$F0F0F0, align=7)
BB = BB.Subtitle("VirtualDub Frame Merger Plugin (25%, No Propagation), Scale2X", font="ubuntu", size=12, text_color=$F0F0F0, align=9)
CC = CC.Subtitle("AviSynth ConvertFPS 30, Max Zone, LQ2X"                       , font="ubuntu", size=12, text_color=$F0F0F0, align=1)
DD = DD.Subtitle("AviSynth ConvertFPS 180, Weave X2, ConvertFPS 30, HQ2X"       , font="ubuntu", size=12, text_color=$F0F0F0, align=3)

StackVertical(StackHorizontal(AA, BB),
\             StackHorizontal(CC, DD))

Subtitle("TASVideos.org #830 NES Super C TAS 12:20.02 by Baxter & adelikat", font="ubuntu", size=24, text_color=$6060f0, align=5, last_frame=135)
creaothceann
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DrHell wrote:
I've put the script into a txt file
It has to be an .avs file. Check in your folder settings that file extensions are visible.
DrHell wrote:
Now i forced it into Window Movie Maker, and.....i get this : http://imageshack.us/photo/my-images/207/erroraj.png/
Your script has an error in it. Try previewing it in VirtualDub or AvsPmod. EDIT: Add "g" below the last line.
creaothceann
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ThatGugaWhoPlay wrote:
[...] and video/audio codecs.
I'm pretty sure you do, too.
creaothceann
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The lsnes thread is here but the files aren't so I uploaded my copy here. Initially I tried the SDL version first which has no GUI... the wxwidgets version does though.
creaothceann
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creaothceann
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Maybe you should start? :) One for every Error 500...
creaothceann
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Does this help with the Avisynth problem?
creaothceann
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Only if you want to create small files. For uploading to YT it's probably more useful to just set a constant ratefactor.
creaothceann
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OK, updated the above link with this version. Btw. not that it matters much but... The "uncompressed" data rate might be the max. write speed of the drive you're using (the SSD?). With a virtual RAM drive it might be possible to go even higher, although it looks like the emulator is also at its limit. :)
creaothceann
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So that would be these?
creaothceann
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Cpadolf wrote:
I'm already like 9 minutes into the run at this point
Yeah, that's too much.
Cpadolf wrote:
with 1.5x the new run would be slower than my old run (the X-raying parts would add 10+ seconds alone)
In other words though, the current runs are faster due to incorrect emulation and should be automatically disqualified. :) Now afaik SNES9x 1.5x is still in a stage where even newer versions could once again turn out to be faster... but for an emulator with the bsnes core that's very unlikely. Switching to it would end this problem once and for all. EDIT: "although bsnes runs ten times slower than ZSNES, it is literally up to one hundred times more precise."
Post subject: Re: fps and dump time
creaothceann
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natt wrote:
Why do you say (lossy?) next to x264. It should be fully lossless just like the others as long as it's being used in RGB mode with no errant colorspace conversions.
Yeah, wasn't sure what settings antd was using.
antd wrote:
My total dump time differs from your data sheet. I used total frames divided by dump time in seconds to get the fps. So for no capture I did 6801/9.13 = 745. It took 9.13 seconds for no capture.
I'll need to re-order the sheet then, but the values shouldn't change much. The frame count is from the tasvideos page.
creaothceann
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Some more stats: link ZMBV would be nice to compare. :) Uncompressed's write speed seems off...
creaothceann
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Or maybe lsnes? ;)