Posts for fsvgm777


Post subject: Re: #5773: The8bitbeast's SMS Wonder Boy in Monster World in 18:37.29
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
TASVideoAgent wrote:
I used NTSC for this run because this game has a release on the Gam*Boy and Aladdin Boy (the Korean equivalents of the Master System). I enabled the FM sound because Korean console had FM sound built in by default.
Nope, the FM sound only works on a Japanese Master System, and therefore, you rely on an impossible combination to make the TAS (though I myself don't know whether the region should be set to Japan or not, but without the FM sound). According to this page: "The FM Sound Unit (FMサウンドユニット) is an add-on for the Sega Mark III used to enhance the sound output of certain Mark III games. It was sold in Japan from 1987 for ¥6,800. The FM Sound Unit contains a YM2413 FM chip that acts on top of the built-in SN76489 PSG chip, adding nine extra mono sound channels. When the redesigned Sega Master System hit the Japanese market, the FM Sound Unit was built-in to the console (though it is absent from international releases)." This strikes me that the Gam*Boy and the Aladdin Boy don't actually include said FM sound unit. With that said, I'd like to know where you got that info from. By the way, the Gam*Boy and the Aladdin Boy wouldn't boot up like in your temp encode. After all, you'd have to use a Korea-specific BIOS and not the USA/Europe BIOS (which BizHawk doesn't seem to support, by the way, at least not with the only one I found).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Aktan wrote:
Straight point with lanczos subsampling: http://i.imgur.com/Tc7Iwp8.png
Language: avisynth

AVISource("movie.avi") PointResize(2880, 2160) ConvertToYV24(matrix="Rec709", chromaresample="point") ConvertToYV12(matrix="Rec709", chromaresample="lanczos")
I seem to be experiencing inconsistent pixel sizes with this method, so now I have to resort to this method:
Aktan wrote:
Language: avisynth

AVISource("movie.avi") PointResize(3408, 2928).LanczosResize(2880, 2160, taps=2) ConvertToYV24(matrix="Rec709", chromaresample="point") ConvertToYV12(matrix="Rec709", chromaresample="lanczos") # Notice the change in chromaresample
My script now looks like this (only showing the relevant parts) and looked like this before. Here's an image, for comparison's sake. Look closely around the EXIT sign. However, I should point out that the former method is a lot slower than the latter (it's encoding at 6 FPS at best).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Nach wrote:
This game came out in 1992. It predates all Gameboy systems that came after the original. It makes no sense to play it using SGB or CGB cores.
I concur. Heck, BizHawk/the Gambatte core properly detects it as a GB game (set Console Mode to Auto in the settings). By the way, I did not experience crashes when loading my test .tasproj files in TAStudio with this game, since I was on GB mode to begin with.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Question: Why did you use the SGB SameBoy core, even though the game has no SGB enhancements (for instance, a SGB border)? I personally don't think there's a point in running it in SGB mode if it doesn't have a SGB border to begin with.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Ranking in full detail. (spoilers) Sort of major announcement: I'm only going to do the year-end rankings (released at the end of the year 2017) and the rankings for December 2017 (going to be released in January 2018) in full detail (so that 2017 is fully covered). After that, I won't provide them anymore. To be quite honest, it's starting to feel like a chore to me. After I post the ranking in full detail for the December 2017 rankings, it will be open to anyone (if someone wants to take over, that is).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Before anyone else is wondering why you can only find European release dates basically everywhere you're looking: The game was released in Brazil (with Tec Toy being the Brazilian publisher, as is usual with SMS games released in Brazil). Therefore, the run being at 60 FPS is fair game (since Brazil's PAL-M standard is 60 Hz). Thanks to thecoreyburton for providing the image.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Note to other publishers/encoders: I'm going to encode and publish this TAS once it gets accepted.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Here's the operators manual for the arcade game/cabinet, complete with a wiring diagram. A more detailed manual (with a detailed schematic on the last page) can be found here. I'm going to focus on the operators manual. Page 2 clearly displays a joystick (but that's already established). However, it only allows for 8 directional inputs. Therefore, the input in this case is semi-analog (as is the case with many other Arcade games), like in the Atari 2600 controller.
Bobo the King wrote:
This is perhaps the best argument in favor of ending this debate.
You missed ThunderAxe31's edit:
ThunderAxe31 wrote:
I know the TAS in this submission is actually doing L+R inputs on the same frame, while the one I've pointed out makes extensive use of subframes inputs. My question is, if it would be possible to achieve the same results of L+R with very fast subframe inputs.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
feos wrote:
It's physically impossible if you're standing before an unmodified cabinet. But it's digitally possible to send those inputs, and it's possible for the game to process them.
You're missing the point. This is an unmodified arcade cabinet of the game (ignore the condition). On a SNES controller, it is possible with a ton of twiddling to actually input L+R/U+D. On an arcade cabinet, with a joystick, as Spikestuff pointed out, it's literally impossible unless you want to completely break the joystick (and the cabinet) apart. Similarly, you can't input L+R/U+D on an N64 joystick or basically any joystick. £e Nécroyeur, it would be really nice of you to actually respond to criticism instead of flatly ignoring it, just like you did with your Track & Field submission.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
We also have to consider the game crashes on an N64 at Goomba King's Fortress when skipping Goombario (as pointed out in the video), by the way. Therefore, the glitch only seems more "viable" on the VC release.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Fog wrote:
I'm having issues syncing this on my system.
For what it's worth, it needs an empty memory card in Slot 1. It might also require portable.txt to be created in the installation folder.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
DrD2k9 wrote:
Does the movie still sync?
fsvgm777 wrote:
Anyway, the run syncs in JPC-RR 11.8 RC2....and the SIERRA.INF is probably just a GOG thing, since it syncs just as well without it.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Radiant wrote:
.INF files are not used by the AGI game engine, so this can safely be ignored or deleted.
This requires some slight tinkering with the movie file, so that it uses the proper HDD (the one that doesn't contain the SIERRA.INF). Here it is. The actual input remains unchanged, as all I did was remove the SIERRA.INF file (or rather, create a new HDD without the SIERRA.INF).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
DrD2k9 wrote:
The sound still sucks.
I believe the sound sucks because it comes from the PC beeper. Anyway, the run syncs in JPC-RR 11.8 RC2....and the SIERRA.INF is probably just a GOG thing, since it syncs just as well without it.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
I'm completely mystified by the presence of the SIERRA.INF file that isn't present on several locations I got the game from. Moreover, I seemingly can't create the file from the game itself. Where did you get your copy of Space Quest II (knowing it's available on Steam and GOG)?
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Alyosha wrote:
Thanks for the continued testing everyone. I see that Samus is missing in Metroid 2, but I don't see the bugs fsvgm777 describes in mario Land 2. Is that in level 1-1 or some other level?
It's in the second level of Tree Zone, and the third left level (with the ants) in Tree Zone where I noticed the other bugs.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Going further in Mario Land 2: Only the first note of the coin-collecting and bell-ringing sound effects (possibly also the 1-up sound effect) plays. Piranha Plants and Venus Fire Traps are visible in their pipes and become invisible when they come out of their pipes. Mario remains visible inside the pipes. I noticed hard transitions to white (like in Belmont's Revenge) are completely messed up (doesn't transition to white at all). I've also noticed that you see the level "build up" (as in you see some kind of building transition) in Castlevania: The Adventure (original release), whereas in Gambatte, BGB and on console, the transition doesn't occur (so it's a hard transition from white). I can get a video up if I'm not clear enough. This is potentially related to the above issue I mentioned. smellyfeetyouhave: Gambatte actually passed all audio tests and had a glaring audio issue in Belmont's Revenge (which eventually got patched). But...yeah, pretty good work so far.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Of note this TAS goes for the secret exit in Galoomba Garden, but does not do the special stages as in the 100% RTA runs. The hack can be downloaded right here. Anyway, the starting input is horribly bad for TAS standards (you wait several seconds at the title screen before pressing Start, then wait a good second again, and again). This alone is severely sub-optimal by our standards. I'm not going to vote (since I haven't really watched the rest of the run, as I sped up through most of the TAS to be certain it syncs).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
DrD2k9 wrote:
I acquired the new (legacy) BIOS and tried to load the movie file using the new settings. The movie ran as if I was using the stock VGABIOS.
Yeah, you actually have to replace the ID (given by JPC-RR on boot) of the VGABIOS used in the movie file itself with ID of the legacy BIOS. Anyway....yeah, I just tried it myself, and it expectedly desynced right away, due to the longer boot-up time.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Following this thread (specifically my latest post), I looked for another VGA BIOS image that won't display garbled text. I stumbled upon a legacy VGA BIOS image for Bochs (NB: JPC-RR uses the Bochs BIOS) named "VGABIOS-elpin-2.40" (which, by the way, is listed here). I imported it in JPC-RR, restarted it, assembled the machine, and... No garbled text! However, whether it syncs at all with this TAS is a different story, considering it seems to take longer to boot with the aforementioned VGA BIOS. A failed attempt was importing the IBM VGA BIOS (game wouldn't launch at all).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Okay, I'm going to retract my statement on the garbled text being an emulation bug, because it actually isn't. It's related to the VGA BIOS JPC-RR is using (which is this one by default). As pointed out right here:
Some of the newer graphics cards might garble the text in these games and make it unreadable.
Maybe one could test with a proprietary VGA BIOS (if that's at all supported by JPC-RR) that's old enough to actually display the text properly. So...further testing needs to be done. Something to consider is that Space Quest I (AGI) is an EGA game.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
DrD2k9 wrote:
I wondered that too...looks like you figured out that it's not the issue before I had a chance to test it.
I actually tried it myself (with a DOS 6.22 floppy) last night, and....the font was equally messed up.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Speculation time: Maybe it could have something to do with it running on FreeDOS instead of MS-DOS? The thing is, JPC-RR is also a DOS emulator, and the site mentions that "To get around this, the AGI games might need to be run with a third party DOS emulator like DOSBox or one of the new third party AGI interpreters such as NAGI or Sarien.". Maybe one would have to test on MS-DOS inside JPC-RR and see if the text's garbled there as well? EDIT: No dice. It's an emulation bug.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
The Nicovideo TAS rankings for October 2017 are out: Link to video EDIT: Ranking in full detail. (spoilers)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
fsvgm777
She/Her
Experienced Forum User, Published Author, Senior Publisher, Player (222)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
Link to video (in French) That may be one of the weirdest music videos to ever grace Belgian television. (context is given in the video description, also in French)
Steam Community page - Cohost profile Oh, I'm just a concerned observer.