Posts for fsvgm777


fsvgm777
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This is exactly what I mean by "we all know how this is going to end". Do us a favour and stop wasting our time like you did before. I'm just going to repeat this:
fsvgm777 wrote:
Leave it to us (as in the encoding/publishing team) for making encodes.
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fsvgm777
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I'm just going to quote feos:
feos wrote:
I don't want to go through that hell again and teach you do things properly, because encoding bizhawk's psx is not as simple as you think.
Honestly, we all know how this is going to end. There's a reason your encoding privileges were revoked. Leave it to us (as in the encoding/publishing team) for making encodes.
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fsvgm777
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The Nicovideo TAS rankings for September 2017 are out: Link to video EDIT: Ranking in full detail. (spoilers)
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fsvgm777
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I replaced the movie file with one that removes about 8 seconds of blank input at the end. Anyway, barring the BIOS sequence (which can't be skipped), you don't skip the intro immediately and you wait a good second before selecting Sonic. Therefore, it seems more likely that you timed not from console power-on as we do, but from the moment you selected Sonic, which would more likely explain the 11:02.45 you're getting.
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fsvgm777
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rv wrote:
So, BizHawk should be able to generate lags as Snes9x 1.43.
BizHawk should absolutely not emulate lag as in Snes9X 1.43, because the latter emulates it very incorrectly. bsnes/higan and Snes9X 1.54 (both integrated in recent versions of BizHawk) emulate lag much closer to the original console (if not on par). In other words, the BizHawk devs should not sacrifice accuracy to suit your needs.
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fsvgm777
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Nothembur wrote:
Okay... sorry for the bad dump, but the only ones I found was [f1] and [f1+c], thanks for suggestion and... yes, it's a modification of Squirrel King
For what it's worth, the SHA1 checksum of the verified good dump is 5011E16F0AB3A6487A1406B85C6090AD2D1FE345. This doesn't match the SHA1 checksum of the [f1+C] dump (FF6661D39B2BAD26F460E16106CA369421388596).
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fsvgm777
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This game is a slightly more elaborate hack of Squirrel King. What also ticks me off is that you used a fixed dump, when a verified good dump is available. I'm not going to vote.
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fsvgm777
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I did a little bit of research, and it seems you ran the Japanese ROM (published by Micro Cabin) on a PAL machine (the Philips NMS 8250) instead of the usual Panasonic FS-A1WSX (Japanese MSX2+ machine). Therefore, the game runs 16.7% slower than it should. This is especially apparent in that there's Japanese text at the bottom of the screen that isn't present on the European version (see this video for an instance). Also note that the European version says "BY R.S.GOODLEY" instead of "BY MICRO CABIN".
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fsvgm777
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fsvgm777
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Ranking in full detail. (spoilers) Worst top 3 thus far.
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fsvgm777
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£e Nécroyeur wrote:
For the encode, I used Mr. Do's DRAGRACE.ZIP Artwork file with a custom DEFAULT.LAY. Because this is an older version of MAME, recording AVI for a game that has an Artwork file causes all elements of the Artwork file to be included in the AVI, even if these elements are disabled in MAME's Video Options.
If you specify -artwork_crop in the command line when recording to AVI, you will only get the relevant part, namely the game screen with the overlay text. However, since the overlay text looks like complete garbage when upscaled (said overlay is 1928x1446!), I had to resort to something slightly different to make the overlay text look good:
Language: AviSynth

ovrlay = ImageSource(file="dragrace_overlay.png", start=0, end=46686, fps=last.FrameRate, pixel_type="RGB32") # end probably doesn't have to be this long ovrlay = hd ? ovrlay.LanczosResize(2880, 2160, taps=2) : pass != 0 ? ovrlay.LanczosResize(256, 240, taps=2) : ovrlay.LanczosResize(320, 240, taps=2) # pass != 0 is for primary 10bit444 downloadable mask = ovrlay.ShowAlpha("rgb") # needed to have the transparent part be actually transparent below g = hd \ ? Overlay(PointResize(width, height), ovrlay, mask=mask, output="RGB32") \ #2880x2160 : handheld || pass == 1 || pass == 2 \ ? Overlay(last, ovrlay, mask=mask, output="RGB32") \ # 256x240 later aspect-corrected by x264 (NB: pass != 0 would also work) : Overlay(LanczosResize(width, height, taps=2), ovrlay, mask=mask, output="RGB32") # manual aspect ratio correction for 512kb
(this isn't perfect, but it worked just fine, so...)
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fsvgm777
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fsvgm777
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feos wrote:
At 4K the best one is point8x+pointARC.
You sure? The left eye and the left tooth of the snake are a bit wider than the right ones... unless that's just my impression. That said, I'd like to see point8x+lanczosARC to compare how it fares at 4k.
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fsvgm777
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Here's a video of the first stage. Top one is unfiltered, bottom one is filtered with the last of creaothceann's methods (with Layer()). While the bottom one seems to resemble the top footage, the HUD is clearly blurrier on the filtered footage. It only gets more obvious when I switch between unfiltered and filtered on VirtualDub. In conclusion, judging from the replies, I believe we're going to settle for the mesh.
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fsvgm777
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Language: AviSynth

Method_3() function Method_3(clip c) {c.Layer(c, level=128, x=1)}
I still notice a little bit of blurring when comparing with the original (non-horizontally blended) AVI dump.
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fsvgm777
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Language: AviSynth

BilinearResize(int(1.0 * Width * 1/2), Height).BilinearResize(Width, Height)
Language: AviSynth

BilinearResize(int(1.0 * Width * 2/3), Height).BilinearResize(Width, Height)
Language: AviSynth

BilinearResize(int(1.0 * Width * 3/4), Height).BilinearResize(Width, Height)
The first one is insanely blurry. The second and third ones are less blurry, but aren't exactly the best, either.
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fsvgm777
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creaothceann wrote:
You're supposed to choose only one of these methods... the Interleave call is just to compare these frames in AvsPmod / VirtualDub.
Oh, I see. My bad.
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fsvgm777
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From the video: Mega Man X4 (Saturn version): (click to open a Dropbox page where you can enlarge) Virtua Fighter Kids: (click to open a Dropbox page where you can enlarge)
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fsvgm777
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feos wrote:
Try AreaResize as well please. http://www.mediafire.com/download.php?kn56wh7r81vk2rx
After point-resizing the original non-horizontally blended dump to a factor of 8 or 16, then resizing it back to the original resolution with AreaResize, I still got a very visible mesh. As for the horizontally blended one, I got a result very close to the 5th screenshot (after first point-resizing it to a factor of 8, then downscaled straight to 330x240 with AreaResize): The following is with first downscaling to 660x240 with AreaResize, then point-resizing it to 330x240:
creaothceann wrote:
Language: AviSynth

ImageSource("00.png", 0, 0) Crop(5, 0, -5, 0) f0 = BilinearResize(int(1.0 * Width * 1/2), Height).BilinearResize(Width, Height) f1 = BilinearResize(int(1.0 * Width * 2/3), Height).BilinearResize(Width, Height) f2 = BilinearResize(int(1.0 * Width * 3/4), Height).BilinearResize(Width, Height) f3 = last Interleave(f0, f1, f2, f3)
I'm....not sure if I like the end result (especially since it quadruples the amount of frames). Like, it ends up being a bit blurry as the end result. (it also results in the video being kinda shaky, but that might be because the video is 59.88 FPS normally, and conventional monitors usually have a refresh rate of around 60 Hz)
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Post subject: Sat.: How should the mesh effect be handled in our encodes?
fsvgm777
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With the advent of the Saturnus core in BizHawk 2.0 and later, a new option has made its appearance (in that specific core): Horizontal blending. If this option is enabled, BizHawk stretches the output to twice the width with some filtering applied. I've done a bit of research regarding how the Sega Saturn handled transparency (I really recommend reading the article and watching the video): http://www.mattgreer.org/articles/sega-saturn-and-transparency/ https://www.youtube.com/watch?v=f_OchOV_WDg As it turns out, many Saturn games go for a mesh approach to handle transparency. This consists of drawing every other pixel of a sprite to simulate a transparency effect. This is where it gets interesting: On composite output, the mesh is blurred in such a way that e.g. the spotlights in Mega Man X4 appear transparent. However, the mesh is clearly visible on S-Video or RGB output. Conversely, I'm currently handling the publication of a Saturn game called Tryrush Deppy. I dumped it once without horizontal blending and once with horizontal blending. Now, I'm going to show 6 screenshots with different approaches, with pros and cons: Original dump without horizontal blending: Pros: Picture is crystal clear Cons: Mesh is clearly visible AviSynth code: N/A (well, aside from opening the AVIs) No horizontal blending, blur filter applied via AviSynth: Pros: No mesh visible Cons: Picture is obviously blurry AviSynth code: Blur(1.00) No horizontal blending, horizontal blur filter applied via AviSynth: Pros: No mesh visible Cons: Picture is obviously blurry (though not as blurry as the above one). AviSynth code: Blur(1, 0) #note the comma instead of the period Horizontal blending, resized back to original width with LanczosResize: Pros: Mesh is less visible. Cons: Picture isn't as clear. AviSynth code: LanczosResize(330, 240, taps=2) Horizontal blending, resized back to original width with PointResize: Pros: Picture is clear, mesh isn't as visible as in the non horizontally blended one. Cons: Some parts might appear overly squished, due to the nature of PointResize. AviSynth code: PointResize(330, 240) So, what would be the best approach for handling the mesh effect present in many Saturn games? I myself am torn between no horizontal filtering with absolutely no blurring applied and either one of the two horizontal blending ones. Something of note is that footage I found on YouTube (SGDQ 2017 speedrun, full playthrough) have the mesh clearly visible.
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fsvgm777
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I....did not see this coming. I'll be encoding and publishing this one once it gets accepted.
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fsvgm777
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For the record, this TAS uses the wrong BIOS. It uses the Japanese BIOS instead of the correct American one: http://tasvideos.org/MovieRules.html#MatchTheBiosRegionToTheGameSRegion
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fsvgm777
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The sound effects still sound as if they were coming from a Windows 3.1 game. Meh vote.
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fsvgm777
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Intel Core i7 6700HQ @ 2.6 GHz (Turbo Boost clock speed at ~3.2 GHz): Microsoft Edge:
User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/46.0.2486.0 Safari/537.36 Edge/13.10586
Vector		Block		Result		Duration
12 			3 			correct 		62.05ms 
13 			3 			correct 		112.62ms 
14 			3 			correct 		218.60ms 
15 			3 			correct 		459.81ms 
16			 3 			correct 		903.34ms 
12 			4 			correct 		118.26ms 
13 			4 			correct 		230.64ms 
14 			4 			correct 		459.63ms 
15 			4 			correct 		935.18ms 
16 			4 			correct 		1876.40ms 
12 			5 			correct 		234.66ms 
13 			5 			correct 		493.53ms 
14 			5 			correct 		969.10ms 
15 			5 			correct 		1928.70ms 
16 			5 			correct 		3814.47ms
Status: Done.
Firefox 54.0.1:
User Agent: Mozilla/5.0 (Windows NT 10.0; WOW64; rv:54.0) Gecko/20100101 Firefox/54.0
Vector		Block		Result		Duration
12			3			correct		65.09ms
13			3			correct		171.56ms
14			3			correct		247.21ms
15			3			correct		523.29ms
16			3			correct		1058.06ms
12			4			correct		146.01ms
13			4			correct		275.39ms
14			4			correct		515.04ms
15			4			correct		1079.73ms
16			4			correct		2205.99ms
12			5			correct		268.66ms
13			5			correct		560.13ms
14			5			correct		1080.34ms
15			5			correct		2191.01ms
16			5			correct		4419.09ms
Status: Done.
Opera 46:
User Agent: Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/59.0.3071.115 Safari/537.36 OPR/46.0.2597.57
Vector		Block		Result		Duration
12			3			correct		206.27ms
13			3			correct		266.82ms
14			3			correct		383.49ms
15			3			correct		806.43ms
16			3			correct		1613.01ms
12			4			correct		231.39ms
13			4			correct		428.07ms
14			4			correct		846.24ms
15			4			correct		1774.70ms
16			4			correct		3446.91ms
12			5			correct		424.27ms
13			5			correct		924.23ms
14			5			correct		1829.21ms
15			5			correct		3553.98ms
16			5			correct		7056.61ms
Status: Done.
Internet Explorer 11:
User Agent: Mozilla/5.0 (Windows NT 10.0; WOW64; Trident/7.0; .NET4.0C; .NET4.0E; .NET CLR 2.0.50727; .NET CLR 3.0.30729; .NET CLR 3.5.30729; McAfee; rv:11.0) like Gecko
Vector		Block		Result		Duration
12 			3 			correct 		339.32ms 
13 			3 			correct 		542.94ms 
14 			3 			correct 		1057.05ms 
15 			3 			correct 		2098.56ms 
16 			3 			correct 		4167.74ms 
12 			4 			correct 		534.49ms 
13 			4 			correct 		1122.02ms 
14 			4 			correct 		2188.53ms 
15 			4 			correct 		4422.92ms 
16 			4 			correct 		8937.89ms 
12 			5 			correct 		1151.01ms 
13 			5 			correct 		2339.15ms 
14 			5 			correct 		4590.24ms 
15 			5 			correct 		9011.39ms 
16 			5 			correct 		18108.38ms 
Status: Done.
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fsvgm777
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Samsung Galaxy S4:
User Agent: Mozilla/5.0 (Linux; Android 4.3; GT-I9505 Build/JSS15J) AppleWebKit/537.36 (KHTML, like Gecko)
Chrome/59.0.3071.125 Mobile Safari/537.36
Vector		Block		Result		Duration
12			3			correct		916.84ms
13			3			correct		788.52ms
14			3			correct		1368.57ms
15			3			correct		2301.52ms
16			3			correct		4612.45ms
12			4			correct		627.99ms
13			4			correct		1516.51ms
14			4			correct		2607.09ms
15			4			correct		5260.62ms
16			4			correct		9984.80ms
12			5			correct		1255.67ms
13			5			correct		2651.67ms
14			5			correct		4917.08ms
15			5			correct		10239.74ms
16			5			correct		20403.39ms
Status: Done.
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