Posts for fsvgm777


fsvgm777
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I'd leave it on the "Presented by NCS" screen for a few more seconds, cause it appears for a split second before the encode ends (right when the song ends).
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fsvgm777
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I've fixed up the title a bit, as "-chan" is a Japanese suffix. Unfortunately, this means it has to be re-encoded.
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fsvgm777
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fsvgm777
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The full game title is "Gekisou Sentai Carranger: Zenkai! Racer Senshi". I've fixed up the title just now.
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fsvgm777
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This is kind of interesting. NitroGenesis's YouTube encode shows 487 re-records, whilst sp00ky's downloadable encode shows 8000 re-records. Though, I believe for consistency's sake, we should go with the re-record count given by the movie file and not an author's estimate.
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fsvgm777
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Yeah, I feel the subs should be positioned on the mat (and the second set of subtitles be 4 lines).
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fsvgm777
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Silverbawxer wrote:
If the amazing TAS from Karaage never got published here, then this movie 10,000x does not deserve to be published here either, sorry.
I'm just going to kindly point out that Karaage's TAS was never even submitted here.
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fsvgm777
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Okay, took a look at it, and there's a few issues, unfortunately: First off, there are typos in the logo (which I've pointed out in DMs, but seemingly weren't fixed). The subtitle placement is also way too early (should be at around the 1:28 mark, where gameplay effectively starts (without covering the HUD)). Finally, the framerate is also weirdly off. It should be 60, but that felt much closer to 30. Not entirely sure where the issue lies, but I may have a hunch that frame skipping in the emulator is enabled. That's all for now.
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fsvgm777
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The last two posts above were previously in the Encoders sub-forum (more precisely, the "Ask a question, get an answer" topic, even though the question at hand is not related to encoding.
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fsvgm777
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TheKDX7 wrote:
Good TAS but why don't you apply the same fighting strategy against Fracktail as in the current WR speedrun?
Yeah, I'm wondering about that as well. You applied that strategy for the first loop around, but not the second one. EDIT: Comparing both fights, the TAS is 5 seconds slower than the RTA any% record.
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fsvgm777
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Just for the record, the movie file should cut at the last frame required to reach the credits, so the 5 or so minutes should be cut from the movie file.
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fsvgm777
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I think this is just Steam semantics, as it was an official release at one point.
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fsvgm777
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From my understanding, the "beta" branch is an earlier version of the game that contains bugs that were patched later.
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Post subject: Re: Potential support for single game/series/engine tasing tools
fsvgm777
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fsvgm777 wrote:
I'm willing to allow any external capture software that allows to capture audio and video without any loss of usable information (so no frame loss and no audio sample loss), up to and including lossy codecs
Gonna amend this post and say I'm willing to allow a minimal amount of dropped frames here and there. Basically the same deal with dropped samples.
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Post subject: Re: Potential support for single game/series/engine tasing tools
fsvgm777
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I'm just going to touch on the AV dumping bit.
Should internal dumping be a requirement?
I personally feel this is an ideal, not a hard requirement. However, as feos noted, a lack of it can complicate the workflow by a fair amount. (Dega is actually the notable exception that plays nice with .kkapture)
Should compatibility with a lossless capture program like KKapture be required? Or are we open to recording lossily?
I'm willing to allow any external capture software that allows to capture audio and video without any loss of usable information (so no frame loss and no audio sample loss), up to and including lossy codecs. I just don't want a workflow that's literally impossible to work with.
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fsvgm777
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It should be noted that in order to be able to access that option at all, you need to be an editor for TASVideosChannel on YouTube Studio. In the near future, every publisher and encoder should be granted access to it. Please ask me, feos or an admin assistant if you wish to gain access to TVC.
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fsvgm777
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Not quite what I mean. I meant to ask if it automatically transitions to a new screen after waiting a bit when the credits are over, which...I guess has already been answered.
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fsvgm777
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It feels like there's some audio drifting in the encode. This is easily fixable, however:
Language: avisynth

desyncfixer=true num = last.AudioLengthF * last.FrameRateNumerator denom = last.FrameCount * last.FrameRateDenominator fixedaudiorate = Round(num / denom) (desyncfixer) ? last.AssumeSampleRate(fixedaudiorate) : 0
Only the audio needs to be re-encoded.
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fsvgm777
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Does the game automatically fade to black after a while at the end?
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fsvgm777
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I feel the way it ends right now is fine. After all, an ending point was reached.
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fsvgm777
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Does any GameMaker: Studio Linux runner executable work, or do you need the one from Ryuku?
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fsvgm777
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I approve of the change in administration. It was getting really frustrating to work with him in any meaningful way, and I'm glad that we're finally undergoing positive changes for the site.
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fsvgm777
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In my opinion, we can transition away from the modern HQ MKV encodes, as sometimes, subtitle placement can be a bit of a hassle to figure out or, worse, the resulting output is completely blurry (see any recent A2600 encode). Not only that, but sometimes, there's not even any real filesize benefit to it, despite dedupping and the like. Moreover, at native res, subtitle placement can be really tricky either. At twice the native res, most, if not all placement issues, especially for handhelds like GB, will be solved.
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fsvgm777
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If you wish to sorta simulate how it looks like on the modern MKV encode, you can set handheld to true and set the subtitle positioning this way. Do bear in mind that it affects the positioning for the other encodes.
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fsvgm777
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The second subtitle isn't properly aligned to the bottom right corner. A simple newline before the first line should fix that.
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