Posts for moozooh


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ZeXr0 wrote:
Usually, the videos on this website are made with linux using the emulator and a little software. But for the windows version, I think your best bet is to dump it and try various settings.
What does Linux even have to do with video capturing? It just allows some more automatization, but nothing drastically different. Also, most of the active encoders are using Windows. First you turn on AVI output in your emulator, then you choose a codec (usually x264), read a bit about its settings (for the first time, you only need to set the quantizer to around 26-27), set them, press ok. Then, after the movie stops, you open the video in VirtualDub or something like that, set video to "direct stream copy", set audio to mp3 with whatever bitrate you like, save. There's also another way that yields better quality but requires a bit more knowledge. Basically you start the same but set some lossless codec instead (huffyuv is fast but eats a lot of disk space, x264 lossless compresses well but is rather slow). Then you learn how to make two-pass encodes with VirtualDub or MEncoder, get them and run the lossless capture through them twice, compressing audio as well in the process. For that purpose, it makes more sense to use target bitrate instead of quantizer, and some other settings as well.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Well, I suppose it might be possible to arrange it that way, but NTSC and PAL versions' differences in acceleration and collision detection aren't easily translated into each other (if at all, at that scale)… Dunno, I'm just not very eager to work on it unless/until it's directly useful to me, but everyone else (Tonski? P.JBoy?) is free to try until then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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It would mean we'd have to make a full run on it then, otherwise that trick would be useless. And my point is that there's a lot of other issues that would slow the run down dramatically, be it executed on PAL version, that would nullify the potential gain from bypassing the gate.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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It makes everything else slower, though. Consider the fact that, for instance, charging a beam in Mother Brain battle still takes 60 frames while the game is going at 50 fps, so you lose 10 frames per shot. And it doesn't have the advantage of Torizo skip now.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yeah. It sucks.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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P.JBoy wrote:
What kind of missiles ;-)
Penis, duh.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yes, those are good and will most definitely be faster than the current strategies (except those involving having Speed Booster at that point) when optimized.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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JXQ wrote:
You got those metroids to behave like a woman who knows what's good for her \o/
Unless you mean a pack of missiles from below is good for a woman, I don't know what you mean.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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P.JBoy wrote:
Or ask Kejardon
Kejardon wrote:
I've been wrong before as well
Sorry, not 100% reliable. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Why the hell do you even care about Xkeeper's opinion? He doesn't like it, that's alright, no reason to create a scandal out of nowhere.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Whoa, that's going to be great if you do an any% TAS, it would mean hero will have more time for his other projects. :D I'm looking forward to seeing what crazy ideas you will [most definitely] come up with during the production of this run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Sorry, but there already is an improvement to Genisto's movie published here: http://tasvideos.org/830M.html And it's 16 seconds faster than yours, too, due to using two players, and other reasons.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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There are a few people who really make useless comments, generally with silly reasons or plain wrong reasons
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Titus Kwok wrote:
There are tool-assisted runs of Doom, aren't there? I would think Hexen wouldn't be much of a stretch if there are.
Right, except they're done on PC version of Doom, not an [poorly] emulated version of Doom. The engine was specifically customized for allowing TAS conditions in it, which isn't the case with both N64 and PC versions of Hexen.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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DK64_MASTER wrote:
He was referring to the other rating system where there was no such warning.
Except it's supposed to be even more strict there: "Do not rate a movie after having watched it only once. Watch it at least twice, and the second time concentrate on the rating categories given above."
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Saturn wrote:
I'm pretty sure I still optimized my Ceres rooms to the max, because when even JXQ, hero and especially moozooh (who is known for extremely crazy frame optimization) didn't manage to beat them "with" using the memory watcher for all possible stuff, then this says much, I think.
Hey, I haven't even tried the escape yet. So far I'm only in the second room. And you forgot those 3 frames you have lost in the first pre-ridley room. ;) Also, it feels like you're comparing apples and oranges, since we weren't able to monitor randomness via RAM watch, either. We are under the same conditions, and so far the only thing that prevents us from having perfect randomness is willingness to test every delay combination (there can be thousands of them, all very similar). And since hero and JXQ were going for realtime frame count, it wasn't even among their goals. I and evilchen are pretty much the only ones except you who strive for better ingame frame count/escape timer.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I liked the camera work this time. Excellent job, guys.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Chamale wrote:
In Mario Bros, can 1 player pick up the other one? That could make for interesting moves.
You can't pick anything in MB/SMB. The only thing you can do is bumping player 2 just as any other enemy by punching the platform they're standing on.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Snes9x 1.51 has the same feature, too. (TOO BAD IT DESYNCS, BOOHOO.)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I think you guys haven't even looked at that Get Well card. Transparent hint: look at it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Saturn wrote:
Nope, it wouldn't be of any benefit for me at least. But anyway, here is how I did it in detail: I optimized the subpixel position for every door, and I manipulated luck for perfect steam by delaying some frames in the intro scene and at Ridley. The combination of this was the key. There is nothing more about it.
Hmm? Weren't you asking me how to optimize the subpixel positions (and what did they mean at all) a couple months back? It doesn't seem like it would help anywhere compared to, say, JXQ's run, though: I've tried to optimize the pre-Ridley part with absolute precision recently (had both better subpixel position and speed at every door, much thanks to acceleration storage tech), and was held back by 2-frame door opening cycles, jumps and other events like that, impeding (or rather, nullifying) sure frame gains. I'm pretty sure the way back will show similar results; the only place where further subpixel optimization might gain a frame is at the jump in 3rd room, making it one frame earlier if possible. I will look into it when I return home. Otherwise I'm pretty sure it's more about randomness than anything else. On a related note, have you determined any patterns in escape counter behaviour that might be useful/manipulable somehow? Because the results I get are kinda weird in the least; for example, in the test I was talking just above I left Ridley's chamber (frame 2412, IIRC) at 59'86 while having fully matched JXQ's times at entering all the rooms (he leaves at 59'87). Seems like this logic-defiant timer can be affected by literally everything, not just timing of pressing start at the intro cutscene, entering the rooms and taking a hit from Ridley. What the hell.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Truncated wrote:
moozooh: I am curious how you find the subpixel adress. Do you look on adresses near the whole pixel adress, or is it by the usual way of searching? Perhaps this calls for a new topic...
Actually, it depends on the game. In game like Super Metroid, this can be done by, for instance, placing Samus under conditions that would lower her overall speed to less than 1 px/f and searching for increasing address each time the position doesn't go over the next pixel boundary (and decreasing each time it does). Games like Metroid Fusion track the character's position already in subpixels (quarterpixels in case with MF and MZM). While I was searching for horizontal position, a handful of 5-digit addresses emerged, with one of them incrementing by 320 every frame of movement. Judging from other addresses, I quite quickly found that Simon's speed was 1.25 px/f, and 320 is 1.25*256, which led me to believe it's tracking subpixel position. So as you can see, Castlevania's method of tracking subpixels is something inbetween the above two methods, which makes it very convenient to use. And for some games (especially NES, which has far lower overall amount of addresses), opening the RAM table and looking at it is indeed the easiest way. Subpixel position for NES Metroid was found this way.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Here are some useful addresses for you guys: 7E003A,2u — ingame frame counter (excellent for measuring time between different emulators); 7E054A,2u — X pixel (center); 7E0549,2u — X subpixel (1 unit = 1/256 of a pixel); 7E1F9C,2u — Y pixel (head); 7E054E,2u — Y pixel (center?); 7E1F9A,2u — Y pixel (feet); 7E13F6,1u — boss energy (not very useful as it simply duplicates the red bars). For AngerFist's convenience, I've uploaded a memory watch pack with the updated addresses (just unzip it anywhere and run alongside Snes9x). Also, could anyone tell me why does this happen and if it's going to be useful anywhere? I found this glitch on console many years ago, but never heard of any useful application since then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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TGPrimus wrote:
Sliding was annoying, but i can understand that it saves time.
It only saves time in one part in the entire run (though I'm not sure if it was due to sliding at all), stages 4-7 are not improved even though they were slid through.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.