Posts for natt


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What codec are you recording with? Could I see a short sample?
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There's been some talk about that sort of thing before (in fact, the site has some code to handle one particular example: .lmp movies for the Doom engine). It needs to be decided on a case by case basis, which would include some thorough inspection of how the engine's movie format works, etc. I personally would be strongly opposed to any engine that was not open source. Not on ideological grounds, but practical ones; tasability, verification, and encoding are hard enough already on the open source emulators! Going back to the days of famtasia would be a nightmare.
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SoulCal wrote:
Excellent info to be aware of.
To be specific; as it says on http://tasvideos.org/SubmitMovie.html, all submissions are available under http://creativecommons.org/licenses/by/2.0/
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SoulCal wrote:
feos wrote:
He started youtubing our tases back when they were almost not present at youtube at all. Mirrored quite a ton of Archive streams, and it was really good. Then, after youtube was taken into official consideration (HD encode era), his videos started becoming obsoleted.
Well that makes sense. If that's the case, why is he still uploading the TASes the site already hosts on TVC? Seems kinda strange to do that, and I doubt he obtains the permission to post all the videos he uploads from the varying authors. And we keep referring to him as a "he" right? As in 1 guy, and not a group like TVC is?
The TASVideos publication license grants him/her/it/them/Illuminati all of the permission he/she/it/they/Illuminati need/needs to repost content. He/She/It/They/Illuminati is/are still posting videos without any particular cooperation or coordination with the site staff.
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Yeah, #3 is true. Not much I can say really; I'm not too involved with publishing TASes anymore. #2 has been bantered around before, it's certainly not a bad idea.
Post subject: this probably won't be ready for a while
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But it's still pretty cool, right? Well, slightly better than the old Yabause-rr, anyway. Link to video
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Nah, been busy with other stuff. I think that Oracle of Ages\Seasons is working correctly; I just wasn't using the link function properly.
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Oh rry? That suggests that implementing it in your game was highly desired or required for official Nintendo certification. I was thinking more on the lines of something like the Atari 2600, where there is a specific "Reset" button on the console, but all it does is provide its status to an IO port, where the game can do whatever it does\doesn't want to do.
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Nach wrote:
Scepheo wrote:
the Start button and the reset button?
On a side point, the Reset button may actually be programmable by the game. Link's Awakening uses Reset to Save.
It's kind of silly to call it that though. There's no physical button on the GameBoy labeled "reset", nor is there a particular hardware functionality being used to implement the key combination resets. It's pure software.
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That's a nice list, will give me some stuff to check for sure.
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natt wrote:
Just checked it, and Oracle of Seasons & Ages are not linking up, giving Error. But that's an emulation problem, and one I'll be trying to fix for sure.
Followup: I've tried the same thing on BGB, and it behaves the same way. Which leaves me wondering: am I doing something wrong or am I not understanding the link feature of these games. How is it supposed to work? Here's what I've got; BGB shows the same: Link to video
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IIRC, Jetpack has one of those "speed sliders" common on older games, and no consensus was reached as to how it should be set?
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Just checked it, and Oracle of Seasons & Ages are not linking up, giving Error. But that's an emulation problem, and one I'll be trying to fix for sure.
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jlun2 wrote:
Is that SMB DX for the GBC? Does that mean Oracle of Seasons/Ages can finally be TASed 100%?
Yes. I don't know what games you're referring to, but if it can be done with two GB\GBC linked together, then yes.
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Yes (barring any bugs). Should be in next release of Bizhawk.
Post subject: DOUBLE MERIO
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Big thanks to RGamma and Ilari for their work on publishing this. If anyone can use their voodoo magic to get a better youtuber, that's great too.
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desmoooom 0.9.8 32-bit ablt off
  File: 0121 - Castlevania Dawn of Sorrow (U).nds
CRC-32: 135737f6
   MD4: a714bea87bd7445e18d93f9dbc3dae9f
   MD5: cc0f25b8783fb83cb4588d1c111bdc18
 SHA-1: 47530ff87e608f88105a314fdf36dc385f8dec94
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dolphin "3825S" build https://github.com/nattthebear/dolphin-avsync/tree/3825S
  File: BillyHatcher.iso
CRC-32: d93ad446
   MD4: d118594c2561430344073ef6d52c2275
   MD5: b1e5d16e9d507727ffff234f2382c0ea
 SHA-1: 4bb7a5cb9a22d8bbcfb2b5d968535bb601db2dbd
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vba-rr v24 svn422
  File: Croc 2 (U) [C][!].gbc
CRC-32: c1d60129
   MD4: 29843b740adbbd078b4d3abffb3ab408
   MD5: 03a8bcab4b2975fa2d850d18c728ea9c
 SHA-1: fa29d6c4239405b12b320bb6e8a65ca2083a4b1c
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The NES is 256x240. 256x224 is a convenience crop that emulators do, so it's easy to just not do that. The SNES, unless it's set to the 256x239 mode, is actually 256x224. There are no extra hidden lines to show. "Extrapolating" what the extra lines should be sounds like a giant mess; better to just use the graphics debugger or similar tool if that's what you want. As far as the one line missing/one line extra bug, could you give some easily reproducible place in an easily obtainable game where I can see this? It doesn't sound like there's any bug at all, but I can check against lsnes and bsnes just to be sure.
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gens v11 svn296
  File: Vapor Trail (U) [!].gen
CRC-32: c49e3a0a
   MD4: a4eb09acc87d31a768cfae8d76a72c7b
   MD5: cff6076504b1097bb89848c0698ef2a2
 SHA-1: d8eb087eeda31f202e6a1a0c4de891ced162abc5
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3803S branch https://github.com/nattthebear/dolphin-avsync/tree/3803S
  File: m3-mkd.gcm
CRC-32: aa45d0b6
   MD4: 8b454eb32bb1923f2d1b7cd81a186948
   MD5: bdef32ed1dcb85bc6da370fa5c2d949d
 SHA-1: 489c6b57b70390933dff7d8d9d12424f58a8f821
I'm going to make a youtuber encode off the HD dump with the shadow glitches, and downloadables off of an SD dump (original resolution) with no shadow glitches.
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Hmm, apparently they go away when set to native resolution only
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does anyone know how to get rid of the black lines at the edge of shadow boxes? Link to video