Posts for natt


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jlun2 wrote:
Uh..."Keitai Denjuu Telefang - Speed Version" has a mapper of 10, which according to the chart, is supported. But while the game works, there's no graphics.
Appears to be working here. Checksums please.
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CoolKirby wrote:
natt wrote:
kirby tilt and tumble is mapper 0x22 (MBC7+tilt???) Gambatte does not support it. Edit: made a little list http://tasvideos.org/Bizhawk/GBMapperList.html
Oh, well thank you for doing that research. Interesting table, too; I wasn't aware there was another game that used that mapper. Do you think the mapper 0x22 will be supported sometime in the future?
natt wrote:
As far as GBC color correction goes, do you have any links that give more explicit data on how a GBC differs from standard sRGB in color production? It'd be nice to know what sort of correction is needed..
I couldn't find anything on it either. Sorry about that. VBA has an option of Real Colors and Gameboy Colors though; would the latter setting be a custom palette?
I could certainly rip out the gameboy colors option from VBA and use it. My only problem is that I'm a bit worried that everyone will have their own idea what the right GBC colors are, and then I might as well add customizable transfer functions and whatnot... As far as Kirby Tilt and Tumble goes, analog support in bizwhack is a bit far away at this point. And then this particular mapper needs to be supported too... I wouldn't hold my breath, sorry =/ There are a few thousand other GB games that do work, though!
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vba-rr v23.5 svn421
  File: Final Fantasy Adventure (USA).gb
CRC-32: 18c78b3a
   MD4: d5a1b54bdef60d6a23c253a44f2ead1d
   MD5: 24cd3bdf490ef2e1aa6a8af380eccd78
 SHA-1: 8b93c55ee2660c60cf86dd70058f96ace98782c8
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kirby tilt and tumble is mapper 0x22 (MBC7+tilt???) Gambatte does not support it. Edit: made a little list http://tasvideos.org/Bizhawk/GBMapperList.html As far as GBC color correction goes, do you have any links that give more explicit data on how a GBC differs from standard sRGB in color production? It'd be nice to know what sort of correction is needed..
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Destruction rains from the heavens!
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Yeah, lagarith is fine for dumping, and then viewing either in vdub or avisynth->vdub, but cannot be safely directly processed by ffmpeg (so can't feed directly to x264, nor upload to youtube). x264vfw is only safe for any use at all when "zero latency" is checked. even then, i wouldn't feed it to ffmpeg...
Post subject: Re: BizHawk 1.1.0 Released!
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YoungJ1997lol wrote:
SNES Core? GB/GBC Core? Are you sayan that we can play SNES games on BizHawk now? :D
http://www.amazon.com/Jaffee-Snappy-Answers-Stupid-Questions/dp/0446350567
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Bizwhack 1.1.0 Release
  File: Flintstones - The Rescue of Dino & Hoppy.nes
CRC-32: 0b804cdc
   MD4: db2c1eab776bfb3c5ff52153fec9a176
   MD5: 46dd259f5bd1fc91994864c410fbf1a5
 SHA-1: 549de66388ff02e33a40bf7ef83e207f98a50888
Note that this checksum does not match the SHA1 in the movie; according to bootgod, the two roms are the same once unheadered though...
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yeah, that's what i'm using. 32 bit revision, but i doubt that affects anything like that are you joining your avis wrong? are you uploading something unsupported (like lagarith) to youtube?
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jlun2 wrote:
natt wrote:
Due to obsessed ADD crybabies, BIOSes are generally eliminated or skipped here at TASVideos. This does skew the value of hard resets on many consoles. /me shrugs
Is it possible to simply edit the input file to include the length of the BIOS's start up?
maybe, maybe not. depending on the system and how the "no bios mode is emulated, there may be other differences in emulation.
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STBM wrote:
That was made with the original Dolphin :) Here is an encode made by your build, 64 bits with lagarith loseless codec. This is only the .avi, not the dumpframe : http://www.youtube.com/watch?v=fx8Vey7JX_k&t=135 As you can see at 2:17, 4 seconds of the cinematic are skipped... But the audio continue, which create a desync.
I'm really not sure what you're asking. What is skipped in this video? http://www.youtube.com/watch?v=j0-ypmXoMA8
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Due to obsessed ADD crybabies, BIOSes are generally eliminated or skipped here at TASVideos. This does skew the value of hard resets on many consoles. /me shrugs
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vba-rr 23.5 svn421
  File: Dragon Quest Monsters 2 - Maruta no Fushigi na Kagi - Iru no Bouken (Japan) (SGB Enhanced).gbc
CRC-32: 68ba18d7
   MD4: e13a143bc0ccfc5608a46ad151fd61b3
   MD5: f47edc51d53ae8f416898b80bd3022a1
 SHA-1: 9193778b28e2e4a6303e09cb4170ca00d0058ae5
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Use one of the feces pilesrevisions from http://code.google.com/p/mupen64-rr/downloads/list
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ahh, yes. some semantics of vba's video output system have changed over the years.
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Nach wrote:
I checked both movies at the moment Julius is defeated in their respective emulators, and it seems MattyXB's movie beats him faster. Am I missing something?
I'm not seeing that at all. Looking at the first frame where the screen flashes black, and counting by input frames, not any other form of counting: 943S: Screen first flashes black on input frame 329742 3697S: Screen first flashes black on input frame 328935 What numbers are you getting?
Atomnium wrote:
Yes, my movie is faster than hims. And if I dont play until the end of the credits, that's because Matty doesn't it.
I'm not seeing that at all. In what emulator are you playing back 943S? Using vba v23.5 svn421, it quite clearly reaches the credits. It's true that your movie appears to end at the same time relative to text display, yet doesn't reach the credits. That could be caused by any one of a number of things: my first thought would be a frame rule, but it's possible that differences between different versions of VBA caused it (remember that vba23.5 knows how to play back the movies from older versions without desyncing in many cases).
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fceux 2.1.5, etc etc
  File: Goonies 2 - Fratelli Saigo no Chousen (J).nes
CRC-32: a1f99604
   MD4: fa61519bd9ad6062a4abcf4acc120571
   MD5: dbb82ab88102526ed6d16ddbf6ba119f
 SHA-1: e2f934aa49767dad1f5d62544fbc9037e9215bb3
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antiquated emulator v1.43 v17 svn123
  File: Mighty Morphin Power Rangers (U).smc
CRC-32: a56eb77a
   MD4: 903e802fac565bff433923e13a0fb955
   MD5: c0a6ae7a3cff034232cb23d765bcb36d
 SHA-1: f2b093f57b511fc30d40114649dafc342872186b
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Is there something particularly wrong with the existing screenshot?
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Dacicus wrote:
If someone could check this 10-bit encode for 1935M to make sure that it meets site standards and I didn't mess up my scripts since last encoding, I'll replace the bad one and fix the rest of mine: http://www.mediafire.com/?7ialkk1r344qa6q Thanks!
looks good to me
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vba-rr v24 svn422
  File: Monster House (E).gba
CRC-32: aa2c1837
   MD4: 5e3e70135eaa681548a315b362fa073d
   MD5: 252037e0c434428271dc322b122612aa
 SHA-1: f4873fcbd9b141a291f6d98304cce6d2419b0b96
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mmm, not seeing any skip http://www.youtube.com/watch?v=j0-ypmXoMA8 i do see the slight sound desync though... not sure what to make of that yet, all of the a\v sync stuff appears to be working right you hear that sound desync in realtime when watching it dump, which leads me to believe that it's either a bug in the game or, more likely, an actual timing problem in the emulated dsp and\or emulated video...
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STBM wrote:
Hi ! Thanks again for your work ! But what are the settings to record without lag ? And what codec to use ? I tried to dump frame, dump audio to avi and dump audio and then to only take audiodump.wav, but it still have sync issue :( (I'm using the latest version of your A/V hack. EDIT : I made some test, and for some reason I can't capture the level 1 : it always skip the part between where I jump on the cliff to when I open the egg which give the hatcher costume... The audio is captured though, the frames are just not there.
What game? edit: of course it's Billy Hatcher... I have that here, I'll run a test later If you use dump frames, with dump audio to avi on, you shouldn't touch any .wav files that are created. All the audio you want is in the avi files.
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The youtuber at http://www.youtube.com/watch?v=A6lQ_QZB7t4 has quite a bit of information on it. It would be nice to see that sort of stuff in the author's comments on the submission
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i would not recommend uploading x264vfw directly to youtube, ever. i'd only use it as an intermediate, and even then only with zero-latency checked (which significantly hurts its value as a lossy codec). my uploads to youtube are generally avc+vorbis in mkv, and i have not generally had issues with them.