Posts for natt


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as far as a lossless intermediate goes, you need to be able to interface the emulator directly. most emulators around here, only support VFW. In order to use command line x264 directly with them you need to use a creation of mine called pipedec, which has some downsides. x264vfw can be used directly in them, though.
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New AVSync branch for this submission: https://github.com/nattthebear/dolphin-avsync/tree/3689S Downloadable binaries: https://github.com/nattthebear/dolphin-avsync/downloads I haven't synced it through all the way yet, but it appears to be working. From my usual config, I had to change Gamecube Slot A from "Memory Card" to "<Nothing>" before it would sync. I'll save the rant on a movie format that doesn't store the required starting state for sync internally for another day.
  File: BillyHatcher.iso
CRC-32: d93ad446
   MD4: d118594c2561430344073ef6d52c2275
   MD5: b1e5d16e9d507727ffff234f2382c0ea
 SHA-1: 4bb7a5cb9a22d8bbcfb2b5d968535bb601db2dbd
Post subject: Re: #3689: STBM's GC Billy Hatcher And The Giant Egg in 1:15:52.55
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Thanks for the temp encode. Unfortunately it appears to have the usual Dolphin level of AV sync. But we can fix that.
TASVideoAgent wrote:
I used Dolphin v3.0-758
Hmm... that's this, right? http://code.google.com/p/dolphin-emu/source/detail?r=90af798d3d9e26d1fb588127242e767ef24c5eec
Post subject: x264vfw lives
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Thanks to turska for pointing this out... The latest x264vfw, released two months ago, adds 4:2:2 and 4:4:4 support, with the gbr hack. Combined with zero-latency mode and lossless encoding, this means that it can be used for TASVideos encoding purposes (ie, true lossless). Filesizes are quite small, and speed is quite fast, as expected with x264. However, you have to be careful with your VFW codec stack, as quite a few things can bid to decode it, and many do so incorrectly. In order to get full lossless decoding, you should have x264vfw itself do the decoding, and you must tell AviSource to request the right pixel type from it. Otherwise, AviSource (in 2.60) asks for YV24, which the decoder happily supplies (doing lossy colorspace conversions along the way).
Language: avisynth

AviSource ("checksum-x264.avi", pixel_type = "RGB32")
I have tested this and it passed a checksum for exactly lossless.
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Syncs on FBA-rr 007, romset "mvscr1" On earlier FBA versions, this is apparently called romset "mvsc" Not really sure what the point of canonical names is if they aren't canonical... Europe 980112
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I resolved a pal60 bug, so I'll throw up some new builds. Is mainline 3.0-763 what people want?
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desmume 0.9.7 (ABLT off)
  File: New Super Mario Bros.nds
CRC-32: 0197576a
   MD4: cf3ad14f281eeb1c375feaf55072ee9c
   MD5: a2ddba012e5c3c2096d0be57cc273be5
 SHA-1: a22713711b5cd58dfbafc9688dadea66c59888ce
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syncs on desmume 0.9.7 r4382 "gocha", advanced bacon lettuce and tomato OFF
  File: DeSmuME.0.9.7.gocha.4382.exe
CRC-32: d5ae7faa
   MD4: 6c06564f84a70e40adf126561171e56e
   MD5: 3c40b7d64fdd4046ffa3c0504868e59c
 SHA-1: 5cfdbc337e02abceb94ddd2d3d4d503a7fa7317a

  File: Castlevania - Portrait of Ruin.nds
CRC-32: 96df4c4d
   MD4: ee67a87e45a195041fd490c5837a1f2c
   MD5: 2edd57540cae45842fbd19c45a4214f9
 SHA-1: 382602e3615b2282eead584014125e71b5b0f033
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NFITC1 wrote:
cwizkim wrote:
Here's a temp encode, for anybody interested:
That encode doesn't work for me.
Looks fine to me. Your video player needs to step it up...
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The PSP version of FF1 has an interesting bug with the equipment selection system: http://www.gamefaqs.com/psp/937909-final-fantasy-anniversary-edition/faqs/50991 Because the versions are quite similar, I tried the bug on the GBA version to see what would happen. When you hit A+Shoulder at the same time, you do get a display bug, where you're setting the equipment for the second character while the first one is showing, but there appears to be no other effects besides that. The equipment selection is among what the second character actually has available to wear; and there's no bugging caused by switching between a weapon and an armor type. It probably should be looked at by someone else though, just to make sure, before the whole thing is written off.
Post subject: Re: Settings for PSX YouTube recording
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Welcome to TASVideos! Don't worry too much about the murky Encoder guidelines, they are a bit of a mess. Natt should really go and fix those, but he hasn't yet because he's lazy. Yes, the guides are geared primarily towards making publication quality encodes; that's their purpose. If your goal is to submit TASes, you can always just let my army of Gugas handle all of the work. But from what I'm reading, it seems like your goal is to just post reasonably quality YouTubers of stuff that you do? That's cool too, unfortunately it's not quite what the guides are for. FFDshow is an interesting train wreck multi-function VFW VCM. Most of its encoding features have been abandoned, so a build that even has x264 in it is quite aged at this point. So I would recommend against using it simply because it's old and is not going to be getting the benefits of changes in newer ffmpeg builds. PSXjin always captures audio separately. No way to change that. They will have to be combined together after the fact. AviSynth works well for this sort of thing. 480p generally makes pretty decent looking youtube uploads. A lot of that "original" stuff is mostly masturbation. You should try to upload to youtube at a pretty high bitrate, to reduce generational losses. Sorry about your bandwidth =/. If you're worried about uploads getting interrupted or resuming issues, you might consider Nach's Youtube Uploader If you're just looking for a PSXjin youtube upload workflow, how about something like this: 1. Initial recording in lossless (something like camstudio or lagarith) 2. Combine with audio, resize, etc, in AviSynth. 3. Encode one-pass in ffmpeg:
ffmpeg -i foo.avs -c:v libx264 -crf 10 -c:a libvorbis out.mkv
I know, I know, "AviSynth is a pain in the ass"... with multiple resolutions coming out of psxjin, as well as separate audio to attach, you need some sort of workflow. Making simple scripts isn't really that hard.
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From doom9: ""Script open failed!" without reporting the filename and line number of the offending script typically indicates there's something wrong that's auto-loaded. Try temporarily clearing out your plug-ins folder."
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Yes it is. At the moment, I'm trying to work out a bug that was recently brought to my attention though...
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Syncs on FBA 007 "drgnunit" set, crcs in database...
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vba v24m svn 422
  File: Super Mario Land (JUA) (V1.0).gb
CRC-32: 65d2e7b2
   MD4: e4561bd8434a10070df581058509d545
   MD5: 4488773b10077656653c64b4b7bb53bf
 SHA-1: 034f9a896602efe07263bbb1d69c30f1ecc68369
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10 bit 444 encodes are encoded using x264 in 10 bit mode with 4:4:4 colorspace. colors are crisper and more detailed, without much of a change in filesize. old crap can't play such files, which is why the "regular" encode is still offered
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Canar wrote:
What effect does this have on temp encodes? For a while there I'd toss up a quick temp encode on occasion for people to vote on. Other than that ambiguity (which I think is trivial), I think this is a great move. I agree with it wholeheartedly.
No ambiguity:
As an author, you retain control over your publication and may post it wherever you like in whatever form you like.
You still own your work. This is just changing how we use the license to your work that you grant us. You can still post your wips, finished runs, and whatever else you want on your own page. We just aren't going to necessarily link to it.
Post subject: New Encoding Policy for YouTube (TASVideosChannel)
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When we first started using YouTube here, an ad-hoc system grew up where videos were posted on many different user channels. This makes it more difficult for viewers to find similar content after viewing a TAS, causes diffusion of search engine links, and creates possible risks with former encoders and no way for them to relinquish their control of the videos. The system has ballooned into something that's simply not manageable: http://tasvideos.org/Uploaders-Site-YouTube.html Our staff believes that a centralized YouTube channel is the best way to promote the internet visibility of TASVideos.org and create the best experience for our users. Accordingly, they've been hard at work implementing an official "TASVideosChannel" on YouTube: http://www.youtube.com/user/TASVideosChannel. Because of their efforts, we now have a way for any user of the appropriate rank (encoder, publisher, etc.) to upload to this channel: http://tasvideos.org/forum/viewtopic.php?t=13159. As an added bonus, these uploads can be linked to the publications in such a way that the descriptions on YouTube can be automatically changed if needed, so that links back to TASVideos are always correct and fresh. Now that all the tools are in place, we are ready to change policy regarding YouTube and publications: Beginning with submission 3673S, all new published movies must have an encode on the Official TASVideosChannel. The publisher must provide this encode (either directly or with the help of others). Other streaming links are allowed on publications, but only so far as they provide something different for the viewer. A streaming link on a different website (not YouTube) is good, as it can provide a possibly better viewing experience for users in different locations. A streaming link with an alternate view (input display/camhack encode) can be useful, depending on the movie in question. A second streaming link to the same content also on YouTube is not allowed: Pointless duplication confuses users and diffuses the SEO power of the links that are on the movie page. As an author, you retain control over your publication and may post it wherever you like in whatever form you like. As a user, you are always free to copy and repost TASVideos publications so long as the correct attribution is maintained. However, what we choose to link to on our publication pages is under our control. This policy is not meant to hurt or punish anyone. TASVideos is committed to increasing public knowledge about Tool Assisted methods, and to providing a publicity platform for your work! Unfortunately, TASVideos does not exist to provide hits to your YouTube channel specifically. Everyone's TASes will be more visible under this new arrangement. Questions/Comments?
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Syncs on Dolphin 15d9d2ef66a6c719afd3446741be30f15b960519 (https://github.com/nattthebear/dolphin-avsync/tree/3670S) This is an avsync build, so suitable for dumping. Correct framerate seems to be (60750000, 1014391); I forget where I got that number from, though.
  File: World Of Goo-WiiWare.wad
CRC-32: 190966cb
   MD4: 0246f1c483ba9a71712816ba08df3cc5
   MD5: 540d3b29f92ee75957cb5925dda195c7
 SHA-1: 9c6c82ba246c67a0f03edf5427c52ceffd89d0d8
Requires clean saves folder, as well as sysconf from elsewhere in this thread...
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P.JBoy wrote:
Here's a much simpler script
Language: lua

while true do if memory.readbyte(0x03000BDE) ~= 0001 or memory.readbyte(0x03000BE0) ~= 0002 then avi.pause() else avi.resume() end vba.frameadvance() end
hmmf... avi.pause() isn't documented on the official vba-rr site. so... what's at 0x03000bde?
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That being said, it can be the case that the hardest difficulty level doesn't provide anything interesting for the TAS. In such cases, it can be ignored.
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hero of the day wrote:
Thanks for the update. Good to know no one is working on it. I'll stick to using Snes9x, since Lsnes is horribly difficult to use.
Guess you don't care as much about accurate emulation as you let on.
Post subject: Re: SNES emulation
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hero of the day wrote:
I apologize in advance if this been asked before. Is anyone working on implementing the BSNES core into bizhawk? Is this something that is even feasible? I wanted to start working on some new SNES tases, but using the depreciated SNES9x series is kind of a downer when we know that much more accurate emulation is possible. Anyway, any update on the topic would be appreciated.
No one is working on it right now. It is theoretically doable. If you want to make a new snes tas, use lsnes.