Posts for natt


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syncs on fceux 2.1.5 "old ppu"
  File: Buzz & Waldog (USA) (Unl) (Proto).nes
CRC-32: 7d0c2440
   MD4: e0f650ebc08bce29149470e6f0eb87d3
   MD5: da3e51b97dfc3f7582e8d2f0e04e3055
 SHA-1: 78888fd1bf3a9eb9ccd0c0df73528b537f82ca0a
Post subject: Re: subtitles
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nanogyth wrote:
http://www.mediafire.com/?ldeqx3ugbrbxdag The time stamps include 2 seconds for encoder_logo.
Thanks. Those are quite nice. I hope in the future more authors will consider this sort of thing, because it can be really helpful for watching runs.
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Collection http://archive.org/details/NesUltimaExodusIn2122.8ByNanogyth Youtuber http://www.youtube.com/watch?v=WI2eTN3DYXQ&feature=youtu.be All subject to further change before publication... hoping to get a subtitle track in there, amongst other things
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syncs on fceux 2.1.5 release
File: Ultima - Exodus.nes
CRC-32: af09af09
   MD4: 5f48cd0fbae064920e94d8217f265a8f
   MD5: e5260f0faf8970ca20e2a933abfb00d0
 SHA-1: f3214823cebdc63810e2e938b523e18883f1d9bb
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TheAxeMan wrote:
Check out the preview for the upcoming album on http://ocremix.org/. Their (awesome) preview video uses footage from my run. It's pretty generic and I don't think anyone else would notice. I'm quite honored because I often listen to OCR while TASing but it would be nice to get an attribution or special thanks for myself or this site.
Good grief that's awful. Native emu cap converted to 4:2:0 and then upscaled. Heh heh heh.
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svn0
ahh, ye olde subwcreve, always throwing a loop....
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syncs on vba 23.5 svn 421
  File: Popeye 2 (U) (1993).gb
CRC-32: 729c2e40
   MD4: a359ea8b091a3634f66042f863a1627e
   MD5: 30b579d82ae755bd37c1d4157a96129c
 SHA-1: dd673ee4dd847a3a217f5f5b6e76ff4d418f2d41

  File: Popeye 2 (U) (1990).gb
CRC-32: c07ed722
   MD4: 1e05684bc13d37737cc46a8b2dde3b8c
   MD5: 0cc70045da0c0cae54892684af4c0202
 SHA-1: d3078fceadf469ab976422707a24b396530aae05
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i've posted my work on github. i'm not so great with this whole "git" thing, so not sure if there are problems... https://github.com/nattthebear/dolphin-avsync
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Existing builds have problem with missing audio at the start in CFR mode, because dolphin is weird. Workaround: use "dump audio to avi" (to get your cfr mode) and "dump audio", and then use the dspdumps instead of the audio actually in the avi. Fix: built off of 0d577d886a7dff77a0e39758a2823106415606f8 : http://www.mediafire.com/?12l6ew9ng8jr59l
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Existing builds put an extra no good frame at the beginning of each avi file. In avisynth, you can counter this with Trim (1, 0) (but for video only, so if you're using the audio track on the avi file as well, do an AudioDub). Applies to each segment. Fixed patches, as well as builds off of a488b2c0cab861ca93a02ebf05a0dd813618bf84 : http://www.mediafire.com/download.php?y6r0wuee55q0465
Post subject: Re: Unplayable movie!
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GuidMorrow wrote:
What kind of crap encoding uses more delta frames than keyframes or P-frames in this movie? Whatever it is, mplayer-hc x64 is dropping too many frames and skipping too much of this movie!
"Delta frame" in common usage means "P-frame". So uhh, what?
GuidMorrow wrote:
Whatever algorithm you're using to cut down on size on non-animated portions of gameplay when encoding, make sure it registers luminace properly, because "dark" scenes will only make things worse!
I'm not exactly following you here, but I have a good guess, as it's something that's appeared on doom9 many times: If you think an encoded video looks bad, especially with respect to detail and artifacts in low light areas, the most likely culprit is your own output and display color/gamma being off. Various "vivid" and "enhance" modes (more common on televisions), as well as bad brightness/contrast settings, can make certain encoding artifacts look much more visible than they actually are.
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syncs on fba 007, romset " mshvsfj" with associated checksums as in the database
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vba v24m svn 422
  File: Super Mario Bros. Deluxe (USA, Europe).gbc
CRC-32: a4cd26ff
   MD4: bab2107d1f6053676757e0dcb9e86930
   MD5: ec764e03228d212ca794ac0b9df62857
 SHA-1: f84f26f22751b58ed57bd332274e18131660729a
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rog wrote:
That is olde.
it's the one you told me to build off of...
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i did an a/v sync hack build off of a488b2c0cab861ca93a02ebf05a0dd813618bf84 recently, seems to work http://www.mediafire.com/?boz76qoc1bcwbk8
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asked about it a while back, didn't seem to be a way. didn't try too hard though, as removing it wasn't really a high priority for me
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fceux 2,1,5 old ppu
  File: Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J).nes
CRC-32: d2f6895a
   MD4: 17251fcc50ea6bd0ed70a0e8da0b14c2
   MD5: e806cfdb57477b561f1aae8fe4d989f5
 SHA-1: 7dd087c699ef63e32c2513679fc837d4e319305d
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http://www.mediafire.com/?boz76qoc1bcwbk8 New build based off of a488b2c0cab861ca93a02ebf05a0dd813618bf84 blah blah blah
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Tub wrote:
I actually wanted a 13th skill for my necro, but there were only 12 hotkeys..
What? 16 hotkeys are supported, bro
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syncs on fceux 2.1.5
  File: Chip 'n Dale Rescue Rangers 2.nes
CRC-32: 91e4a289
   MD4: 86a771cda8d877f98e28dfcb1e827a0f
   MD5: e78eb3226a9e09113be319fee1a84f4d
 SHA-1: a60ba28aca558fe3527d46b0df33bdd038d4c635
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started playing yesterday art direction is great, but technical graphics quality is disappointing gameplay looks interesting enough so far
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please welcome our newest encoder, nanogyth edit: i don't care if encoders aren't "staff", everyone i recruit gets WELCOMED, so you better start cheering.
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Syncs on hourglass r81 (no vm, w7 64)
  File: スパイマン.exe
CRC-32: 279c1769
   MD4: c5b37f62d6bcd124259d40f855ad6a1e
   MD5: 9c7861b4621cafe0a78bc82c8b5bacfd
 SHA-1: 3a8cb1e1d08cfb7a3b50f30332f8d75b8d34ad69
Audio situation is the same as Nikujin (not surprising, as they use the same engine); with the correct midi device, the run will sync in stock hourglass and play midi while doing it. In order to capture correctly time-synced midi for publication though, I need to use a somewhat different build. I'll publish this with music soon-ish if someone else doesn't step in first.
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henke37 wrote:
I worry about our actual rules. I don't want a lot of exceptions, I want a solution where we don't need exceptions.
If your argument is about what's actually done, then you can't ignore the GBA. If your argument is solely about what's on that page, then I'll add a few "except in the case of Game Boy Advance..." clauses to that page, and then you can't ignore the GBA. Either way, we'll arrive back to the same point: that every accepted GBA movie (excepting those that actually start from savestate) begins from a modified power on, that skips the entire bios sequence. It seems that is exactly the sort of thing that you're describing: begin timing when the "game" starts, not the "system". Since we already do it, looks like there's nothing left to debate! Yay.
Post subject: Re: Rule about game start vs console power on
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henke37 wrote:
Our current rules say that we time from console power on.
Mmmm, not quite. Even leaving out the newer, iffier systems like jpc, hourglass, starting from console power on is not a standard rule here. 66 counterexamples