Posts for natt


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syncs on vba-rr 23.5 svn421
  File: Mega-Man - Zero 3.GBA
CRC-32: b099577f
   MD4: c0a01fc398547d39bd207bda352c9291
   MD5: 9ce73ff9aa1473f250d103c1bdbbd738
 SHA-1: edfcb606136951374f24aa8fd7e5b4e710300301
Note that this is the (E) rom.
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Ilari wrote:
Warp wrote:
The movie length is listed as 9:38, but in the youtube encode the run ends approximately at 9:52. How come?
It is not just the YT encode that is that way, the primary and 10bit444 encodes are too. Perhaps related to known VBA-rr problem where the emulator is confused about frame duration if the GB screen is turned off?
I don't think the emulator is confused at any point. It's simply that the avi files are written at exactly 60fps, but the framerate of the console is not 60fps. For both gb and gba: 1) Actual framerate (as emulated by vba) is approximately 59.7fps. 2) Individual frames can be much longer than that if the video hardware is stopped. (Note that #2 is not often seen in gba emulation, but it can happen). The result is that no matter what, there will be an occasional dup frame, and in the case of GB, very often many more dup frames. Try this script to see it in action:
Language: lua

--run me while dumping an avi gui.register (function () gui.text (1, 133, "fct: " .. vba.framecount (), "#FFFFFFFF", "#000000FF") gui.text (1, 126, "avi: " .. avi.framecount (), "#FFFFFFFF", "#000000FF") end)
See also system.cpp:
Language: cpp

--linearFrameCount; do { ++linearFrameCount; /* current frame is prepped and dumped here */ } while (linearFrameCount < linearSoundFrameCount); // compensate for frames lost due to frame skip being nonzero, etc.
The emulator knows exactly what it's doing.
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syncs on vba-rr 23.5 svn421
  File: Fortified Zone (Ikari No Yousai) (U).gb
CRC-32: e3b59b7e
   MD4: f2d4a7691f52af449a5829f0ea384f3f
   MD5: a981378da19c08597db03f3ee02cd6d7
 SHA-1: 232d2f57ab4bef748eb832dfb4085cc3df1fd532
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Warepire wrote:
ThatGugaWhoPlay wrote:
FRAPS' output is .avi. It would give better quality just using AviSynth and x264.
When AviSynth can capture a game, let me know.
You don't seem to be understanding what he's saying at all, or what AviSynth is and does. You have a FRAPS AVI capture, you want to make a final encode of it. Load it into AviSynth with one of the Source() commands, make whatever modifications you want to it, and then feed that to x264. It's a perfectly acceptable processing system. (Hell, what do you think your beloved Anri-Chan does? All it is is a bunch of wrappers and scripts on top of AviSynth)
Warepire wrote:
He is planning on making a lets play on a game that does not have replay files and isn't runnable in Hourglass, FRAPS captures games quite well, and that Anri-Chan program already handles FRAPS avi's pretty well. The HQ / IQ qualities look pretty good when uploaded on YT as well. And overall, it is a simple solution.
Anri-Chan is not simple. Something like megui is simple.
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Warepire wrote:
In your case, get FRAPS, then run the dumps through SpeedDemosArchive's Anri-Chan tool, produce only the HQ or IQ quality and upload that on whatever video hosting service you like.
uck. why?
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Syncs on BizWhack 1.0
  File: Dragon Egg! (Japan).pce
CRC-32: 442405d5
   MD4: 6276b9f118fd3decb344ff136f0f2e7b
   MD5: 51fefc9b576f23ab0245baeb64a7ab17
 SHA-1: 56c69f24b542fea72cc753ddf0e4bb23974adbdf
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syncs on gens11 svn296
  File: Sonic the Hedgehog.bin
CRC-32: f9394e97
   MD4: 92d7c18d89411778e3155e9ee9fb41b4
   MD5: 1bc674be034e43c96b86487ac69d9293
 SHA-1: 6ddb7de1e17e7f6cdb88927bd906352030daa194
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looks nice... but it takes 4 seconds to render a frame on my i5 2500k@4.0 >< edit: that's in vdub... doesn't take nearly as long in avs2pipemod, wonder why
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sabrewolf wrote:
It's under the .avi section, and works. The problem is the file size. I want the file size to be smaller than 1 gig. Plus, I'm talking about recording a .fm2 movie with the emulator, then replaying the movie and recording an avi file. When I try to replay the .fm2 file, it does not work. So I can't capture the .avi. If I record straight to .avi, it works, but the game is laggy as hell, and the file is huge and gets broken into parts.
For smallest filesize, makesure camstudio is on gzip compression level 9 (it's in the codec options).
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sabrewolf wrote:
natt wrote:
http://camstudio.org/ Download and install the "Lossless Video Codec"
I have camstudio on my computer, but I have a laptop and when I record, there is no sound. Also, looked for the "lossless codec" and could no find it. *EDIT* Never mind, I found it. I'll give that a try. Thanks
after you've installed that, it should show up on your list of available codecs for video capture
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http://camstudio.org/ Download and install the "Lossless Video Codec"
Post subject: joystick bug (svn296)
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I've been getting this every time I used gens ever, but I never posted about it until now since it wasn't until a discussion about lsnes that I realized what the problem (might) be. I get the following two error messageboxes every time I start gens11 svn296:
erreur joystick IDirectInputDevice::SetProperty() (X-Axis) FAILED erreur joystick IDirectInputDevice::SetProperty() (Y-Axis) FAILED
Not every 'joystick' device has axes, and I have one such device connected: 0 axes, 11 buttons. Is gens assuming that joysticks have axes?
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syncs on pcsx-rr 0.1.3
  File: Croc - Legend of the Gobbos [U] [SLUS-00530].img
CRC-32: 901ca18a
   MD4: a7926bdc286acdca7a5e36f2899135c8
   MD5: c2254fc8ee3729d90808ef51cae397e2
 SHA-1: 8fcc6672c6ce4fe2808273e3df3874b26558c8c2
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Solved (thanks to Ilari) Because psxjin is junkus, your lua script ceases to exist once the interpreter hits the end of the file. This is in contrast to emulators like VBA, where the script stays running until you stop it, and so can still do stuff if it has hooks registered. This fully freezes the value in question:
Language: lua

memory.writeshort (0x00097ba0, 68) print ("initial set") memory.registerwrite (0x00097ba0, function () print ("hook hit") memory.writeshort (0x00097ba0, 68) end) print ("hook installed") while true do emu.frameadvance() end
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syncs on gens 11a svn296
  File: Pit Fighter.bin
CRC-32: d48a8b02
   MD4: 8a380f4f2dd5ccdbd6843fd05591b6dd
   MD5: 9af02a38fd858a7d4d54a6bc3b8cb75a
 SHA-1: 8cd0ffaf3c29b3aa1f9068cd89cb64f492066d74
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syncs on lsnes rr1-d5e2 (229a121) (bsnes v085 compatibility)
  File: Speedy Gonzales in Los Gatos Bandidos (USA).sfc
CRC-32: e2dbad76
   MD4: e6edaf4ce1b00fcd603c5edbcd3fcce8
   MD5: b96f969d7a5be96151331f04d7cb36d2
 SHA-1: 34546a2bd7e761988f24aac253416bb2e47293e0
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Dario_ff wrote:
Neat program, but it seems it has some problems when closing down fullscreen applications and then the output video gets invalid. I'm currently trying out this guide tho using VirtualDub and a fair share of other software. Looks promising, a friend said he had really good results with it. Thanks for the help tho! http://www.genadmission.com/vdubguide.html
That doesn't do anything to help out with the problem under discussion, though. You can record at a different framerate than the game plays, but you can't slow anything down. If you want to do real time capture of a modern 3d game, dxtory is probably your best bet (well, its dshow capture pin, anyway; dunno about the rest of the app).
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Syncs on gens 11a svn296
  File: Pit Fighter (July 1991) (UJE).bin
CRC-32: 1e0e0831
   MD4: 4440232333c02a5cc9cb7d61852912be
   MD5: d3794fd2a601aab217dae8928ef94438
 SHA-1: 19f81e5d0c4564e06fdccd7a7e67d98fa04360f4
The "July 1991" is a version code; it doesn't sync on other versions.
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kkapture does that, more or less.
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nanogyth wrote:
natt wrote:
.
Yah, the ending is a non-event because its a 2-player race and the 2nd player hasn't finished yet. Can I finish the 2nd player and splice in whatever ending happens then?
Ahh, that explains it. I'd prefer no splice personally because it goes against authenticity. Honestly, given all of this information, it doesn't sound like there is a good way to cut this video.
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nanogyth wrote:
must include the full ending (with at least one full loop of the ending song for those games that have them).
Ok, I can extend it to include a full loop of the song.
The video must start at the beginning of the input file (normally console start-up) and
The .smv starts from a save state. Is that part ok, or does the missing input need to be added?
It should start from wherever the smv starts. Why the smv starts where it does was was a judge thing, not my problem. As far as the ending goes, use your best judgement... I dislike where this encode ends not particularly because of the song (it's the same song that has been running the whole race), but because it seems "abrupt" and unprofessional; it looks like something may have been cut off, even if that's not the case.
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nanogyth wrote:
http://www.youtube.com/watch?v=tYsGHbACbf8 http://www.mediafire.com/?zgvg4p9v74447x1 http://www.mediafire.com/?6c2fgofoykc9566 http://www.mediafire.com/?m5e1kz5k49mf7r9 Would it be better to pm these to someone, or is it ok to just drop them here?
http://tasvideos.org/EncoderGuidelines.html
Duration of the video The video must start at the beginning of the input file (normally console start-up) and must include the full ending (with at least one full loop of the ending song for those games that have them).
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Lex wrote:
What does this do that ffvideosource() with the "fpsnum" and "fpsden" arguments defined doesn't? I've used ffvideosource() on a vfr video and defined fpsnum and fpsden to convert to cfr, which seemed to work well for me. Is there something it does wrong?
The basic operation completed is the same, but there are a number of differences. 1) My plugin works on anything with a matroska v2 timecode file, which can be from FFMS or from other sources. 2) My plugin interprets the timecode for a frame as the frame's start time, which is consistent with dedupc/exactdedup, jmd streamtools, mpc-hc playback (with file muxed by mkvmerge or x264). FFMS interprets the timecode for a frame as the frame's center time, which can cause some weirdness: http://doom10.org/index.php?topic=25.msg9997#msg9997 3) My plugin has a number of facilities to determine how "correct" the VFR->CFR conversion was. You get a listing of exactly how many dups and drops there were, a measure of the error in frame start timing, as well as a visual graph you can watch to see how the VFR times and CFR times line up. If your source was originally at some point cfr or mostly cfr, you can exactly recover that with some manual observation and TimecodeFPS. With FFMS's conversion, if you chose 60fps for a 59.94fps file, it may be difficult to determine that anything went wrong at all. Among the possible applications are use with threshhold based (non-exact) dedup to recover 23.976fps material from a dirty analog source (eg VHS tape). (Although current "interlace scanning" methods for that are pretty good.)
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Here's my command output running it: (Note that I put placeholder title/desc/tags and filled them out for real later)
D:\encodes>ytu\ytu speedygonzales-tas-ilari_youtube_crf0.0.mkv "2000M" "yt:stret
ch=4:3"
YouTube Uploader                                       Copyright (C) Nach 2012

File: D:\encodes\speedygonzales-tas-ilari_youtube_crf0.0.mkv
Size: 1438316871
 MD5: eb37c0fa507f4177f47c7e246735a87d

Please enter a description. Press Enter/Return thrice when you are done.
For more information, see http://tasvideos.org/2000M.html



      Title: 2000M
Description: For more information, see http://tasvideos.org/2000M.html
       Tags: yt:stretch=4:3

Continuation ID: 1
 1438316871/1438316871 [*************************] 100% 247.831 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 222.231 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 196.632 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 171.031 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 171.031 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 171.031 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 171.031 KB/s  0:00:00:00
 1438316871/1438316871 [*************************] 100% 171.031 KB/s  0:00:00:00

 URL: http://www.youtube.com/watch?v=1zQ6WTMhuIk
Of particular interest is how there are 8 lines of progress... Does that mean 7 restarts? I unfortunately wasn't watching at the very end, but i can tell that, at 95%+ done, there was only still the one line, at about 256KB/s. I find 7 restarts all crowded up at the end slightly suspicious.
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Another reason why "everybody" uses snes9x is that lsnes is a rather recent development. If you're going to use snes9x, use 1.51, not 1.43