Posts for natt


Post subject: NES - incorrect bias (sound)?
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top is the intro to zanac through avicapture with bizhawk bottom is the intro to zanac through avicapture with fceux http://img543.imageshack.us/img543/3158/nessoundbias.png I wouldn't expect bit-exact output, and there are a number of differences that I don't consider important, and I'm sure there are things that FCEUX gets wrong, but in this case it looks like Bizhawk has the 0 point of its wave generation wrong? This sort of thing can cause problems in audio processing: your dynamic range is halved, and even if you're in under your dynamic range limit, mixing with other audio that is properly 0-centered can have major clipping issues. So that can be important during playback of an encode if the user is listening to anything else at the same time.
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Syncs on 2.1.5 "Old PPU" Encodes: Archive.org collection http://www.archive.org/details/NesCastlevaniaIiiDraculasCursejpngrantPathIn2835.19ByScrimpeh Normal http://www.archive.org/download/NesCastlevaniaIiiDraculasCursejpngrantPathIn2835.19ByScrimpeh/castlevania3j-tas-grant-scrimpeh.mkv Hi10 http://www.archive.org/download/NesCastlevaniaIiiDraculasCursejpngrantPathIn2835.19ByScrimpeh/castlevania3j-tas-grant-scrimpeh_10bit444.mkv There might be a viewing problem with the _512kb; but I'm pretty sure that's just archive.org and/or my comcast spazzing out. Edit: Checked again later and it appears to be functioning fine. Possible screenshots (not optimized): http://www.mediafire.com/?386l3g8c7wzsyd4
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Felipe wrote:
I known that someone would ask that. But that THIS LEVEL does not show PERFECT BONUS at the end, does not mean that I not must also take all the rings.
Sure it does! If your goal is "PERFECT BONUS", then you can skip anything that doesn't give "PERFECT BONUS". If your goal is just to get as many rings as possible, why did you skip the four stages that don't give "PERFECT BONUS"?
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Publication quality encodes available upon request. (Dumped with svn296, haven't been having any problems with it here...)
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http://www.youtube.com/watch?v=pfPgCTXOWgY Syncs on 2.1.5 "old ppu" Publication quality encodes available on request
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http://www.youtube.com/watch?v=vOBmmo394b0 Syncs on 2.1.5, new ppu Publication quality encodes available on request
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http://code.google.com/p/vba-rerecording/wiki/LuaScriptingFunctions In VBA, you can use gui.gdscreenshot() to take the screenshot. Then if you have the lua gd library: http://ittner.github.com/lua-gd/manual.html You pass that string to gd.createFromGdStr(), and then pass that to gdImage:png(filename) to save it to disk. Perhaps other emulators have the same functionality? Disclaimer: I haven't actually tried this.
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Possible screenshots (lossless from framedump, not cropped or optimized) http://www.mediafire.com/?s3v9hicqappbgqn
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nfq wrote:
Dada wrote:
I'd still really like to fix the encode for MGS, since apparently I'm using an old version of psxjin (svn0), but I can't seem to find the latest version.
The encode would also look better if you used one of those graphical enhancers which exist in some plugins, which takes away the jagged edges by anti-aliasing. I'm not sure if it's possible to encode with those plugins though.
psxjin does not have graphics plugins.
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Hitboxes are great for the alt encode, sure. They'd be in the lua script that runs "on top" of the "original dump", if that makes sense. edit: To clarify, ideally what I'd want is the following: 1 lua script that draws what's going to be on the display for the alt encode 1 lua script that draws what's going to be on the margins for the alt encode (obviously, these can be the same lua script with just a flag change, if that's more convenient for you)
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This is the sort of thing I can do. Kind of primitive, but it does work and it does give you an encode with LUA display outside of the movie. An alternate encode can have LUA display inside the movie too, it's just nice to be able to put stuff outside so as to not hog too much space.
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TheAxeMan wrote:
Ok, I understand now. I'll put some subs together. Let me know if I can do anything to help with an alternate encode. I'm good with scripting and GUI programming (I do it for a living) but don't know much about encoding.
The way I get off screen lua is pretty simple and hacky. Decide what you want to be offscreen, and then run it in a separate script that also blacks out the screen (ie, calls gui.box before drawing text). Then the game gets dumped for encoding twice, and it's a simple process to stitch the two together. I can get you some examples to show what I mean tomorrow.
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TheAxeMan wrote:
natt, what all can be encoded? The Dragon Quest V run added a nice sidebar that I don't know how to do. But I can edit down my commentary to subtitles. If I use the fm2 comment feature will that give me a good impression of how the encode looks? As everyone has noticed, I tend to be too verbose when writing and want to make sure I don't overdo it on subtitles.
It's possible to do an alternate encode like the one Dragon Quest V had, of course. I can help out with that too. (While I didn't make that encode, I have been developing my lua encoding skills and recently made an alternate encode of one of the Fire Emblem games with some extra data showing.) But the primary encode needs to be relatively "unmolested" which rules out complex lua displays and whatnot. If you can limit things to just a set of basic text "author's notes" they can be embedded as soft-subs in the primary encode. Don't worry about format conversion, FM2 comments or lua or whatevers is fine; I can convert them to what I need. As far as how they'll look, that can vary quite a bit with pure text subtitles, so can't guarantee much there.
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Thanks! 1965M now has working subtitles on the 512kb, as well as the other encodes (which already had them).
Post subject: Softsubs in mp4 (_512kb)
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The recently published Dragon Quest V TAS has softsubs in the official encodes. They're the author's brief translation of the plot to English and a few other notes. When I made the encodes, I did that for mkv downloadable (I also can do it for mp4 downloadable) and the youtube. But how is it done for _512kb? I just lazied out and left no subs at all in the _512kb, but that's sloppy, so I'm going back now to fix it... except I can't. I muxed the SRT track into the mp4 using mp4box, and the resulting file plays fine in mpc-hc, with correct subtitles and timings. But trying to play it locally with JWPlayer gave no subtitles, and uploading it as a test item to archive.org gave no subtitles in their player either: http://www.archive.org/details/CcTest_866 Does anyone know the correct procedure for this?
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TheAxeMan: For purposes of encoding; if you can make a simple static annotation script (without bells and whistles) it could be added to official published encodes as soft-subs. A good example of this would be the recent Dragon Quest V run.
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Youtube http://www.youtube.com/watch?v=hnfenkfyiTA Every direct youtube I tried to do failed to process entirely. No idea why, was just the usual avc+flac in mkv. So this is a pile of junk.
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200kbit/s aac with 1000kbit/s avc is quite... generous. our published _512kb's, which are of quite decent quality, are usually a good deal below that in bitrate.
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Archive.org collection http://www.archive.org/details/WiiMegaMan10usabassIn2818.25ByDiggidoyo Normal encode http://www.archive.org/download/WiiMegaMan10usabassIn2818.25ByDiggidoyo/megaman10-tas-bass-diggidoyo.mkv hi10 encode http://www.archive.org/download/WiiMegaMan10usabassIn2818.25ByDiggidoyo/megaman10-tas-bass-diggidoyo_10bit444.mkv Aspect ratio is entirely a guess. Not much to go on, but it does make "circular looking things" in the movie look circular. Video quality is generally atrocious; you can't get good video quality on a dump from this game without using hacked builds that don't sync this movie. A/V sync was hand corrected. Youtube encode blew up. Not sure why, never seen youtube fail so horribly to transcode something. Perhaps I'll try another youtube, but honestly, the one that already exists is about as good as whatever blurry mess I'd be uploading. Still, this has been on the workbench for months, so apparently no one else has been able to produce better looking encodes.[/s]
Post subject: Re: what's happening
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antd wrote:
can this be explained in English?
If, during start-up, you hold L+Right on player 1 and R+Left on player 2 controllers, the game goes right to winning credits. That's about all there is to it.
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loading advantage, straight through watching: Wilmington DE area, tested speed (did right after watching): 23.55down/4.24up One thing you may want to do if you only want the videos to be streamed through JW player is to throttle. Encode with vbv limitations and then limit download speed to somewhat (but not too much) above it. I have no idea how that works on the web server side though.
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nanogyth wrote:
natt wrote:
(Aside: wtf is up with chroma point resample? Chroma location disagreement?)
There isn't an option to set chromainplacement where it would need to be to make point chroma resample behave like you'd want. (it defaults to mpeg2 placement) This was gone over last month on doom9, and I came up with a workaround a couple posts down. http://forum.doom9.org/showthread.php?p=1551403#post1551403
Hmmm... so if I'm understanding this correctly, the chroma location you get from pointresize yv24->yv12 is fixed to chromaloc=2 (using notation from the h264 spec)? But that's not one of the placement options in avisynth. No matter, you'd never use point resize of chroma anyway. If I'm understanding things correctly, the simplest resizer one would actually use (average chroma values across 4 pixels) results in an effective chroma location equal to jpeg/mpeg1?
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Problem has been fixed. Interim windows builds: http://www.bunkus.org/videotools/mkvtoolnix/win32/pre/ Build "411" or greater has the fix applied.
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