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sgrunt
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The player entry can probably read "Henrik Norgren (Wyster) and Simon Sternis".
sgrunt
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diggidoyo, you're basically describing my current experience with Wii rerecording at this point. If that changes in the future, I'll let you know.
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Wyster wrote:
(I was able to dump a perfect quality video using FFV1 but it was too slow framerate and totally out of synch with sound)
FFV1 isn't really meant for direct playback (you end up with the video lagging sound as you described as your video player - which were you using, by the way? - struggles to play back the video), but it makes a reasonable input for further encoding steps. Did you try feeding the results from that into the rest of the encoding process?
nfq wrote:
I would imagine x264 would compress much better than lagarith, so I'd use x264.
It does - at the expense of an RGB-to-YV12 conversion completely outside your control. So, if you don't mind a hit in visual quality, by all means proceed, but I recommend against it.
sgrunt
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Make sure you turn off "Reconnect Wiimote on Load State". It causes exactly the problem you describe.
sgrunt
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I was just watching the run on YouTube, and in the description for Attack Ship I noticed the following comment: "If I had waited 8 seconds more at the intro, the slow-ass elevator should have arrived when I'm there, and I could have gotten 2:50, but it's hard to know how fast you'll be, the first time around." Considering this was the second-last level in the run, would it have been all that difficult to go back and add that in? Considering all the sync issues people have been experiencing, this may be a moot point, but it's something to remember for the next pass.
Post subject: New publisher
sgrunt
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Say hi to our newest publisher, Nahoc!
sgrunt
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That's... an unusual request. Encode losslessly (--crf 0) and specify a very small --keyint (say, --keyint 1). That should be a good start.
Post subject: Video capture in Mupen64 with Aktan's modified .kkapture
sgrunt
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I recently logged an instruction session by Aktan on how to use his modified .kkapture to capture video from Mupen64 to avoid the use of Mupen64's unstable internal AVI recording. What follows is my write-up of the instructions that he gave at the time. --- Recommended Mupen64 plugins: Steps:
  1. Make a backup of your plugin directory so that your old settings are preserved, as necessary. Also backup glide3x.dll in your Mupen64 root directory.
  2. Place the above plugins into your Mupen plugins directory, and glide3x.dll from the "wrapper" directory in the Glide64 package into the Mupen64 base directory.
  3. Edit Plugins/Glide64.ini; change instances of "filtering = 1" to "filtering = 0".
  4. Start Mupen.
  5. Options -> Settings -> General -> uncheck "Limit FPS (auto)".
  6. Options -> Settings -> Config Plugins -> select Glide64 Napalm WX as the video plugin and Azimer's audio plugin for audio.
  7. Go into the Glide64 configuration dialogue, check "show advanced emulation options", and close and reopen the dialogue.
  8. Set video options as seen here and here. (Note: "use frame buffer objects" may be necessary for some video cards).
  9. Select a video resolution that is a multiple of 320x240, but smaller than your screen size.
  10. Load your game ROM, and observe the Glide64 text at the bottom of the screen. You should see "Filtering: Automatic" specified. If it's not, you will need to exit Mupen64 and edit Glide64.ini as described in step 3. Alternatively, you can press Backspace to toggle between filtering modes on the fly, but you'll need to do this every time the ROM is loaded. (WARNING: the plugin will detect backspaces even if Mupen64 isn't active, so don't press backspace while the movie is playing.)
  11. Utilities -> Movies -> Start Movie Playback. Select the movie to play back, check "Open Read-Only", and enter 1 for "Pause at frame:". Click OK. The movie should now be paused on the first frame.
  12. Make a save state.
  13. Close Mupen.
  14. Check that there are no .eep files for your game in the Save directory in the Mupen root directory (playback from .kkapture as follows doesn't clear these files out, and their presence can cause desyncs).
  15. Start .kkapture; configure it as seen here. Note in particular the frame rate (120fps); as there will be a lot of duplicate frames in the output, use of a codec such as Lagarith that can store null frames is suggested.
  16. Set "Demo" to your Mupen executable and set "Target" to a target filename, then click "kkapture!". Mupen will start.
  17. Load the game ROM; wait for the Glide64 text to disappear (and ideally for a recognisable action to appear on the screen, so that you know when playback of the movie starts).
  18. Pause Mupen.
  19. Utilities -> Movies -> Start Movie Playback; select the movie as earlier, check "Open Read-Only", and click OK (don't specify a pause frame).
  20. Load your save state from earlier.
  21. Unpause Mupen - you are now capturing.
  22. At the end of desired playback, highlight a non-Mupen window and press the right CTRL key. (WARNING: this means you can't use right CTRL during video capture, in addition to Backspace!) Mupen will exit upon doing so.
sgrunt
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This game has officially been PWNED. (heh) Just having Aztec and Egypt here makes this worth a Yes, but the general improvements make this all the more awesome.
sgrunt
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That's patently false - see this thread. I'd say give it a try; we generally can't tell you if any specific drive works or not.
sgrunt
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nfq wrote:
This is the one I used, although I think it's just a renamed mupen v2.
It has a different md5sum, so that's unlikely. Anyway, I've discovered that recording an AVI across the reset has an impact on sync. Since Mupen's AVI recording has a tendency to crash frequently on my computer, I haven't determined if this will cause the run to sync completely, but it looks promising.
sgrunt
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So, the input file name suggests this was recorded with the anti-desync Mupen (besides which I've wondered if playing it back with that would fix the desync-on-reset problem). However, I've been completely unable to find this build anywhere - does anyone have a copy?
sgrunt
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The awesomeness that is [1736] GBA Wario Land 4 "Hard" by andymac in 40:04.88 should be considered for a star.
sgrunt
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What's the current status of judging this run? It's been "judging underway" for a very long time.
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petrie911 wrote:
The L and R buttons need to be recorded separately from the triggers, as they are on the real gamecube.
http://code.google.com/p/dolphin-emu/source/detail?r=7179
sgrunt
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I have. Make sure you disable GameCube controllers if you're trying to record input for Wii (the two don't play nice at this point in time).
sgrunt
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What are you using as a video codec? By the sound of it you are using uncompressed video, which you should almost never need to do. If you're just going to upload the clip directly to YouTube, you could probably use something like ffdshow's x264 output. If you want better quality than that gives you, you could consult the Encoding Guide's video dumping section to get a good quality rip and then do a high-resolution encode - that will also tend to yield somewhat large files, but the resulting video quality after it passes through YouTube's re-encoding will be significantly better.
sgrunt
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Hi! FCEUX AVI dumping under Linux is done from the command line. Per our encoding guide the command you're looking for is
fceux --subtitles 0 --slstart 0 --slend 239 --xscale 1 --yscale 1 --special 0 --pal 0 --sound 1 --soundq 1 --soundrate 48000 --volume 150 --trianglevol 256 --square1vol 256 --square2vol 256 --noisevol 256 --pcmvol 256 --mute 1 --nospritelim 1 --no-config 1 --videolog "mencoder - -o raw.avi -ovc lavc -lavcopts vcodec=ffv1:format=bgr32 -oac pcm -noskip -nocache -mc 0 NESVSETTINGS" --playmov movie.fm2 rom.nes
where movie.fm2 is your movie file and rom.nes is the ROM.
sgrunt
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The power-on time stamp is fixed to "1234567890" when recording/playing input files. I believe an option is going to be added in the near future to allow that to be set.
sgrunt
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Got it to play back here! Note: Use HLE audio.
sgrunt
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Was there a specific game where this is a problem? I inspected the GameCube DTM format and it does store the analogue state of the trigger.[/url]
sgrunt
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Your DTM indicates that the game ID is GM8E01, which is Metroid Prime NTSC-U.
sgrunt
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Also, info about what revision you're using would help - there have been some significant changes internally over the past couple of days.
sgrunt
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See e.g. here for a recent build (keep an eye on the forums there).
sgrunt
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Mothrayas wrote:
I think Wii input recording isn't done yet on Dolphin
It's implemented now!