Posts for sgrunt
sgrunt
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Joined: 10/28/2007
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Specifically, most times I've tested things recently you need to delay the audio track by one second. I'll be looking into fixing this and having the sound track be dumped into AVI files, but I have other priorities at present (like getting Wii rerecording working - I've had some promising results to this point).
sgrunt
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Location: The dark horror in the back of your mind
The awesomeness of this run cannot be described in mere words. Side note: I was an avid player of this game back at first release - beating Aerodent in the fashion you see in this run is quite doable in real time with some practice.
sgrunt
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For the record, I prefer this to the other submission, but I still vote Meh for the same reasons.
sgrunt
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I'd also prefer to see that as a new submission, seeing as several people seem to find the glitched ending the main point of attraction here.
sgrunt
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I'm going to advise people not to use this script for SD encodes in its current form. It is missing provisions for duplicate frame removal, which allows for a very significant reduction in file size.
sgrunt
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Location: The dark horror in the back of your mind
Mister Epic wrote:
For some reason, the movie became "new" and I can't publish it.
Odd glitch. Fixed.
sgrunt
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Joined: 10/28/2007
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Location: The dark horror in the back of your mind
Sub file fixed for those that don't read the sub text. I'm also encoding this. EDIT: SD: http://www.mediafire.com/?qdzcajza5c096a5 SD 512kb (for later archive.org streaming): http://www.mediafire.com/?mujc0iefvjh8f3o YouTube HD: http://www.youtube.com/watch?v=Tg5YecDoXNM In any case, I thought this was boring - it's another run along the lines of [movie 1485]Azure Dreams[/movie] or [movie 1012]Fatal Labyrinth[/movie] but on older hardware. There's a certain amount of luck manipulation that needed to be done to get it to this point which is redeeming, but that's not enough to save this from a Meh.
sgrunt
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Joined: 10/28/2007
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Location: The dark horror in the back of your mind
If the movie started from frame zero, there's a chance that just removing the save state from the file will fix it. I'll look into it.
sgrunt
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Aktan's finally reminded me of the solution that needs to be done. There are actually two approaches: 1) Under the ffdshow's VfW settings, go to Decoder -> Output and uncheck all colourspaces except RGB32. 2) Adjust the script's AviSource() line to specify a pixel_type of RGB32, e.g. AviSource("filename", pixel_type="RGB32"). I'm writing this down here so that I don't forget.
Post subject: Who wants to try playing this DTM back?
sgrunt
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Joined: 10/28/2007
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Location: The dark horror in the back of your mind
I've been tracking Dolphin's development for a while now, and one test which I've tried every now and again is to record a short clip (without save states, usually) of a game - usually Twilight Princess for GC - and try playing back the resulting movie to see if it syncs consistently. For the first time since I've started tracking development, the most recent input file I recorded syncs consistently, and I'd like to see if others are capable of playing it back as well. The DTM is here: http://www.mediafire.com/?2x91w8ycj6fcu2m This was recorded on r7058, using the following settings: * Game ID: GZ2E01 (Twilight Princess (U)) * Single core (i.e. Dual Core disabled) * Idle skipping * JIT Recompiler * Enable DTK Music * Video: OpenGL (but try it with another plugin) * Audio: LLE Recompiler * No memory cards (if more settings are needed to get this to sync, I will provide them)
sgrunt
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Joined: 10/28/2007
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Location: The dark horror in the back of your mind
For the record, this hasn't been published as yet because I disapprove of the subtitle positioning in mmarks' encode (they're partly illegible due to being during the title screen and also obscure the status bar). I've asked a couple of people to look at making new encodes for this (which I would do myself except that I've been away from my main computer for most of the past several days).
sgrunt
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Joined: 10/28/2007
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Location: The dark horror in the back of your mind
I haven't viewed this as yet, but I feel obligated to make a comment on where I feel the discussion on the decision stands at present. Right in the submission text, the author stated his intention that this is a "better version" of the old run - in other words, it's intended to replace the old run. Publishing both runs would go against the wishes of the author and should be discarded immediately as an option. This leaves us with "obsolete the old movie" or "reject", and the question becomes whether this is more entertaining than the previous run. At present the votes suggest people are enjoying this, but is that enjoyment of the run on its own or enjoyment of the run in the above context? I have no real way of knowing that. Were I a judge, I would be leaning towards acceptance for obsoletion in light of the above and the current tally... but I'm not, so that's more or less irrelevant.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
MUGG wrote:
I can't edit the first post anymore...
Try again - you should be able to edit it now.
sgrunt
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Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
<kerio> why are they cel-shading everything <Grunt> For the cel of it.
Post subject: 2010 TASVideos Awards - Winners announced!
sgrunt
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Go [post 257286]here[/post] or here for the juicy details.
sgrunt
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I think there could be either one or two new ranks - at 5000 if one and at 4000 and 8000 if two. Both would follow reasonable progressions: 250 -> 500 -> 1000 -> 2000 -> 5000 or 250 -> 500 -> 1000 -> 2000 -> 4000 -> 8000 The latter probably makes more sense, unless we adjusted "Expert player" to be at 2500 instead of 2000. If there is only one new rank it could be as simple as "Master player". If we do have an 8000-9000 point rank perhaps it could be "Ninja". That way, adelikat can once again have something to aspire to. *cough*
Post subject: TAS of 2010 - winner announced!
sgrunt
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Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
sgrunt
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I know there was a post somewhere indicating that this glitch was reproducible on console, but I'm having trouble finding it right now.
sgrunt
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This should be a separate branch.
sgrunt
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Rockman and Forte: So broken, you'd swear you were watching an 8-bit Rockman game. Yes vote.
sgrunt
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I have to agree with the above comments - what's the point in a 16 star run at this point? It is, these days, a relatively arbitrary cutoff. If you're going to go through the effort of hexing a run together, hex together a 120 star run.
sgrunt
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I'm apparently not too bad at Mega Man these days. While I'm not of speedrunner-calibre skill (and probably will never be), I can at least finish the game without dying (sorry, Microstorage doesn't like this file for some reason). Some commentary: Order: Guts -> Cut -> Elec -> Ice -> Fire -> Bomb. There are a lot of playing quirks you see in here which I could probably cut out of a true speed run, mostly in my own interest of being relatively prepared (I try to collect all of the extra lives, for example). Guts: This may be the first time I've ever missed a jump down the vertical segment of this level. Even with better jumping than you see here, I can't consistently get the extra life, but still can on occasion - this just isn't one of those occasions. Guts Man himself also only rarely jumps all the way to the left side of the screen in my experience, hence my slightly panicked reaction; normally the fight's a little faster and cleaner than this. Cut: My taking damage in the first vertical segment is rare, much less falling back a screen. I am thoroughly embarrassed. I fight Cut Man only with the Mega Buster; usually I only use the Super Arm if an opportunity clearly presents itself (looking back on it, such an opportunity probably did exist; I just didn't seize it). Elec: My jumping around the time of the disappearing platforms screens is atrocious; you'd think I'd never played the game before. The rest of the level's fairly uneventful, and the Elec Man fight is almost flawless (I probably could have landed the third hit sooner). Ice: How I missed that first shot is a mystery, but there's no big harm done as a result other than making me look stupid. I realise I could use the Magnet Beam significantly more than I do for the first few screens - I like conserving Magnet Beam energy for the bottomless segment in case I mess up several consecutive times (this is more of a historic reason these days than anything else). I don't always manage to snag the extra life here, but it worked out this time. I like to use leftover Magnet Beam energy to, say, skip over the Big Eye at the end of this level, but that doesn't quite work here. The Ice Man fight went as well as I could have hoped. Fire: I love showing off the Thunder Beam in the opening segment; it makes destroying the Screw Bombers look almost artistic. Most of the rest of the level goes well, though there are a couple of spots where I think I could have made better use of the Magnet Beam (I normally use fewer shots in the second bottomless pit segment). The fight against Fire Man is reasonable, though I probably could have avoided a few more shots. Bomb: Some say you should do this level first. I think given the utility of the Magnet Beam in several segments and the ever-popular use of the Ice Slasher against the Sniper Joes (and one particular Flying Shell) that it should go last. One of the three Sniper Joes is less than cooperative, but they all died quickly in the end. Bomb Man himself is a joke, as expected. Wily 1: I find it slightly tricky to predict the jumping patterns of the Big Eyes. Things mostly worked out here, though I did have to destroy one of them rather than avoiding it. You can see my less-than-stellar jumping skills here in action at the end of the first screen. Most of the rest of the level went as planned; I fortunately did not need to go back for Magnet Beam energy in the last couple of screens as I sometimes need to. I'm not confident enough as yet in my Yellow Devil block-dodging to avoid using the pause trick here (sorry, fans). Wily 2: I think most of my lives lost here in the past have been to the second Blader on the first screen; I tend to charge blindly on ahead and fall to my doom after colliding with it, hence my rather cautious approach here. Cut Man and Elec Man are push-overs. I get hit more by the Bombombs than usual, but that's no big deal. I do grab the extra life out of habit. I also use the pause glitch against the Copy Robot because I haven't quite figured out a reliable pattern against him that works for me personally as yet. Wily 3: Pretty much flawless, though I could have been hit less in the opening screens. Even the CWU-01Ps go down with slightly more ease than usual. Wily 4: Also pretty much flawless. I was getting bored at this point and used pause glitching against a couple of the Robot Master re-fights, though I avoid it for most of the Wily fight until it looks like I might risk dying as a result. Anyway, feel free to watch, point and laugh, snark, or criticise as desired.
Post subject: Polling for 2010 TASVideos awards open
sgrunt
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Joined: 10/28/2007
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Location: The dark horror in the back of your mind
Voting has started for TASVideos' 2010 Awards. Come join the fun!