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(emphasis mine)
"May be" is a poor argument here. The results vary considerably depending on exactly what it is that you're encoding.
An approach that I have taken in the past is to use --crf 20 on a sample segment to get an approximate target bit rate, and then experiment with bit rates in that vicinity. This can be overly time-consuming if --crf 20 is "good enough"; I usually only go through with it if --crf 20 gives particularly poor results on the bit rate front (as happens occasionally with runs for recent platforms and/or some Genesis runs).
In most cases, I have found --crf 20 yields bit rates comparable to what we consider to be "good visual quality" for publication purposes. There are exceptions, but for the type of work we do on the site the difference is usually closer to Aktan's quoted estimate than anywhere near 2-3 times off the mark.
EDIT: By the way, with the level of knowledge of encoding some of the people here are demonstrating, I'd encourage giving encoding some of the runs in the queue a try. A little practical knowledge in what the site needs from encodes goes a long way in these sorts of discussions, and we can always use more encoders!
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creaothceann wrote:
A value of 16 should look almost like the original; larger values compress more.
Most publications on the site these days use a rate factor of 20, if you want a basis for comparison.
creaothceann wrote:
For audio you can use the lame codec in VirtualDubMod, or extract the audio into a WAV file + encode it on the command line + merge video and audio with MKVMerge GUI.
I would recommend the latter method (partly because there are better audio codecs than MP3 these days in terms of quality and file size).
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This came up on IRC earlier - since player rank used to supersede editor rank, someone will most likely need to go and assign editor ranks manually to fix that.
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Captain Forehead wrote:
For the record, this means we can TAS Gamecube/Wii games now?
Dolphin has had rerecording capabilities for a while from now; the ensuing movies, however, have not reliably synced as yet (unless this has changed recently and I've missed it).
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Awesome - a run which would obsolete a runfrom 2004 (not to mention a DIVX-encoded run)!
Even without that background, the game itself is fast-paced and varied with all the different abilities the main character can have.
I want one thing made clear - exactly how much time is saved from collecting the diamond in Lion's Den? From an in-game time perspective, it appears that's the only level where you lose a second compared to the old run, and I would like that quantified. Is the 'extra life' skipped there is the one you mention in The Final Marathon, or is it something else?
In any case, intended for real time as this is, it's a clear improvement to the old run and is entertaining, and hence should be published and gets a yes vote from me.
I'll grace this with an encode once it finishes encoding (this may take a while; it looks like the game isn't very codec-friendly).
EDIT: http://www.archive.org/download/GenesisKidChameleonIn1247.52ByTherandompie_iv/kidchameleon-tas-therandompie_iv.mp4
Stream here: http://www.zexsoft.com/aktan/?GenesisKidChameleonIn1247.52ByTherandompie_iv/kidchameleon-tas-therandompie_iv
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mmbossman wrote:
So since this has been uncancelled after such a long time in the grue, would the author like to have the poll reset, since some of the prior votes may be based on watching the prior encode/emulator settings?
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Ah, I must have missed this back when it was first submitted...
Anyway, being a roguelike, this run reminded me heavily of that of Fatal Labryinth. I'll echo some of the comments I made back when that run was submitted in that beating such a game in this short of a span of time is a pretty impressive feat - an average run of this type of game should take hours and hours and be exceedingly difficult, whereas you just luck-manipulated your way to the end in an incredibly short span.
The thing is, the end result isn't too exciting to look at for someone who's not familiar with the genre or the game - it looks like you're basically just walking to the end. That the run is technically advanced enough to make the game look like this is impressive to me, but the average viewer might be confused.
In any case, I give this a yes vote.
EDIT: can't forget to give a huge shout-out to Aktan for all his work in making it possible to revive this run!
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What were you looking to change, specifically? Because fm2 is a text-based format, it is easy to edit input at any point in the movie (getting it to sync afterward is a different matter which is highly game-dependent).
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adelikat wrote:
Different level layouts is what I would consider a rather significant difference as that results in different gameplay considerations
Wockes wrote:
[long list of differences including]
* While stages may have the same name as their SNES console counterparts, the level layout (and sometimes mechanics) are completely different
The question then becomes whether these differences are compelling enough to warrant the drop in entertainment the technically inferior platform results in.
...I don't personally think it does, but that may be because I'm not a fan of the SNES version either.
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GeminiSaint wrote:
From what I've seen:
1) Inferior graphics/music (obvious).
2) Less enemies.
3) An entire world was completely cut out (Gloomy Gulch).
4) One of the animal buddies, Rattly, was cut out as well.
5) All of the remaining levels, although based on the SNES ones, have different layouts.
That'd sum it up rather nicely, I think.
So, basically, one could say GB's DKC2 is the poor man's DKC2...
Would you agree, then, that there aren't really any substantial gameplay differences between this and DKC2? I mean the style of gameplay as opposed to anything like level layouts.
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There's no real structured way to find glitches. The best advice I can offer is to try everything - some glitches are only possible/useful at the TAS level, and finding those tends to be a function of experience both with the game and with TASing in general. Also, look around in the game's community to see if anything usable has been found.
That has been known for a while now; Aktan provided his own version due to various flaws in archive.org's player (the details of which escape me at the moment).
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You've just described the concept behind alden's Gruefood Delight, for which speculation of a better-supported (both in terms of keeping it up to date and from a technical standpoint) version has long been a point of discussion here. One suggestion that has come up repeatedly is to move the page to be an actual site page instead of in alden's user space.
The important point behind any such list is the selection of submissions therein, and I think such a discussion would be the natural starting point for any further-supported version of the list.
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Toothache wrote:
Mothrayas wrote:
RAM values CCF60-CCF63 keep track of the in game clock; the one on the pause screen and Mission Clear screen, at least.
Funny note, once CCF63 surpasses 128 (which would need 256*256*256*128=2147483648 frames (which is roughly 9942 hours / 414 days)) the timer glitches out on the subscreen, using random icons instead of numbers and sometimes placing glitch blocks all over the screen.
This would make for a funny April Fools submission
A run that beats Desert Bus for longest submission? Yes vote.