Posts for sgrunt


Post subject: Nomenclature nitpick: "SD"
sgrunt
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This has been ongoing for quite some time, but it's finally reached the point where it has aggravated me sufficiently to make a post about it. "SD", or standard definition, refers to any of a variety of resolutions of 480 pixels in height, primarily 640x480 and 720x480. "SD" does not refer to any encode we produce that is of an emulator's native resolution (as opposed to the HD encodes some of our encoders produce for streaming purposes), no matter how many times the term is misused as such. If you are looking for a name to call the class of encodes you're producing for publication purposes, try "downloadable encodes", as that's what they're intended for (possibly also "streaming encodes" for, say, the 512kb), or "primary encodes", as they're the main encode that is provided for publications. That is all.
sgrunt
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Mine is an emblem I originally designed around seven or eight years ago for a computer game I was designing at the time (which never really went anywhere). I decided I liked it and have been using it as a more or less personal insignia since then.
sgrunt
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(Moved to the Hourglass forum.)
sgrunt
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EDIT: I have merged another thread with a very large poll with this one, which is why the text doesn't seem to match up with the poll. See [post 275914]here[/post] for the post that originally led off that thread. Original post below. --- I'm starting this thread out of a discussion that arose on IRC, and a desire for greater feedback thereof. Currently, our encoding of SGB games is done with the border and with a 4:3 display aspect ratio flag. The justification for this is that SGB, as a platform, outputs a 256x224 (or 256x240) video stream to be displayed on a TV; thus, in accordance with the rest of our set-top consoles, the 4:3 flag is set. There's been some disagreement that this is the proper course of action for this particular console, and I'm inviting further discussion on the matter.
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DragonflyFTW wrote:
Oh if only we could use two screenshots instead of one on this occasion... :P
Those aren't screenshots from the run, though. Besides, they'd work much better for the Yellow run or the current Red run...
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diggidoyo wrote:
I could have sworn I had beaten this game on the N64 back in the day. But I can't recall ever actually fighting Majora's Mask. Weird... Definite yes vote from me. Highly entertaining and informative TAS.
It could be that you took the time to get the Fierce Deity's Mask. The resulting fight is so short that you'd be less likely to remember it.
sgrunt
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Well, if jlun2 is improving this (possibly in collaboration with nitrogenesis), let's wait for the improvement and not worry about this revision.
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mklip2001 wrote:
You don't get the same ending as the currently published run. In fact, I think you die before the boss does, so you get the Game Over screen instead of the proper ending. That should be fixed before I can vote Yes on this.
This is a tremendous issue - the current movie does not actually complete the game. Some testing suggests that even if the player is killed after the boss is, it still results in a game over. I therefore present this run, with maTO's original boss fight replacing the one resulting in a game over (and, thus, is 5 frames slower). Since this movie does complete the game, if the run is being considered for acceptance, this movie should take its place.
sgrunt
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Speaking of 'M and screenshots, that particular evolution might make for a reasonable shot.
sgrunt
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Firstly, vested editors can't replace submission files - only Judges or Seniors and up can do so. Second, this run has already been published, and it takes someone with database access to be able to replace the file for those. Fortunately, I am both of those, so this is all fixed up.
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I spliced together your improvement and the boss fight. It looks like your two frames stick. Now I'm more confused as to what's going on. Something with the boss fight itself, possibly?
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Seven years and two publications later... On those days when I can't sleep, I get funny ideas, like the thought that there might actually be a real [submission 3210]ten frame improvement[/submission] to the [movie 529]current five-year-old run[/movie]. Several intensive hours later, I give you a three frame improvement to Stage 1. This really should be a seven frame improvement - I have a five frame lead at the time I exit the second room, and pick up another two by the time of the third hit on the boss, but the boss reappears two frames later than one would expect from the timing of the third hit, and the end-of-level potion appears another two frames late (relative to the last hit). I haven't figured out why this is the case as yet (frame rules, possibly?). Some RAM address for the curious, or for those interested in contributing (this was absurd enough to try to improve that I may not be keen on continuing):
  • $0340 - X, high pixel byte.
  • $0330 - X, low pixel byte.
  • $0320 - X, subpixel byte.
  • $0370 - Y, high pixel byte. The high byte seems to cycle in the wrong direction - it increases when the low byte underflows, and vice versa.
  • $0360 - Y, low pixel byte.
  • $0350 - Y, subpixel byte.
  • $0390 - X speed, pixel byte. This doesn't seem to be signed - it really is a speed as opposed to a velocity (i.e. the direction isn't indicated).
  • $0380 - X speed, subpixel byte.
  • $03B0 - Y speed, pixel byte.
  • $03A0 - Y speed, subpixel byte.
So... who's up for more work on this?
sgrunt
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I compared this to the old run, since something didn't seem quite right. The input is identical, barring saving ten frames of Start+A at the end. The net difference of this is ... making the text "The End" start appearing six frames later, and ending 27 frames later. So, not only is no in-game time saved (indeed, the in-game portion is identical), the full length of the run is longer. Raise your hand if you remember [submission 2708]another time this has happened[/submission] (or perhaps [submission 2527]an older instance[/submission] of the same thing). One way or another, it's just not acceptable.
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I noticed that your username on the site was set to use a lowercase 'v'. The form may be case-sensitive, and you seem to be using an uppercase 'V', so I adjusted the database to account for this. Try logging in again.
sgrunt
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Did you go back to the submission form after logging in? Does it show you as being logged in there?
sgrunt
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In my view, the main purpose in having newer encodes for these older movies is to serve as a basis for comparison for more recent encodes for those movies. Thus, in those cases only, I can see the extra input being warranted.
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This may be related to a known site hiccup. Try clearing your cookies (for the site) and log in again.
sgrunt
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Terrible all around. What we have here is a case of Strut (or Sail) Right For Justice intermingled with quiz questions (and [submission 3167]they're not even in Chinese, or supported by enthusiastic clapping[/submission]), so it's a game which offers neither entertainment nor the room for technical merit. I vote no.
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If you have a state saved at the exact point you want to continue recording from, then yes, you could just load the state to resume recording (assuming read only mode is off).
sgrunt
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Do you mean continuing a recording after you've closed out of the emulator? If so:
  1. Open emulator and ROM.
  2. Start playback of movie. Leave "read only" mode on for now.
  3. Wait for (or turbo to) the point you wish to resume from. If you have save states from then, do load them.
  4. Disable read only mode, save a state, and immediately load that state. You are now recording from that point.
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Timic83 wrote:
srsly great job... but i can't watch it for some reason, it desynch :(
There've been a couple of reports of this desyncing on versions of VBA-rr later than v22, so perhaps try v22 and see if that solves it for you.
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The sheer absurdity of what's going on here is counterbalanced only by the repetitiveness of seeing some of the glitches (Trainer Fly in particular) being used over and over again to generate desired results. I do think the run should be published on the sheer technical merit it demonstrates, even if a little weak on the entertainment side from my view.
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Welcome to TASVideos, where everything's made up and the votes don't matter! ... Realistically, if the judges are doing their work properly, the votes will barely (if at all) be taken into consideration - far more important are the viewers' opinions as presented in the discussion thread. The votes can be taken to be a general sign of how well received the run has been, but other than that they're largely meaningless.
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I approve of the branch name. In other news, watching.
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Now that it's been established that this is encodeable, let me turn my attention to the game itself. Basically, what we have here is a simple platformer, with the occasional enemy and powerup (particularly in later stages). It's not absurdly slow-paced, but that may be one of the only things it has going for it - the changes to the established gameplay patterns don't happen quickly enough to prevent it from feeling repetitive by the game's end. The optimal solution to any given level is, generally, obvious, and tends to admit very little in the way of breaking those established patterns due to the nature of the game. This implies that an experienced player of the game could come extremely close to presenting the same result that's shown here. I'll also point out that there are some questionable route choices in early levels that have been pointed out by others; for a game with gameplay this simple, I don't consider that to be acceptable. From my view, this run fails on both entertainment and technical qualities (not to mention my earlier beef that Hourglass itself doesn't capture the game's sound properly for encoding purposes), and I vote no.