While encoding
#4852: julius_x's SNES Yuu Yuu Hakusho (J) "Story Mode any%" in 34:53.05 I noticed that interlaced SNES screens seem to be broken... The game creates 5 files:
#1: 256x224 pixels, 60.0985 fps, framecount=64
#2: 512x448 pixels, 60.0985 fps, framecount=222 (
download)
#3: 256x224 pixels, 60.0985 fps, framecount=83202
#4: 512x448 pixels, 60.0985 fps, framecount=6
#5: 256x224 pixels, 60.0985 fps, framecount=~77248 (depends on user)
#2 slowed down looks like this:
Each couple of frames contains the relevant data, but it has to be extracted:
Language: Avisynth
a = SelectEven.SeparateFields.SelectEven
b = SelectOdd .SeparateFields.SelectEven
Interleave(a, b).Weave
Interleave(last, last)
Result:
Other examples, before (left) and after (right):
- Radical Psycho Machine Racing (USA) aka RPM Racing (01 02 03 04)
- World Class Service Super Nintendo Tester (USA) (01 02)
The only problem with these is that for some of them, variables a and b in the Interleave call have to be reversed. Probably depends on which frame the interlaced mode was activated - even or odd.