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Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
OK, I just selected Stop AVI Capture at the end of the movie after recording on Glide64 Final with Lagarith, and Mupen-avisplit stopped responding and crashed. Now I have a 610MB AVI that can't be read by any media player. What did I do wrong? Edit: Actually, any AVI I record with that plugin is completely black, so I guess I won't be using that plugin.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
CoolKirby wrote:
I've been trying for hours to make an encode, but all of the codecs I have keep making a 4 GB avi, which is invalid (AVI format can only support up to a 2 GB file size) and the resulting file doesn't play back in any movie player. I wish I knew a way to make Mupen split each section of the run at 2 GB, but I have no idea how to do that. I'll keep trying though, since I'm sure Nahoc's busy with making the run.
sounds like you're dumping uncompressed AVIs. That's not a bad thing if you're going for perfect quality, but you can get approximate quality when dumping the video in h.264lossless, lagarith or camstudio codec (youtube can't process the 2nd one, and I don't have any experience with the 3rd). When initially dumping in such codecs you get much smaller files.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I used Lagarith, and it still produces huge files. I used mupen-AVIsplit with Lagarith to encode the run, and the final total of AVI file sizes up to the Shiver Star boss is 19.8 GB (a lot). Also, by publishing the Lagarith movie to YouTube with Windows Live Movie Maker (the only program I have that is compatible with Lagarith), the resulting YouTube video looks and plays just fine (both Mario Party 7 TASes I uploaded were Lagarith video in Windows Live Movie Maker). I got the WIP to encode with Lagarith and Jabo's D3D8 on mupen-avisplit, so I'm uploading it to YouTube now through Windows Live Movie Maker.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
CoolKirby wrote:
OK, I just selected Stop AVI Capture at the end of the movie after recording on Glide64 Final with Lagarith, and Mupen-avisplit stopped responding and crashed. Now I have a 610MB AVI that can't be read by any media player. What did I do wrong? Edit: Actually, any AVI I record with that plugin is completely black, so I guess I won't be using that plugin.
First of all, most media players can't play a lagarith file (virtualdub can, though). It's a lossless format and isn't really the best thing to use in this case. When stopping the AVI recording, mupen usually crashes so don't worry, your dump should still be intact after it. The reason why the screen is black is probably because your running vista/7 and didn't disable Aero. Just right click on mupen-64 avi-split, go to properties > compatibility > disable aero desktop (or similar.. I can't tell since my OS is in French).
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
The Windows Media Player on my computer (Windows 7 64-bit) plays Lagarith files fine, and it had an error playing the Glide64 black-screen one. OK, well I managed to encode with Lagarith on Jabo's D3D8, and that encode is right here. I think the audio desyncs toward the end; I didn't play it back before I uploaded it. If it bothers you, I can try encoding with Glide 64 Final and Aero off.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Thanks for the temporary encode! I am now done with the run! I will submit in a few days. :)
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Awesome! I will be eagerly anticipating the submission.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Single Fire vs. Single Fire + Blow: http://www.youtube.com/watch?v=zC3yMvOtf7g Funny double speed Kirby playaround: http://www.youtube.com/watch?v=uQ0e28mEi8g
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
If anyone is interested, the current Kirby 64 TAS is very improvable. survivewr came up with this technique (which I just call "boost") that consists of going right for 2 frames, letting go 6 frames, right for 2 frames, letting go 8 frames, etc. It can be found in a few very tight parts of the run where I had to use it, but without knowing lua or hex editing at the time, it made the TASing so tedious that I didn't really use it. Here's a graph: You can clearly see the difference. That's only for 67 frames. There are well over 15k frames where this technique could be used and it could end up saving 1 minute in the long run, with a few other timesavers. Also, this graph shows how it goes when you don't have start-up:
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Interesting! Hope someone makes a run using that new technique.
Joined: 3/24/2008
Posts: 35
Location: Toronto
Ya sounds cool!
Gets made fun of for still playing his NES and N64
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Here is a (not very self explanatory) graph about the speed for SF vs. SF+blow (as seen here: http://www.youtube.com/watch?v=zC3yMvOtf7g) Average speed for SF+blow is obviously superior, but doesn't mean it should be used always. For very short distance (such as reaching the end of a stage) you better use SF only, if it covers the distance.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
For an optimal flight, you need to jump 20 frames before releasing "A" and starting to fly. Also, alternating "A" every other frame like I've done in the TAS (turbo) is optimal. Edit: a slide-kick entering a new zone is optimal as long as you don't get 5.5 speed before entering the zone, but at least get 6.5 speed 2 frames before getting back your 6.0 speed entering the room.
AUS
Joined: 4/6/2012
Posts: 27
Nahoc wrote:
http://img339.imageshack.us/img339/8237/28c25bef6a10406aacb19c1.png
I call bloody murder! That's not an average speed, that's an exact speed!
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Image not existing anymoar.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Why this bumping?
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Post subject: Nahoc's Magical any% Journey
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Skilled player (1108)
Joined: 4/11/2008
Posts: 159
Location: Anime land
My next project gonna be tough. But I will do my best and finish run hopefully. I'm ahead 256 frames from Nahoc's run. (I wrote this in video description. whatever anyway) Link to video Link to video
GoddessMaria
She/Her
Reviewer, Experienced player (867)
Joined: 5/29/2009
Posts: 518
Location: Hell...
Nice stuff, was0x! Looking forward to more progress~
Current projects: failing at life
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Is it possible to maintain more slide-speed momentum after sliding off a ledge by doing a float and puff, in the same way as doing a float/puff after using Fire? My last bit of advice as you work on the run is to be mindful of the technique I mentioned when Nahoc's run was submitted:
Comicalflop wrote:
I see you forgot to go back and hex the part I told you about puffing up and blowing air before hitting the ground from a big height to avoid the slower bounce in 3-2.
Homepage ☣ Retired
Skilled player (1108)
Joined: 4/11/2008
Posts: 159
Location: Anime land
GoddessMaria15 wrote:
Nice stuff, was0x! Looking forward to more progress~
Thanks, I really wanted to tas kirby 64 but I hated mupen :p I'm glad bizhawk works great for me.
Comicalflop wrote:
Is it possible to maintain more slide-speed momentum after sliding off a ledge by doing a float and puff, in the same way as doing a float/puff after using Fire?
Puff just delays gaining failing speed. It's slower if kirby can't land on ground before his speed goes to less than 6 by using that.
Comicalflop wrote:
I see you forgot to go back and hex the part I told you about puffing up and blowing air before hitting the ground from a big height to avoid the slower bounce in 3-2.
Yes, I pointed out that too after his movie was published. Actually, inhale or lift up is better than puff.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Active player (261)
Joined: 12/13/2016
Posts: 352
Hope it gets submitted soon!
Former player
Joined: 8/31/2009
Posts: 236
I made a full-game playaround for Kirby 64! Check it out! Link to video
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
t3h Icy wrote:
I made a full-game playaround for Kirby 64!
t3h Icy, that was a good playaround! Lots of entertainment choices that just make you smile, and some laugh-out-loud moments like your cutscene director's cuts and delayed hits, including with dynamite. With the range of Copy Abilities and new TAS tricks, it feels like it demonstrates more of the game compared to a speedrun too. Do you plan to submit it here? I know it's liked by myself and a commenter on YouTube, which might not be enough audience response to get accepted, but it could be worth a try. Maybe the Workbench will give it more exposure, too.
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