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History of becomimg a member of TASVideos
I was born in 1985, & got my own NES (actually it was pirated Dendy) at the age of 7. At that times in Russia we had only simple games to buy, such as Lode Runner or Mario Bros. Because industry of pirating Dendy only started. But a few years later we already got such games with mappers as TMNT series, Battletoads series, Zen IGN, Bucky O'Hare, other complicated games like Rockin' Kats. And of course, I did play Battle City, Mario & Contra with friends.
After some years SEGA Mega Drive (Genesis) took its positions & became as popular as NES was. Then an era of 3D & Sony Play Station set in. When 3D was something new & exciting, I interested in it. But only NES (& some Genesis) games could bring me to nostalgia!
I got my own internets in 2009 year, & lurked for some gameplay vids on YouTube.
Don't exactly remember which was the very first seen TAS, one of these:
NES Tom & Jerry
NES Darkwing Duck
Genesis X-Men 2
NES Battletoads
I laughed, I came, I wtf'd 9000 times, & went to X-Men's Submission page to get some info of such a speciffic gaming. Obviously I thought, that were real-time speedruns at first!
Then I hardly understood info about using some tools, but still couldn't imagine what tools. I was kinda noob even in emulation too, so my amazement was unlimited when I discovered TAS as a phenomenon.
My first post on Forum was like that.
The first thing I did was creating a vast article in Wikipedia. I've shown it to AnS & moozooh, and they liked it much, as well as fixed old stuff & added new.
As I always adored High Definition TAS encodes on YouTube, I got a dream to study it. I contacted Flygon & Mister Epic to work it out, then tried to learn Standard Definition encoding, but didn't finish a single SD encode. Though I made some HDs, sgrunt approved them, I started posting them in threads.
When I accumulated some quantity of HD encodes, I wanted to embed them to actual publications, that's why I was made a vested editor like WebNations, who also mirrored TASes with his YouTube Director's Account with no timelimit.
By the way, I am the third HD encoder of TASVideos, and a beginner of reencoding old runs in HD tradition. Now new encoders continue this work, while I've done almost all I wished in reencoding. I then started encoding for submissions I was interested in.
Since I became a publisher, I felt I needed some simple to use setup for all in one encoding. So I released a TAS Encoding Package that is used in Hybrid Encode Guide. It includes AVS and BAT files developed by the community:
I got an idea of capturing some on-screen visualization with FCEUX
AVI dumping
, but this option wasn't built in. So I gave a request to develop such LUA script, because all LUA visualization is captured into AVI. AndyMac responded to my call & was so kind to add to the script all features I asked for. He finished it in one day. Then it was completely revised by amaurea and here it is:
For ripping level maps for Sega Genesis, the script was created by my request, dedicated to changing the background color (canvas) any way.
Nestopia - Unlimited Video build
This is a fixed build of Nestopia 1.37 (the version stable for movies). Now it supports unlimited video size at dumping AVI, and RGB32 colorspace. Original Nestopia has video size limited by 1 GB, it just cuts right off anything after that mark. And it can't see any other codec than RGB16. I and spolan removed the filesize limit check. natt fixed RGB16 to RGB32. All codecs shall be supported now (x264vfw requires "Zero latency" checked not to desync a/v).
Video Game Maps ripped by me:
Exact Notes transcribtions to some NES BGMs
Entertainment factors:
- How much is going on
- How fast-paced the game is
- How irksome, monotonous the gameplay is (kills long runs)
- How cool the graphics/music is (the game's spirit, making it enjoyable)
- How much work was put into creating entertainment (how much the author cared)
- How much/deep glitches are used
- WTF factor
- How much players were used (how they interact)
- How superhuman does it look overall
Technical factors:
- How many rerecords were used
- How long/in-depth the submission text is
- Subpixels matter
- Is the game overtased
- How deep was the run planned (life, item, character management)
- How much players were used (how they interact)
- How good were the tools available/used (fceu .12 itself was hard to TAS on)
- Was the code/RNG studied
- How superhuman does it look overall