Posts for Maj

Maj
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Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Hey in case anyone wants more regular combo video updates, i've started a new website just for that: ComboVid - combo video news, releases, and discussion It's updated a few times per day, but of course there aren't always multiple new releases every day, so i cover other relevant subjects as well - classic videos, glitches, tutorials, community videos, screenshots, and a little strategy talk on the side.
t3h Icy wrote:
I was thinking of making a combo video of Kart Fighter. =P
Haha nice. Let me know how that goes.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
I don't know about Tekken Advance, but you can't go wrong with kysg when it comes to Tekken: http://page.freett.com/538/youtube.html http://www.youtube.com/user/oldKYSG http://www.youtube.com/user/21pier21 I think kysg is actually a group, and most of the stuff we credit to kysg was made by 538 of kysg. There are a lot of Tekken Advance combovids on u2b but i don't recognize any of the author names. The core Tekken community didn't give it much attention beyond buying it as a novelty/collectible. Why do you ask?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Wouldn't "intended route" be too limiting though? I mean what happens if you gather so much speed that you go off a ramp and fly clear over a tunnel? Should you have to slow down there? Personally i'd be happy just to see Sonic on the screen during most of gameplay (not just appearing to stand victoriously at the end). I certainly wouldn't mind if he skips past parts of the level as long as he's not teleporting into a wall to do it. Plus how would you enforce "intended route"? Draw out a map path that the TAS must adhere to? Anyway bottom line is i'd be happy with either one. It just seems like "Low Glitch" has a better chance of being accepted than "Intended Route." But i guess we'll never know until it happens.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
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Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Yeah i've heard the same rumor, but that must have happened fairly early on during development. I mean, it really doesn't take much to figure out that two jabs in a row can't be blocked. So even if it was a mistake, they intentionally built the rest of the game around the concept of combos. I'm sure they must have made some changes to accomodate it too. Looking at the way the game turned out, it definitely couldn't have been a last minute "oh snap it's too late to do anything now" bug. And since we're talking about SF2, the original arcade version had a small set of moves that create a special kind of hit stun which is completely invincible. This includes Honda's Hundred Hand Slap, Chun Li's Lightning Legs, Chun's Spinning Bird Kick, Ryu/Ken's Hurricane Kicks, and maybe one or two others i'm forgetting. Capcom must have known about combos to go out of their way to make sure those attacks would never hit twice.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
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Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Warp: Yeah that's kind of what i'm asking for but honestly i don't even mind most glitches. I realize in a Sonic TAS it's always going to be hard to tell what's going on. But when the majority of the game scrolls by underground where you can't even see the character behind a wall of garbage, that's a bit much. If we just take this one glitch out of the equation, it should solve a lot of aesthetic problems.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
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Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Derakon: Alright fair enough. I just think it would get a lot of views because it would be more enjoyable to watch from beginning to end. Plus it would be easy enough to label as a valid speedrun - "Forgoes scroll glitches" or whatever. But if it's a lost cause, i won't hold my breath.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
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Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Haha thanks for the response (i guess?) but what about every other optimization that's been discovered in the past six years? Or even including Tails? I mean, sometimes there are large portions of the main path of the game that are never fully explored. That's not a concern? Nobody cares what they would look like in 2010?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Post subject: Low Glitch categories (Sonic)
Maj
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Joined: 9/9/2007
Posts: 66
Location: Los Angeles
This might be blasphemy and i'm pretty much a nobody around here so i don't expect to be taken seriously, but i'm not a big fan of scroll glitches. The thing is, i really like watching Sonic speedruns, but mostly i just watch for continuous running sequences. All those tricks where the player drops Sonic through a wall and appears at the end of the stage are not that fun to watch. Don't get me wrong, every once in a while i see an enjoyable creative setup like at 8:29 or 30:19 in this video and that's nice. It's cool for what it is and i'm sure it's interesting to people who have attempted Sonic speedruns, but otherwise ... What are the chances of a Sonic speedrun being made without any scroll glitch usage whatsoever? I think that would make the end result a lot more accessible and enjoyable to watch, because i think that's what most people who click on a Sonic speedrun are looking for. We all want to know the absolute fastest completion time but that's not necessarily what we want to see. Okay, fire away.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Sorry for the lack of updates. I don't want to bore you guys with every combovid i've been making but we premiered two projects at Evo2k10 last month that you might enjoy watching: Super Fireball Battle style exhibition v.one A lot of people worked on both vids and they're mostly tool-assisted (probably over 90%). I had to edit style v.one which turned out alright more or less. I just tried to keep it simple and stay out of the way of the content. Rithli edited SFB and that came out beautifully.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
This discussion is moot. Youtube will never approve a TAS video like the ones published on this website, at least not under their current practices. You got an automatically generated invitation. Feel free to fill out their form and wait for rejection via a frustratingly vague form letter. Youtube doesn't understand video games. (read comment #10) There are tons of speculative answers out there regarding why youtube automatically rejects gaming videos and how certain channels slipped through the cracks. The truth is nobody knows for sure (except for the people who got in a long time ago and they're all unhelpful bitches who won't tell you a damn thing).
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
So i talked myself into making tool-assisted SF4 combos. The first two episodes are available already and the upcoming characters are always decided by whoever wins these screenshot caption contests on my site. SF4 Biweekly TACV 01: Ryu SF4 Biweekly TACV 02: El Fuerte / Zangief Everything should be explained in the transcripts but in case i've missed anything or if something's unclear, please don't hesitate to ask either here or there.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Two years ago i made this video for a contest that it really had no chance of winning. It turned out incredibly boring and ran way too long, but it had some good fighting game material buried inside. I've finally gotten around to cutting it down to basics so um, check it out if you like elaborate choreographed matches. CvS2 Nimuro's Wrath (Abridged) Ignore the weird name changes and costume color edits plz kthx.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Before this thread drops off the page and disappears forever, i just want to say thanks to everyone who answered my questions. You guys helped a lot and i really appreciate it.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Maybe so, but i care about how easy it is to watch my videos. So the list of codecs and formats that Windows 7 supports out of the box will make a big difference to me when it comes to choosing one. VLC seems to be the current standard for anything that gives WMP trouble, but VLC is far from perfect too. I mean, when i load the MKV file in VLC, the audio starts playing so late that it drops the entire first note of the song. Pretty annoying.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Yeah i'm starting to think i could have gotten it down to about 100MB without sacrificing anything noticeable. I might re-encode it after Windows 7 comes out, depending on what features it has and how well the included media player works. When i encoded using MeGUI, it automatically converted the color space to YUV12. Is that the only color space that x264 supports or is there a way to preserve RGB24?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
New video premiered at Evo this past weekend: SF? Ryu Exhibition (Evo2k9+OHN8 Edition) It's got every game that Ryu's been in except for the SFTM games which are too ugly and TvC which isn't out in the US yet. Everything performed with either emu tools or program pads. Filesize is a little big but it's running at 640x480 59.94fps so i couldn't do much about that, even with the fancy x264 codec. Use headphones if you've got 'em. The soundtrack has helluva bass. edit: Here's a youtube link in case anyone likes their videos blurry.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Regarding the command line vs MeGUI debate, i'm a little confused because it seems like MeGUI supports basically every option that you can specify via command line. All of the options in the guide above are available at least. Anyway, here's the end product in case anyone's curious: SF? Ryu Exhibition (Evo2k9+OHN8 Edition) Filesize is a little big but it's running at 640x480 59.94fps so i couldn't do much about that, even with the fancy x264 codec. Use headphones if you've got 'em. The soundtrack has helluva bass.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Okay so this is kind of dumb but i have a complete uncompressed AVI file containing both the video and audio in sync. I don't need to crop it, add logos, subtitles, or anything. I just want to turn it into an H.264 MKV with MP3 audio. In terms of options, if i'm not even gonna use deldup then all i need to specify is bitrate and keyframe interval (which i'll probably leave at the default anyway). Is there a direct way to do this or will i have to use four different programs to take the file apart, encode audio/video separately, and join them together myself? edit: Screw it, i'm just gonna use MeGUI. Any common problems i should know about?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Yeah but with combo videos you need to be able to skip around a lot, otherwise it gets annoying quick. That's one of the (many) reasons why dealing with youtube is no fun. Anyway if i'm actually planning on encoding at 2500kbps then moving the keyframes closer wouldn't hurt me much, right? Though the WMV9 default is 6 sec and that lets me seek exactly anywhere i want. That's weird. With H.264, you can't seek to B-frames?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Wait so a 250 keyframe interval means that if something falls right before a keyframe, you couldn't seek any closer to it than four seconds before it? Wow, that's pretty terrible.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Okay, now i have a question about the options listed in the guide: --deldup 40 --bitrate 350 --keyint 300 1) Since my video is 59.94fps, should i increase that 40 to something higher? This option looks kinda scary because i don't want to lose any frames. 2) The guide says the default keyframe interval is 250 frames, which i'll probably use instead of 300. So if keyframes are bigger, where do those extra bits come from? Since the bitrate is set at 350 (or whatever), does having more keyframes decrease the quality/bitrate of the other frames?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Gotcha. I guess i'll go with MKV for the high quality version, then use WMV9 for the low quality version that i don't want anyone watching. ... On second thought, fuck it. I just won't release a low quality version. All those people can go watch it on u2b cuz i know someone's gonna upload it there anyway. Why destroy my framerate and make it all blurry when the friendly people at google can do it for me, right?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Post subject: Re: Basic Encoding Questions
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
ccfreak2k wrote:
VirtualDub doesn't properly support B-frames (and neither does the VFW version of x264, really), so quality will be lower at the same bitrate, although I'm not sure by how much. If you really want a GUI, give MeGUI a whirl.
Does that mean i should avoid using B-frames if i want people to be able to play my video on WMP?
moozooh wrote:
To be honest, at the moment H.264 is about the closest thing I've seen to such kind of balance. Compatibility is drastically improving each year, and ease of use problems are largely exaggerated.
Cool. Thing is, i used x264 via VirtualDub for my last video back in 2007 and ran into all kinds of problems. For example when it's playing in WMP and anything else happens (such as clicking another window), the audio and video desync during playback. They desync gradually anyway, but clicking on the seek bar restores sync. It plays much better in VLC but forcing people to install new software doesn't seem any better than forcing people to deal with WMV. I'll try to figure out this command line stuff though. Is 350kbps the highest bitrate you guys ever use? I'll probably need 2500kbps at least because i used 5000kbps for WMV9 to get it looking decent. The end result has to be an MKV file? I'd kinda prefer AVI, unless that's really dumb for some reason i don't know about.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Post subject: Basic Encoding Questions
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Sup sirs. I have a few basic questions about encoding, if it's alright. 1) How much better is H.264 compared to WMV9? (Specifically for 59.94fps game footage, some of which was captured from emu and some of which was captured from consoles via S-Video at high color resolution.) 2) Is there anything wrong with using a GUI H.264 encoder like VirtualDub rather than the command-line stuff written in your guide? 3) Is H.264 fully supported by WMP yet? If not, should i try to use MPEG-4 instead? It's almost the same thing right? This is driving me crazy. Why is it so impossible to find a decent balance between quality, compatibility, and ease of use?
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article
Maj
Experienced Forum User
Joined: 9/9/2007
Posts: 66
Location: Los Angeles
Yeah, i dig arcade SFTM. You've seen my Guile video, right? SFTM has a lot of crazy cool stuff but it's still damn ugly. Btw i liked your SFA speedrun with the Dramatic Battle clip. My friend Magnetro is putting together a video that's going to require a lot of clips from different fighting games. I don't want to go into too much detail regarding the premise and spoil the surprise for everyone else, but would you be interested in contributing some clips from obscure PSX games? We've got the Marvel series covered for the most part and i'll probably take care of the CvS series, but everything else is pretty much open at ths point.
http://sonichurricane.com Tuesday = new technical/combo video/article | Thursday = new screenshot | Saturday = new strategy article