I think it was pretty good quality >>
I'll have an m64 somewhere in investigation, if the level isn't too hard to do (desync free would help but fat chance) I'll just wait until it's complete
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
mostly it was the song that was overlaid that I didn't like (I couldn't figure out how to get the normal game music playing) and also itd be nice for the .m64 to verify if it desynchs on us or not.
I'd also love to see a co-op of some sort, however I have mentioned on IRC a few times that I personally do not believe that we have the skill needed to make N64 two player runs with two separate screens and two characters capable of completely separate 3D movement. all 2+ player runs on this site have the characters that are controlled on the same screen (nightmare on elm street, lost vikings, sonic 2/3, etc.) and in 2 dimensions. if you can handle it though, all the more power to ya.
Yeah, please don't make a movie with dual audio again. I spent so much time trying to figure out how to make mplayer play the other track, but I still never found it, and now my copy of mplayer seems to be broken from all that command-line fiddling.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I just mix audio files by making wav of each first, then mixing them with sound recorder (comes standard with windows), then encode to mp3. then you can add it as source audio.
Wouter, am I supposed to get in the first side door right when it gets opened by the bot or is it best to wait more in the cinema? All the videos have it waiting more (especially Your Eliteness') and getting through the door a bit after the bot opens it. I thought it's obviously get there right when it opens so the bot is reprogrammed faster before it gets too far down there but is that wrong? Or does the bot follow the exact same route and isn't interrupted in that part so it doesn't matter (or even waiting is faster as the bot is further along)? I'd figure it out but I'd have somehow find out what the bot is doing while reprogramming it.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
eh.. I don't think it matters, I'm not near an expert though :p I'd say make it so that you can skip cinema asap and still go through door the instant you can go through, without having to stop.
INTERACTIVE CONTROL
MPlayer has a fully configurable, command-driven control layer which allows you to control MPlayer using keyboard, mouse, joystick or remote control (with LIRC). See the -input option for ways to customize it.
keyboard control
<- and ->
Seek backward/forward 10 seconds.
up and down
Seek forward/backward 1 minute.
pgup and pgdown
Seek forward/backward 10 minutes.
[ and ]
Decrease/increase current playback speed by 10%.
{ and }
Halve/double current playback speed.
backspace
Reset playback speed to normal.
< and >
Go backward/forward in the playlist.
ENTER
Go forward in the playlist, even over the end.
HOME and END
next/previous playtree entry in the parent list
INS and DEL (ASX playlist only)
next/previous alternative source.
p / SPACE
Pause (pressing again unpauses).
.
Step forward. Pressing once will pause movie, every consecutive press will play one frame and then go into pause mode again (any other key unpauses).
q / ESC
Stop playing and quit.
+ and -
Adjust audio delay by +/- 0.1 seconds.
/ and *
Decrease/increase volume.
9 and 0
Decrease/increase volume.
m
Mute sound.
_ (MPEG-TS and libavformat only)
Cycle through the available video tracks.
# (DVD, MPEG, Matroska, AVI and libavformat only)
Cycle through the available audio tracks.
TAB (MPEG-TS only)
Cycle through the available programs.
f
Toggle fullscreen (also see -fs).
T
Toggle stay-on-top (also see -ontop).
w and e
Decrease/increase pan-and-scan range.
o
Toggle OSD states: none / seek / seek + timer / seek + timer + total time.
d
Toggle frame dropping states: none / skip display / skip decoding (see -framedrop and -hardframedrop).
v
Toggle subtitle visibility.
j
Cycle through the available subtitles.
y and g
Step forward/backward in the subtitle list.
F
Toggle displaying "forced subtitles".
a
Toggle subtitle alignment: top / middle / bottom.
x and z
Adjust subtitle delay by +/- 0.1 seconds.
r and t
Move subtitles up/down.
i (-edlout mode only)
Set start or end of an EDL skip and write it out to the given file.
s (-vf screenshot only)
Take a screenshot.
S (-vf screenshot only)
Start/stop taking screenshots.
I
Show filename on the OSD.
! and @
Seek to the beginning of the previous/next chapter.
D (-vo xvmc, -vf yadif only)
Activate/deactivate deinterlacer.
(The following keys are valid only when using a hardware accelerated video output (xv, (x)vidix, (x)mga, etc), the software equalizer (-vf eq or -vf eq2) or hue filter (-vf hue).)
1 and 2
Adjust contrast.
3 and 4
Adjust brightness.
5 and 6
Adjust hue.
7 and 8
Adjust saturation.
(The following keys are valid only when using the quartz or macosx video output driver.)
command + 0
Resize movie window to half its original size.
command + 1
Resize movie window to its original size.
command + 2
Resize movie window to double its original size.
command + f
Toggle fullscreen (also see -fs).
command + [ and command + ]
Set movie window alpha.
(The following keys are valid only when using the sdl video output driver.)
c
Cycle through available fullscreen modes.
n
Restore original mode.
(The following keys are valid if you have a keyboard with multimedia keys.)
PAUSE
Pause.
STOP
Stop playing and quit.
PREVIOUS and NEXT
Seek backward/forward 1 minute.
(The following keys are only valid if GUI support is compiled in and will take precedence over the keys defined above.)
ENTER
Start playing.
ESC
Stop playing.
l
Load file.
t
Load subtitle.
c
Open skin browser.
p
Open playlist.
r
Open preferences.
(The following keys are only valid if you compiled with TV or DVB input support and will take precedence over the keys defined above.)
h and k
Select previous/next channel.
n
Change norm.
u
Change channel list.
(The following keys are only valid if you compiled with dvdnav support: they are used to navigate the menus)
keypad 8
Select button up.
keypad 2
Select button down.
keypad 4
Select button left.
keypad 6
Select button right.
keypad 5
Return to main menu.
keypad 7
Return to nearest menu (the order of preference is: chapter->title->root).
keypad ENTER
Confirm choice.
mouse control
button 3 and button 4
Seek backward/forward 1 minute.
button 5 and button 6
Decrease/increase volume.
joystick control
left and right
Seek backward/forward 10 seconds.
up and down
Seek forward/backward 1 minute.
button 1
Pause.
button 2
Toggle OSD states: none / seek / seek + timer / seek + timer + total time.
button 3 and button 4
Decrease/increase volume.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
I don't know what a command line is but they belong to the Museum, and people only use them to seem SMART because they're so complicated that not even Einstein and his Wormholes could understand anything about them.
Here is progress so far, about 25 seconds (an eternity) in
savestatem64
this level, at least the beginning is really smooth which you will notice and it makes it easier to do stuff. It has helped with desyncs but I have still had some especially right at the beginning with the initial pulling out weapon lag.
The question is.. should I be doing something different with the camspy/avenger/everything else then usual?
It's not possible in the first level because of a glitch.. the only way could have been bailing out of the speech skip halfway but even then sub 1:30 is doubtful as time can't be regained from not doing the skip. And I'd rather not have the opening cinema the first thing you see. 1:20 should be possible for a time though, but very hard obviously.
The rest should be barring no more problems except Air Base/Air Force One/Crash Site I guess.. Air base won't be a wr if it's better to start at one point in air force one or the other way around. I'm not sure whether the hoverbike can be released quickly and still get a wr time in af1, I haven't really looked into it. The hoverbike must be used in crash site since it just saves a lot of time. Are there any others?
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I couldn't get the sound to work properly for either video, so I made my own encode. (I was going to do this much earlier but forgot.)
I forgot to stop at the end of defection, so I kept encoding through to the end.
laughing_gas wrote:
comicalflop wrote:
I know it's easier to TAS with the "C-buttons move me" style, but it is time wasted and with tools, you should be expected to create the same amount of precision no matter which controls you use, since you're playing the game frame by frame. (especially with the TAS input plugin, you shouldn't need to change the controls.)
I remember that there was an article on the elite forums or something like that which "proved" that control style 1.2 was superior to 1.1, because you don't lose speed while turning / changing strafes.
I also remember from watching your input in-level that you were using 1.1... in the main menu can't you switch to 1.2 in a couple of frames? (better than GE where you have to do it in level.)
*Revives the topic*
I just thought i'd say that i've been working on a Co-Op TAS of Defection Perfect Agent. It's merely a test and not a start of a full run, i just wanted to see if it was possible at all and if it had the expected entertainment value. So anyways, I finished the TAS today with a time of 1:02(no speech skip, and i lost several seconds in beginning due to not using the glitching without door or head strat(it was simply too hard to perform)). Unfortfunately i experienced a desynch and have to redo last 20 seconds but it was the easy part of the level and should be done by tommorrow.
So long story short, Co-Op is possible and probably easier than most thought. It's just very laggy and hard to optimize.
Anyways, Expect the m64 tommorrow! :)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I experienced exactly 250 desynchs when trying to go through the intro menus many months ago to start this as a project... I'm surprised that you finished a full run, much less a co-op one.
I think I've been looking forward to co-op because it would be so complex and there are so many ways you can divide up the goals to beat the times faster... but it would be tough as shit to optimize, not just hard... the only turnoff for 2 player was the 10 FPS.
I look forward to the test run!
250 Desynchs??!! Wow, that's just wierd. Though I am using anti-desynch version and it's with great success(not total successs though, 4 desynchs i think so far, which is still extremely good for co-op).
So yeah, Anti-DS FTW!
And as i said, TAS'ing Co-Op might not be as hard as you might think. And the results maybe not what youe expect either, but i guess no one really cares anyways :P
Isn't anti-DS Mupen kind of frowned upon? I don't know for sure, I'm just asking.
Anyway, screw that. It's amazing that you managed to get a full TAS (even if it is just a test) out of this, what with all the desynchs.
Look forward to updates.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
yeah 250 desynchs in the span of 40 frames. My .m64 was faster than L4yer's, who spent like 60 or more frames on the menus selecting a different controller style or something, but I could not for the life of me get it to synch at all. I even wrote down the input to press per frame, and used no rerecords, but after 1,000 rerecords of effort I still had not entered the first level.
I thoght the anti-DS mupen was invented to prevent the flashram being made wrong or something specifically so that the Majora's Mask TAS would be easier for more people to watch. Since when did it become a method to TAS desynchable games safely?
I always thought it was made to totally get rid of desynchs. And to 90% it works. I didn't experience a single desynch in the menu stuff and it wasn't until the first glitching i got a desynch.