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MUGG wrote:
But when the screen are considered on top of each other, then there should be no gap.
I suggest that a line of 1 pixel height should be added here though, to see what belongs to which screen.
Like I (and others) said in the DS group, I think it would be a good idea to scale one of the screens considerably smaller if it doesn't contain relevant information, like is the case with the super mario game. (In this case the screens could also be side-by-side, to make the video widescreen rather than "tallscreen". The extra empty space could be used for something else, eg. input display.)
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Warp wrote:
Blublu wrote:
Hey, that gives me an idea. If the "DS" is visible, you could show the input on it, too. So when A is being pressed in the movie, the A on the DS would be pressed as well. And so on. It would probably be a bitch to implement, though. But it would make the movie extra 1337. :)
That's actually similar to the idea I wrote in the DS group some time ago. I like and fully endorse your idea. :)
I dunno. Some emulators (like the iPhone NES emulator) do this and I always found it kinda cheesy and distracting.
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Nightwatch wrote:
Warp wrote:
Blublu wrote:
Hey, that gives me an idea. If the "DS" is visible, you could show the input on it, too. So when A is being pressed in the movie, the A on the DS would be pressed as well. And so on. It would probably be a bitch to implement, though. But it would make the movie extra 1337. :)
That's actually similar to the idea I wrote in the DS group some time ago. I like and fully endorse your idea. :)
I dunno. Some emulators (like the iPhone NES emulator) do this and I always found it kinda cheesy and distracting.
No other emulator does this. Why should this one?
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ccfreak2k wrote:
No other emulator does this. Why should this one?
Why not? I consider "no other xxx does this" one of the lousiest excuses for not doing something, ever.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Nightwatch wrote:
Warp wrote:
Blublu wrote:
Hey, that gives me an idea. If the "DS" is visible, you could show the input on it, too. So when A is being pressed in the movie, the A on the DS would be pressed as well. And so on. It would probably be a bitch to implement, though. But it would make the movie extra 1337. :)
That's actually similar to the idea I wrote in the DS group some time ago. I like and fully endorse your idea. :)
I dunno. Some emulators (like the iPhone NES emulator) do this and I always found it kinda cheesy and distracting.
Are you really talking about the same thing? Knowing how iPhone works (basically it has no buttons, just the touchscreen) I assume the graphical buttons double for real buttons which you use to play. It would feel somehow logical that replaying a movie also "presses" those same buttons (if that's what you mean).
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Warp wrote:
Are you really talking about the same thing? Knowing how iPhone works (basically it has no buttons, just the touchscreen) I assume the graphical buttons double for real buttons which you use to play. It would feel somehow logical that replaying a movie also "presses" those same buttons (if that's what you mean).
Well, what I mean is that it displays a photo of a NES controller in the bottom part of the screen, which I assume was similar to what you were suggesting: a photo of a DS. Photos don't really work well as user interfaces and for emulators they tend to clash with the sharpness of the game display. If you were thinking about a little diagram or digital art of the controller, then I'd be all for that. That might even be useful for other videos too: it's easier to read a diagram than a "LDUR BA Ss" status line. (Of course, then you can't do JXQ-style art. Oh well...)
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Nightwatch wrote:
Well, what I mean is that it displays a photo of a NES controller in the bottom part of the screen, which I assume was similar to what you were suggesting: a photo of a DS. Photos don't really work well as user interfaces and for emulators they tend to clash with the sharpness of the game display.
Well, I made the concept image in the previous page of this thread. Judge for yourself.
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Blublu wrote:
Hey, that gives me an idea. If the "DS" is visible, you could show the input on it, too. So when A is being pressed in the movie, the A on the DS would be pressed as well. And so on. It would probably be a bitch to implement, though. But it would make the movie extra 1337. :)
I think this idea would be neat. Because it would give you an idea of what it would really take to play these TASes. We could appreciate more just how inhuman the input is ^^
It's hard to look this good. My TAS projects
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Warp wrote:
The gap seems "too" large in the real device. Does it really look like that in the real thing?
It's like this when you hold DS wide open (180 degrees) but it's designed to stop at ~150-160 degrees, so gap looks a bit smaller. Although screens do too.But IRL you tend to ignore it blaming everything on perspective etc.
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Also take note that the gap size differs between DS versions, the gap on the DS Phat and the gap on the DS Lite aren't equal. I don't know about the DSi, but since the shell is basically a Lite it shouldn't be any different.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
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Well, the gap you make the video with should depend on how it's defined by the game. Figure out how many pixels it is, and then find an image that fits.
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Dragonfangs wrote:
Also take note that the gap size differs between DS versions, the gap on the DS Phat and the gap on the DS Lite aren't equal. I don't know about the DSi, but since the shell is basically a Lite it shouldn't be any different.
Are the amount of pixels games calculate for the gap the same? I know some games have no calculated gap at all, and show a perfect image on the DS emulator:
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I don't think any game cares what DS it's played on.
Even the best player is limited by the speed of his fingers, or his mind's ability to control them. But what happens when speed is not a factor, when theory becomes reality?
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Baxter: Some have no gap at all (like your screenshot suggests), others have a 64px gap. The filler logo was only used because this particular game has a gap.
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Warp wrote:
MUGG wrote:
But when the screen are considered on top of each other, then there should be no gap.
I suggest that a line of 1 pixel height should be added here though, to see what belongs to which screen.
Like I (and others) said in the DS group, I think it would be a good idea to scale one of the screens considerably smaller if it doesn't contain relevant information, like is the case with the super mario game. (In this case the screens could also be side-by-side, to make the video widescreen rather than "tallscreen". The extra empty space could be used for something else, eg. input display.)
I really like this idea. When the screen is not meant to be on top of each other, it would be best if they were side by side. I also like adding a DS image, pretty much like what is done with the Super Gameboy.
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I think taking Blublu's "gradient between edges" and stamping a TASVideos blurb on top of it would look nice in situations when the middle area can't be reconstructed.
put yourself in my rocketpack if that poochie is one outrageous dude
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ZeXr0 wrote:
Warp wrote:
Like I (and others) said in the DS group, I think it would be a good idea to scale one of the screens considerably smaller if it doesn't contain relevant information, like is the case with the super mario game. (In this case the screens could also be side-by-side, to make the video widescreen rather than "tallscreen". The extra empty space could be used for something else, eg. input display.)
I really like this idea. When the screen is not meant to be on top of each other, it would be best if they were side by side.
Note that in my suggestion above I suggested putting the screens side-by-side only if one of the screens can be made smaller than the other (because it doesn't contain any relevant information). If that is so, then the main screen can be made relatively larger when viewed full-screen. If both screens have the same size, then it doesn't matter if they are tiled vertically or horizontally: On a 4:3 monitor their size doesn't change. (On a widescreen monitor there will be a difference.)
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Warp wrote:
ZeXr0 wrote:
Warp wrote:
Like I (and others) said in the DS group, I think it would be a good idea to scale one of the screens considerably smaller if it doesn't contain relevant information, like is the case with the super mario game. (In this case the screens could also be side-by-side, to make the video widescreen rather than "tallscreen". The extra empty space could be used for something else, eg. input display.)
I really like this idea. When the screen is not meant to be on top of each other, it would be best if they were side by side.
Note that in my suggestion above I suggested putting the screens side-by-side only if one of the screens can be made smaller than the other (because it doesn't contain any relevant information). If that is so, then the main screen can be made relatively larger when viewed full-screen. If both screens have the same size, then it doesn't matter if they are tiled vertically or horizontally: On a 4:3 monitor their size doesn't change. (On a widescreen monitor there will be a difference.)
I agree that when it's not very relevant, or part of the game play, it should be smaller, most of the games uses the seconds screen for menu, maps, information other than the main screen. Like Chrono Trigger DS, The bottom screen is almost never used.
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Blublu wrote:
Hey, that gives me an idea. If the "DS" is visible, you could show the input on it, too. So when A is being pressed in the movie, the A on the DS would be pressed as well. And so on. It would probably be a bitch to implement, though. But it would make the movie extra 1337. :)
And for the Wii you get a ragdoll doing the movements? :D
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No, it would have to be some kind of gyroscope.
put yourself in my rocketpack if that poochie is one outrageous dude
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Blublu wrote:
If the "DS" is visible, you could show the input on it, too. So when A is being pressed in the movie, the A on the DS would be pressed as well. And so on. It would probably be a ***** to implement, though. But it would make the movie extra 1337. :)
This could be done in video editing for this and other systems. Say, for Super Mario World, if A, B, X, and Y are pressed on frame 5465, then stick frame 5465 on a TV screen, below that would be a pic of somebody pressing A, B, X, and Y(same pic as the TV). Do that for every frame in the movie, and tah-dah! Movie Leetness Upgraded!(once I get Sony Vegas (AKA Christmas) I'll do a proof-of-concept)
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Just thought I'd mention this here; If you put 2 video streams in an MKV and open it in VLC it opens two windows, one for each stream. Then you could make the gap however big you want :) Upsides? For a start, if you have a screen which isn't doing much at all then it's a huge decrease in filesize since that video stream can have a really low bitrate (and extreme decimation if the encoder uses this). Each screen can also be resized independantly and moved to where the viewer wants. Downsides? Well, it doesn't do scaling gracefully (it does nearest neighbour for some reason) and so anything that needs aspect ratio correction looks bad. Luckily for DS games though this isn't required :) Correction: Using OpenGL for rendering no longer leaves me with this problem. Also the implementation is a big buggy at the moment.. I tried a proof of concept about a month ago with a couple of the runs I was encoding at the time. Here's the result: Edit: I'd just like to mention theres a whole load of other uses this has as well for other consoles. You could have a display of memory values for those that want them or a special visualisation. Even input and frame stuff could be put in a seperate stream at little space cost.
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That's not going to be useful for games with continuous screen because: 1) part of the actual screen will most likely be covered by lower window's title bar; 2) I'm very sure no-one's actually going to adjust the screens manually each time they open the file. That's beside the fact that very few players have that function. I haven't made any tests yet, but so far I only know of VLC.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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moozooh wrote:
1) part of the actual screen will most likely be covered by lower window's title bar; 2) I'm very sure no-one's actually going to adjust the screens manually each time they open the file.
1) If the streams are swapped in the mkv then the floating one can be the top one (and as such there would be very little of a gap). 2) Last known position seems to be saved on exit. Alternatively, an .avs can be provided that takes the streams and outputs them in a specific position/way.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs