Posts for admiralpete

admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I was curious if there was any progress on the TASing end of PPSSPP. I've been following the boards for some time, and I hope that progress can be continued.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Well done TAS, and since it's a Mega Man X game on top of that, it gets an appropriate "yes" vote from me. Though while reading the notes on the TAS, I noticed you mentioned that you "manipulated" the random rooms in Scaravich's Museum. Was that just luck manipulation or is there a trick to it? I've been playing this game off and on since it came out and have never been able to quite figure that one out.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I won't be submitting my work here. I'd like to use the latest dev build for a YT playthrough of mine because it has upscaling capabilities. I was just curious about how to get a movie to play back in sync on the newest dev builds.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I'm currently running the latest official nightly build (7/24). If I want to start a new movie, what are the steps there, or are they the same as in the first post in this thread? The reason I'm asking is that, by default, there is no battery file. Any help would be appreciated.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
BizHawk 2.0 and 2.0.1 both give me problems with loading the CX4 Special Chip, specifically the emulator looks like it can't see the CX4.rom. Not sure what you guys would need from me if this is a true bug. Also not sure if anyone could find a setting I missed or something to resolve this. FTR, I have not changed any firmwares since 1.13 which played Mega Man X2 and X3 without problems, though I did delete 1.13 and replace it with 2.0 and then 2.0.1.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Is there a way to stop recording a movie without stopping gameplay? Every time I try to stop gameplay on 5.0.1418, it gives some sort of error about not having the title in the NAND after which it requires a "non-graceful" shutdown (I think that was the way the devs put it). Anywho, the movie file created after the non-graceful shutdown desyncs immediately upon loading no matter which game I load. From what I've read, if I could somehow stop the movie before shutting down, I could avoid this error all together.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Sorry to revive an old thread, but what do I need to do with ffmpeg to achieve a dump with the FFV1 Codec on Windows?
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Thanks for the answer, I mistakenly thought the audio was out of sync. A related question, I noticed a pull request relating to AVI dumping, specifically in build 4.0-8572. Does this mean that AVI dumping in Windows is fixed?
Post subject: Dolphin Video Dumping Windows
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Is it possible to get an accurate video and audio dump of a Wii DTM on Windows? I had tested several runs off of this site, and the audio gets out of sync. It's not limited to just one specific build, in fact the sync issue happens even with the non-deprecated builds. I'm open to any suggestions, even the most simple.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I know this is a really odd request, but could someone make me a build of v3.0-97 with the av sync hack? I would like to make a proper video dump of a certain run on this site, and this is the latest version of the emulator that it will sync with.
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Thanks for the help!
Post subject: Encoding problem with custom script
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I didn't know whether to make a new topic or post this on the submission I got the script from. I've been trying to find the best way to encode Mega Man X games, and while Googling information on TASBlend, I came across a small script from the link at the bottom of the post. The problem is, I keep getting an error from AVISynth (I don't know what "c" means). I've included my script, and was wondering if someone would know what I am doing wrong. A solution is much appreciated!
AVISource("Mega Man X.avi")
  function Blend(clip c, float oa)  {
  Interleave(
  \ Layer(SelectEvery(c, 8, 0), SelectEvery(c, 8, 1), level=int(round(oa * 257))),
  \ Layer(SelectEvery(c, 8, 2), SelectEvery(c, 8, 3), level=int(round((1.0 - oa) * 257))),
  \ Layer(SelectEvery(c, 8, 4), SelectEvery(c, 8, 5), level=int(round((1.0 - oa) * 257))),
  \ Layer(SelectEvery(c, 8, 6), SelectEvery(c, 8, 7), level=int(round(oa * 257))))
  }
  Blend(c,2.0/3)
http://tasvideos.org/3620S.html
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I was hoping to avoid that because of the sheer number of sections that have shaking, but I will give it a try. Thanks!
Post subject: Question regarding the Hybrid Encode AVISynth Script
admiralpete
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Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
I've been playing with your Hybrid Script for a bit, and I was curious how to get ng_deblink to calculate shaking information better. I'm testing an encode of Mega Man X I made, and every time an enemy or a boss makes the screen shake, the shake doesn't work properly. The end result I would like is shake effects like the ones produced by TASBlend. If anyone could help, I would appreciate it. I've tried changing the settings for the boolean options (Test, Sharp, Stabilize, etc), but none of them gave me the shaking accuracy that I am trying to achieve.