Posts for negjay

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That's definitely more pleasing to the eye, but I was only following examples from AviSynth's own wiki. Also I actually have almost a dozen separate incarnations of single file ones I was toying with before I figured out how to make a four-video encode, so I picked the simplest route to slam them together (I have seen enough AviSynth error messages to last me until the end of time). Also those plugins should be loaded automatically I agree, but they only are about half the time unless I call them specifically. I am not alone with this weird problem but it doesn't affect most people. Thanks.
Post subject: 60fps to 30fps drop vs mashing, 4 video encode experiment
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Uh, hello. So I've been trying a handful of various methods of converting 60fps videos to 30fps. I have for years, actually, off and on, and I figured I would share what I have figured out since I am no longer inexperienced with AviSynth. http://dl.dropbox.com/u/61653020/Super_C-60FPSto30FPS_Fourways.mp4 This is published video #830, Super C, in a quad video like the NES Mega Man video that blew my mind. It's all sourced from the same (lagarith/rgb) dump. I have no idea on earth what the sound output from the .avs file is like; I simply loaded the source dump alone and dumped the .wav and used Nero AAC to make the actual .m4a I embedded into the .mp4. For encoding I used AviSynth/VirtualDub/x264 VFW (writing to a separate .mp4 file) and "My MP4 Box GUI" to merge the video/audio. The bitrate is ludicrous so you can expect little to no artifacts in the compression; this is a showcase, not a publishable thing. I guess this is useful for watching specific parts repeatedly while focusing on different sections to see how flicker/motion is handled? Generally speaking, I have almost zero idea what in the world I'm doing. http://pastebin.com/Wp15pXmf There's the .avs script I pieced together with a hammer and a block of cheese. I love these movies and I have a tendency to be uncontrollably obnoxious which is why my post count is so low; I love this site and I love what you guys do, so, I just stay out of it as to not ruin it for myself. But in any case, I figured I'd share this since I worked on it for a bit. I guess I'm up for answering questions if any pop up, it's all pretty well explained. I'm still looking for/playing with other motion compensation methods. If someone wants the plugins I suppose I could slap them on mediafire pretty quickly. So, um, yeah. >_> I know the community has voted against this sort of thing but I have a habit of making personal .mp4's for my phone and I figured there might be other people that do as well. IMO the frame merger plugin wins because it's so subtle, it tends to not blur up fast motion the way other methods are prone to.
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Heh I remember renting this as a kid. IIRC the first boss is a big snake, and I was disappointed that a turbo stream of bananas wasn't killing him fast enough. Then I realized that by tapping down I could interrupt his arm animation and make him throw bananas much faster. The rest of the game proved to be pretty easy after that. Your run is pretty good so far, nice use of damage boosting.
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moozooh wrote:
Maxim all bosses has been done, actually.
Ah, you're right, thanks for reminding me about it I completely forgot this existed. Time to watch it again. =) I agree that the Julius all-boss run will wind up probably being the most entertaining simply because Julius isn't totally broken. Avoiding item crashes for the Richter all-boss run would help. Instead of pressing triangle and the boss dying seconds later while Richter sits in the corner reading, he'll be flipslicing and whipcrackin' like a lunatic... but the boss will still be dying seconds later. Certainly though from an entertainment perspective that would be preferable to watching Richter finish a novel in the rain to cool off from all of his sprinting.
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Kitsune wrote:
I wouldn't mind seeing a Julius run where he fights every boss. But then again, it's probably just me.
No, not just you, I'll throw my hat into that ring. Same goes for Maxim all bosses and Richter all bosses when the time comes, boss rape is always welcome.
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I figured most of the PSX games I would like to seen TAS'd would have already been mentioned by now, and I was right. A fully 100% run of SOTN would take ages, unfortunately, what about a 100% relic run so he at least has to tour the castle but not transform to the wolf and dredge the ceiling of the inverted water area. Also if there's a Richter run it'd be nice if there was a 100% boss Richter run, so long as it didn't OHKO every boss with Hydro Storm anyway. Also, all the Mega Mans on PSX have quite a bit of collectibles in them... then again no one's mentioned them at all. Maybe any% and 100% runs are just assumed to be in the works. What about exclusive X and Zero runs of both types for each game? Wouldn't a run of Duke3D basically be nothing but those glitch-through-wall moves, resulting in the whole game being more loading time than actual playtime? Time to Kill and Land of the Babes are more interesting choices. Games I haven't seen mentioned in this thread: Future Cop LAPD Omega Boost Games I haven't seen mentioned, but I will... begrudgingly: Syphon Filter (I HATED THIS GAME SO MUCH) MDK One Zanac X Zanac: Zanac Neo RayStorm RayCrisis Xevious 3D/G Oddworld Irritating Stick Ehrgeiz : New Dungeon Adventure (For encoders, this game didn't output at 320x240)
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I'm glad to see that the idea for a 100% relic run has traction. The more of this game I can see actually manhandled, the better. As for how far people are willing to go with glitches, well, I still say Harmony of Dissonance is an excellent example. Let's suppose that with more experimentation it's discovered that you can literally warp from the very first door to the ending credits. Or let's say Super Metroid, that some completely bizarre glitch is found where if you shoot 3 missiles into the ceiling then dry hump the wall for three minutes, you're teleported back to your ship and just have to press down to initiate the ending. Those still valid, even though the game is completely broken? There's two runs for Zelda 3, why can't their be two runs for this game, it's certainly popular enough to warrant such a thing. As for arguing entertainment, you can't do it. One man's drag car race is another man's mantrain. As for a natural path run, I'm in favor of supporting it as a voluntary option as well. They would fit nicely into the Special Categories or even directly under Concept Demos section. I see little reason to immediately and intensely dismiss the idea. Naming other games that don't actually have a pre-defined path? What about Chrono Trigger, after you bring Crono back. You're given free reign to do things in any order you want. This also applies for the World of Ruin in Final Fantasy 3. Some games simply do not have a pre-defined path. Of course there's also Metroid Zero Mission, which gives you intentional sequence breaking opportunities for more experienced players. In such cases why not simply pick the path that is fastest, the point of such movies would be to show everything, right? It's just a frame-perfect longplay? Yes, yes it is, with no exposition. In a weird way without using these gamebreaking glitches it sort of becomes an impossibly high standard for realtime speedruns. I have a whole lot of downloaded single segment runs from SDA, which in my opinion are the most pure displays of skill. I view segmented runs as partially tool assisted, and some runs like the Half-Life 2 one as completely tool assisted. Would a TAS longplay Special Category truly be such an abhorrent thing? If people are willing to make them and people are willing to use their bandwidth to feed the torrents? There seems to be room on the site for them since it's so well organized anyway, you won't even trip on them.
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Personally I'd be interested in TAS movies that don't abuse movement glitches so severely that all cohesion in game travel is completely lost. Harmony of Dissonance in particular really loses some entertainment value from all of the warping, I hope no one ever finds something like that for this game. Now if there was just a way to mute the backdash sound so it doesn't sound like someone's furiously sandpapering antique furniture right next to a microphone during the run. Now a full map run of this game would be pretty time consuming, and a full on 100% of everything run would be absurdly lengthy. How about instead a 100% relic run? This would still allow quite a bit of the game to be bypassed. As for the suboptimal character runs I would personally find it highly amusing if someone did a run that never equipped any weapons. I was surprised how easy the game was while never allowing myself to equip anything actually, the only guy that put up a fight was Galamoth. It probably wouldn't add up to much more than a minute or two's total difference, and that's only if every boss is fought, so while an interesting idea I doubt it's validity. BTW 8/9.
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I think I made that estimate before you posted your smashtastic Prime Frog fight, which cut five in-game days. =) For the record, even if the bird run never gets posted, the finale to your Tyrannosaur fight was awesome. Here's a question though - how much time would it cost going mammal? The point being that right before you land the last blow on Bolbox you could evolve into a human and finish that way (afaik the human wouldn't have enough speed to keep up with the others). I think I remember a video on this site with an alternate movie file with a slightly different ending, this would be a likely candidate for similar treatment. The way you handled Fort Bird-Man was simply awesome, and I think I missed how you evolved the bird's feet into chainsaws.
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Shinryuu wrote:
There is also possibility to call monkey from the end of the screen by the emo bird.
Sometimes language barriers are awesome. =) I've been keeping up with the progress on this run, which probably saved my life. There's only so many times my jaw can hit the floor before I have difficulty eating.
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finalfighter wrote:
http://www.yuko2ch.net/rockman/01-woodbird_happning2.avi I found nice new tech :P You must pay attention to the egg.
WTF. ¯\(σ_ο)/¯
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Johannes wrote:
...with shitty hardware/decoders?
I think you nailed it, right there. Believe me I'm never going to build another computer with a CPU or chipset that wasn't built by Intel, I can tell you that.
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andymac wrote:
Why do you have to use H26.4 anyway? can't you just go with the good old MPEG-2? H26.4 seems like a shitty format when it comes to stability. It's only a 7 minute video anyway, so size won't really matter.
Well h264 offers a far superior image quality to filesize ratio in comparison to other formats. Divx and Xvid are both advanced forms of mpeg-4, then there's regular mpeg4 (aka h263) and further down the line is mpeg-2. It's just that there have been tons of h264 video streams on this site that have taken almost no cpu at all for me to play, whereas the .mp4 files on SDA have always drop kicked my system. And codecs don't matter with VLC or SMPlayer, but I also attempted the good old MPC with ffdshow tryouts and received the same result - a fully red gauge on Process Explorer. I've encoded a handful of my own*, and I've always used ffdshow to make h264 videos and they always play back without killing the cpu and look fine. I didn't really tinker with the settings, just set a bitrate, so what settings have you evolved to use in the last couple of months? (*VBA, even taking 50% cpu at a high priority, still won't run at a stable 60 fps for me, it wanders around a bit. So whenever a run comes out that I really adore, such as BioSpark's psychopathic killathon 100% Fusion runs, I make my own avi out of them with the ffdshow codec so I get it rendered in HQ2X. Just so I got a perfectly smooth framerate on playback.)
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I'm not a fan of Mario movies, but I'll comment on the videos. I tried Johannes' encode, and it's like an .mp4 from SDA; 100% cpu usage. Usually the h264 videos from this site take up no cpu at all. I can't even watch a HQ run from SDA, it just completely thrashes my Athlon Barton 2800+. I don't know which h264 setting does it, but it's quite unfriendly to those without hardware h264 decoding or fairly recent processors. As an aside, HappyLee, your English has improved to the point where you are very easily understood. At this rate you will sound like a Briton within a year.
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I'm still not sure what the benefits of the flying form would be over any other, running and enemy bouncing can get through stages much faster than just flying through them. There's not that many bosses that flight would provide a clear, distinct advantage for either. But, if he does do flight, I hope instead of going up in the cloud for the 9999 blue crystal FRK tests out the big ocean area before the mountain. Glowing meat from those shell enemies on the floor right at it's start, if manipulated, would probably be tons faster. But no dragon that way.
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You're making incredible time through this game, anyone who's familiar with it will be very impressed. That was awesome how you kept the landshark's speed by gulping in midair.
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Wow Sir FatRat, both of those movies were smashtastic. With additional frame perfect precision there will be no doubt that ramming is comparable to biting in this game, in many cases a better option.
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Zurreco wrote:
I got enough free time to finish a sloppy test for this. I stopped using FA after the first meat, and everything went downhill from there. Regardless, the game still went by quickly enough. Sub-60 would be a piece of cake. Test can be found here.
Oh dear God thank you for this! =) I must've played through this game 100 times by now. I'll take notes as I watch it. World 1: I'm surprised that the dash-attack didn't get used once. World 2: You could have afforded the Jeprol back-o'-the-head before the Debustega fight. That would have saved a ton of time. World 3: Wow, that five day battle with the prime frog was badassed. World 4: Man I have so many memories of this game brought back by your ravenous lionbunny biting Tyranosaurs in the crotch until they die. (And it always took me a massive amount of time to get through the bird fortress, I've never seen it done as quick as you did it.) World 5: Okay so the dash attack didn't seem to get used once throughout the whole movie. Excellent proof of concept video there, I could see 55 minutes for a final time but I don't see going below 50, unless there's a big change in the Prime Frog fight. I'm not one to accurately estimate this kind of thing though. The next question is will there just be one tas or one that also finishes the game with a caveman instead of a lionbunny?
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amaurea wrote:
However, I don't have access to any windows machines with a sound card, unbelievable as it might sound, and snes9x refuses to produce any audio at all if there is no sound card, even when dumping to avi. That is why I hoped someone could do it. I already process the video in essentially the same manner as you reccomend, but using mencoder instead of virtualdubmod.
I'll hook you up. I'm not experienced with mencoder but with any version of VDub you can simply stream in an existing already encoded audio stream into an existing encoded video stream. I'm drunk right now and I'm not about to figure out exactly which SMV you're using but I've done a bunch of personal encodes (especially for the GBA Metroids; ffdshow as a codec outputting with hq2x resizing, complete with a rock solid framerate as opposed to vba's 98-102% wackiness). So if you want a flac'd up wave for a re-encode, I'll send that, or if you want an mp3 or aac or whatever, I'll do that too. I've an audiophile myself (which has nothing to do with this site and that's why I haven't brought it up before) so I've got everything ready to go over here. If you just give me an SMV I'll send you a 96kbps lame mp3. If nothing else though tell me exactly the duration you want since it keeps on going after the movie input quits.
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amaurea wrote:
http://folk.uio.no/sigurdkn/sm_ingame.avi
This is awesome and I love you for sharing it. Fret not about the audio that we've all heard 1000 times before, Minus the Bear works well enough. =)
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Another vote of interest here. Don't damage your real life for the sake of it but I too would definitely appreciate a quality run of this game, accepted or not.
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jaysmad wrote:
I find it sad that all the bosses are spared. Especially, Mother Brain since shes the heart of this operation.
Dude, the planet blew up. I'd rather be vaporized instantly after three minutes of sirens then be shot to death with cigarette filter sized explosives. They got off easy. [edit]Sorry Tub, it's 7am on a Monday morning and I'm drunk. =)[/edit] Everyone else is throwing in their opinions so why not me? I do not feel that this should obsolete the existing 14% movie on the grounds that this one breaks the game in a much more severe manner. Plus the boss fights are so entertaining to watch. Maybe aside from the concept demo/other page there should be another one where only-tas-possible or outright gameraping glitches aren't allowed. More natural path if you will; challenging the game on it's own terms while still having a whole row of savestate keys and frame by frame. Rampant categorism is a problem that will occur with games as complex as Super Metroid. Just wait until SOTN is emulated as conveniently as FCEU allows. O_o
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Oh yeah, definite improvement and a bit of nostalgia too. Excellent fight against the final boss. =)
Post subject: Re: #2009: computerbird's GBA Megaman Zero 3 in 58:00.98
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digitalfowl wrote:
Very importent thing:I'm not good at English,so maybe there are too many mistakes in this article,so if you find some mistake,please tell me and help me rectification it,thanks.
Actually your English is excellent, certainly quite a long shot superior to my Chinese. =) important And you should have used rectify instead of rectification, small error there. It's much more troubling that I was only able to give this a 'yes' vote and not a 'hell yes!' vote. Excellent movie! =) My favorite part was the first battle with the Frosty Cow where Zero got some glitter on his... um, X-Saber.
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I concur, damn entertaining so far. =)