Title: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: aleckermit on July 19, 2010, 10:00:54 PM Here are the settings that need to be used for encoding MP4's for Team 100% OoT VC Segments, if your anri-chan asked you different questions than these then get the latest released version on anri-chan.
Do you want to use Anri-chan's game database to find.... : no Game Data: D = 4 F = 1 2D game = yes (I know it's not a 2D game, but it needs to be done. Orders straight from Nate of SDA) Progressive Scan?: If Wii is in 480p mode then yes, 480i mode then no. Check for Pixel bob fix?: yes, choose whichever screen looks the least jumpy (it was screen 2 for me) NES/Game Boy/etc...: no Trimming content: Range#1/Frame#1 = Shortly before the "Classic Controller" text appears. Range#2/Frame#2 = Any time after successfully seeing "Game Saved" appear (preferably a second or 2 afterwards). Range#3/Frame#3 = no Apply 16/9 Widescreen?: no Append an SDA Station ID?: no Encode a Low-Quality, Normal-Quality, and High-Quality MP4, say yes to "Create nmf?" if asked. (SDA requires all 3 qualities per segment). Note: Encoding may take a while, be patient. The output MP4's are very small in size though (~5mb per minute of video for HQ) Some things to remember before/after recording: 1. Your Wii and OoT should be set to "Stereo" mode in the options menu in the game at all times. 2. Keep the original raw video files and MP4s and save them in multiple places (preferably a DVD-R, external HDD, or SD card). 3. When capturing game footage, use the highest quality available with at least 224kbps audio. 4. Seeing as most runners of the Team 100% run will be using Composite (yellow, red, white) video output, use Composite if you can to keep the visuals consistent. Title: Re: OoT VC Anri Chan Encoding Properties Post by: Siglemic on July 19, 2010, 10:19:12 PM yo what about MM
:( Title: Re: OoT VC Anri Chan Encoding Properties Post by: aleckermit on July 19, 2010, 10:20:13 PM yo what about MM :( Exact same settings for MM. This is mainly for the 100% Team run to keep all the segments looking consistent/their best. Title: Re: OoT VC Anri Chan Encoding Properties Post by: Runnerguy2489 on July 19, 2010, 10:48:55 PM Why just NQ? SDA will require all 3 so we shouldn't we do them all?
There is a question about re-released old games. Answer Yes for that? Title: Re: OoT VC Anri Chan Encoding Properties Post by: aleckermit on July 19, 2010, 10:55:18 PM Why just NQ? SDA will require all 3 so we shouldn't we do them all? There is a question about re-released old games. Answer Yes for that? When submitting to SDA, if you are submitting MP4's, the SDA Station ID needs to be in the video. So there's no point in making all 3 for ZSR submission since we do not know the final time of the run yet and can't make a proper SDA ID. Maybe you know something I don't about SDA allowing no-station id MP4's as submissions perhaps? I wouldn't mind us having to submit the original raw MPEGs to our ZSR site as well for safety purposes. If one person loses a raw file, we're doomed. Answer no for "re-released old game". That only applies to 2D games that have been de-flickered due to porting. You shouldn't even get that question if you follow the steps above properly. Title: Re: 100% Team OoT VC Anri Chan Encoding Properties Post by: ING-X on July 19, 2010, 11:16:36 PM do these settings also apply to cube oot?
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties Post by: aleckermit on July 19, 2010, 11:49:49 PM OK a little note here:
We should definitely submit our attempts to ZSR as High-Quality MP4's. They are much sharper and smoother (no lag) on Youtube than Medium/Low-Quality. Youtube makes Medium/Low-Quality MP4's into really low-res videos that have bad lag. Title: Re: 100% Team OoT VC Anri Chan Encoding Properties Post by: Glitched! on July 20, 2010, 12:13:34 AM im confused.........capture card???????
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties Post by: Jiano on July 20, 2010, 07:35:49 AM Anri-chan doesn't work for me because I have no C drive :(.
I encode all of my videos manually like a real man. Title: Re: OoT VC Anri Chan Encoding Properties Post by: ridd3r on July 20, 2010, 05:32:10 PM When submitting to SDA, if you are submitting MP4's, the SDA Station ID needs to be in the video. The Stat IDs are not required, that is purely up to you if you want to include it or not. For submission you can submit any quality you want as long as it is decent enough to verify; normal is common as it is not too large and decent enough quality. If you want to include a Stat ID fair enough but definitely don't bother for the verification copy. If you can get all the raw footage in one place then append all segments and encode it all in one go with a Stat ID only at the very start and end. Title: Re: OoT VC Anri Chan Encoding Properties Post by: aleckermit on July 20, 2010, 05:52:20 PM The Stat IDs are not required, that is purely up to you if you want to include it or not. For submission you can submit any quality you want as long as it is decent enough to verify; normal is common as it is not too large and decent enough quality. If you want to include a Stat ID fair enough but definitely don't bother for the verification copy. If you can get all the raw footage in one place then append all segments and encode it all in one go with a Stat ID only at the very start and end. If that's true then I highly suggest that we use no Stat ID at all for the final SDA submission, that way we can have our low, medium, and high quality MP4's for each segment on-hand here at ZSR and we won't even have to worry about keeping up with the raw files. Then we can submit all of the files for verification, and once verified they will be able to put the run on the site without us having to send the rest of the needed files. I remember Mike Uyama mentioning that you can send all three quality MP4's for verification. Even the HQ MP4's Anri-Chan makes are very small in terms of file size (the 4 minute HQ segment 1 I encoded is only 25mb). And like I said, we will definitely need to use the HQ MP4's on our ZSR youtube account, Youtube dumbs-down the MQ and LQ MP4's terribly. So then yeah, all three quality types should be stored on our ZSR file page. We won't have to worry about any raws getting lost and they will be ready to send in for final submission. Title: Re: OoT VC Anri Chan Encoding Properties Post by: ridd3r on July 24, 2010, 12:17:06 PM If that's true...... I understand you need confirmation so here it is: http://speeddemosarchive.com/forum/index.php?topic=11945.45 Nate's first post on that page (3rd post down) Quote if you don't agree with this then don't put statids on. it's not required. :) Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated July 26th) Post by: ZFG on October 17, 2010, 06:01:39 PM I used this for encoding my segment 3 but I ended up with some pixel bobbing. I tried again and said yes to pixel bob fix but still ended up with it, though much less than before, but it was a LQ test which I noticed had significantly more of the pixel bob effect than NQ/HQ. Help?
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated July 26th) Post by: aleckermit on October 17, 2010, 07:02:00 PM I used this for encoding my segment 3 but I ended up with some pixel bobbing. I tried again and said yes to pixel bob fix but still ended up with it, though much less than before, but it was a LQ test which I noticed had significantly more of the pixel bob effect than NQ/HQ. Help? Ask Nate. Wrong URL dammit. Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated July 26th) Post by: aleckermit on October 17, 2010, 09:50:34 PM Here's the correct URL, scroll down.
http://forum.speeddemosarchive.com/post/whatre_the_d_f_and_fdp_for_this_game249.html You'll have to check with Nate to fix the problem. Maybe try saying yes to pixel bob fix? EDIT: I went ahead and added pixel bob fix to yes in the settings above. Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: aleckermit on November 08, 2010, 03:44:50 AM Updated settings. Nothing changed aside from question/answers (anri-chan updated recently). I made a few things easier to understand.
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: Siglemic on November 24, 2010, 04:30:39 AM this encodes my shit in 320x240
shouldn't it be double that, since vc is double the resolution of n64 ? Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: aleckermit on November 24, 2010, 08:26:51 PM this encodes my shit in 320x240 shouldn't it be double that, since vc is double the resolution of n64 ? No. Nate wants us to use 320x240 since the VC version really adds no extra detail. It won't even be noticeable really. Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: Siglemic on November 24, 2010, 11:18:12 PM it looks ugly at 320x240 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: ING-X on November 25, 2010, 12:15:36 AM it looks ugly at 320x240 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! u look ugly at any resolution Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: aleckermit on November 25, 2010, 06:45:03 AM it looks ugly at 320x240 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Boo hoo it looks like N64, cry me a river :_(. Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: Siglemic on November 30, 2010, 10:14:30 PM i play vc so i dont have to look at shit graphics
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: ING-X on November 30, 2010, 10:37:08 PM One question - it seems like the D and F for oot and mm were changed on the SDA Knowledge Base as well to match the ones noted in this topic. Aren't those settings only for the VC version? Or were they overhauled for N64 as well?
Title: Re: 100% Team OoT VC Anri Chan Encoding Properties (Updated November 7th) Post by: aleckermit on December 01, 2010, 02:44:05 AM One question - it seems like the D and F for oot and mm were changed on the SDA Knowledge Base as well to match the ones noted in this topic. Aren't those settings only for the VC version? Or were they overhauled for N64 as well? The D and F are the same with any NTSC OoT's/MM's because: D = Dimensions/Resolution (320x240 in this case, no need to use 640x480 for GC/VC since they really add no difference in graphics aside from the resolution. SDA prefers smaller videos if possible.) F = Framerate (20 frames per second in this case. Same in-game framerate on all versions.) When you choose OoT in the database does it ask for pixel bob fix? They've probably added VC version settings that way. Probably best to still do it manually like above just to be safe, works perfect. |