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05-04-22 05:51:42 PM
Jul - The Cutting Room Floor - The Cutting Room Wiki New poll - New thread - New reply
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divingkataetheweirdo

Bandit
TCRF Super Editor
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Posted on 07-07-12 06:24:52 PM Link | Quote
@Foxhack:

I have no idea why that is either, but there is a very easy fix:

{{source|1=[http://jul.rustedlogic.net/thread.php?pid=405176 Translations by GlitterBerri, with annotations by Foxhack]}}

It's possible that it has difficulty recognizing outside links when formatted in such a way that can easily be misinterpreted.
Foxhack
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Posted on 07-07-12 06:28:44 PM (last edited by Foxhack at 07-07-12 06:28:58 PM) Link | Quote
Yay, that did it. Thanks.

It might be an issue with the ? in the address?

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Rachel Mae

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Posted on 07-07-12 06:31:21 PM Link | Quote
I'm pretty sure it does the same thing to all links, with or without a ?.

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Sheeza
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Posted on 07-07-12 09:17:08 PM Link | Quote
No. The problem's with the equals sign. It thinks everything before the equals sign ([http://jul.rustedlogic.net/thread.php?pid) is the parameter name, so the template won't show anything.
Hiccup
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Posted on 07-08-12 12:21:40 PM Link | Quote
Originally posted by Xkeeper
I don't know. Try refreshing, the server is not exactly very good.

If that doesn't help and this is a constant problem, try using Wireshark to see what exactly is going on between. If the connection is just dropping every time then there's an issue and I need to look into it (but it happening once every few page loads is sadly rather common)


I definitely cannot upload anything.
No matter how many times I tried it drops every time.

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Xkeeper

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Posted on 07-11-12 03:01:45 PM Link | Quote
The "=". Try using {{source|1=...}} instead.



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Blaziken257
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Posted on 07-13-12 02:10:27 AM Link | Quote
So I'm trying to upload an .ogg file for an unused song in Donkey Kong Land III, but I don't really see any guidelines on the wiki with respect to the quality, how it should be ripped, the length, the filesize, the volume... etc.

Currently, I have this file here (which is meant to replace the current link to the YouTube video on the DKL3 article). It's 2:33 long, and it's 2.24 MB in filesize. Is that too long? I noticed some songs on the site are shorter, but this song in particular takes more than a minute to loop, and I wanted it to loop twice since one loop seemed quite insufficient to me.

I also ripped the music using VBA-M SVN1097, since it's accurate sound-wise with GB and GBC games. Is this acceptable? I don't know what other people use to rip music for GB and GBC games.

After ripping it, I used Audacity to convert from wav to ogg. I set the quality to 5 (I heard no difference between a quality of 5 and a quality of 10, and the file was much smaller with quailty 5). I also increased the volume slightly (by 1dB), since it was rather quiet (blame the game itself). This is another problem for me, though. I compared this ogg file to other random songs on TCRF, and it was louder than some others, yet quieter than others. I guess it's hard to come up with a good enough volume, but... if anybody's listened to the ogg, does it sound OK?

Sorry that I'm asking so many questions, but there aren't clear guidelines defined, and due to the relatively large size of music files (compared to images), I want to get this all right the first time, so I won't take up space on the server with multiple attempts to upload one file. What do you all think?

(And by the way, I also plan to upload one unused song I recently discovered from another Donkey Kong game (which I'll reveal later), so this won't be the only time I'm going to upload an ogg file...)
Rachel Mae

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Posted on 07-13-12 02:15:25 AM Link | Quote
If you honestly can't tell a difference between the WAV and the OGG, it's fine, go ahead and upload it.

We really ought to set some guidelines for this stuff...

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Blaziken257
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Posted on 07-13-12 02:29:25 AM Link | Quote
OK, thanks, I went ahead and uploaded the music to TCRF.
rabidabid
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Posted on 07-13-12 07:21:28 AM Link | Quote
I did a little bit of research on OGG converting recently. This page says "Most users agree -q 5 achieves transparency, if the source is the original or lossless." Transparency being the ability to distinguish between the OGG and the original lossless file, I guess. And if you're converting a WAV file recorded from an emulator, yeah, it's lossless.

But chip music doesn't really need a large bitrate to sound high quality. I haven't tested it out, but maybe even q2 would suffice. But anything above q5 is probably overkill as far as site streaming goes.

Also that page is a little outdated I think. It mentions aoTuV being the recommended encoder, but most of its optimizations get merged into (the much more common) oggenc2 apparently? I don't know what Audacity uses though.

I wrote a how-to on the SNESMusic forums about using foobar2000 to convert game music. Maybe that might be helpful. I should probably edit it with bitrate recommendations come to think of it.
Foxhack
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Posted on 07-13-12 04:02:49 PM Link | Quote
I was going to upload some one minute NeoGeo songs but they ended up being 4 MB. D:

I decided to lower them to q5, and they sound fine. And they're about 3 MB smaller.

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Joe
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Posted on 07-13-12 04:11:23 PM Link | Quote
Originally posted by rabidabid
I did a little bit of research on OGG converting recently. This page says "Most users agree -q 5 achieves transparency, if the source is the original or lossless." Transparency being the ability to distinguish between the OGG and the original lossless file, I guess. And if you're converting a WAV file recorded from an emulator, yeah, it's lossless.
It is not lossless, but it is perceptually lossless. (Also, you should refer to Vorbis, since Ogg is a container format. It is possible to have lossless Ogg by putting FLAC in it, but lossless Vorbis is impossible.)
Originally posted by rabidabid
But chip music doesn't really need a large bitrate to sound high quality. I haven't tested it out, but maybe even q2 would suffice. But anything above q5 is probably overkill as far as site streaming goes.
The q# does not correspond to bitrate, it corresponds to quality. It's true things will have a lower bitrate at q2, but Vorbis chooses whichever bitrate will achieve the quality you selected. My music is encoded at q2 for my "MP3" player; bitrates range from 64kbps (the average for q0) to 135kbps (between the average of q4 and q5).
Originally posted by rabidabid
Also that page is a little outdated I think. It mentions aoTuV being the recommended encoder, but most of its optimizations get merged into (the much more common) oggenc2 apparently? I don't know what Audacity uses though.
Oggenc2 is just the command-line encoder based on libvorbis. If it doesn't specify otherwise, it probably uses an unpatched libvorbis, same as Audacity. It does contain some aoTuV patches, but oggenc2 from here has the latest aoTuV.
Originally posted by rabidabid
I wrote a how-to on the SNESMusic forums about using foobar2000 to convert game music. Maybe that might be helpful. I should probably edit it with bitrate recommendations come to think of it.
You mean quality, right? You should never specify bitrate unless you have exact size requirements.

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SamEarl13

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Posted on 07-25-12 11:41:49 PM Link | Quote
Just wondering, in a game, if a computer character can be accessed via codes that was never meant be used but works fine is it TCRF-worthy? The Character I'm talking about is Dr. Eggman (in his flying thing) in Sonic Battle (GBA) who is fully playable other than slightly glitchy healing (the ring that usually circles characters is too small). It's also worth noting he's a Gamebreaker compared to the others (even emerl).

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Foxhack
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Posted on 08-09-12 02:08:09 AM Link | Quote
Um. So what's the wiki's policy when it comes to boobies and nudity in general? The original release of SiN had quite a bit of stuff changed when it was rereleased on Steam. I dunno if I should add some of this stuff eventually. If nudity isn't okay I can always use the Strategic Censor Kirby I use at my site. :p

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Afti
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Posted on 08-09-12 02:33:43 AM Link | Quote
We have a NSFW template for just such pages. If the content is valid, add it and stick the warning template atop the page.

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GoldS
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Posted on 08-13-12 01:39:38 AM Link | Quote
We just hit 2000 articles.

yay

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Rick
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Posted on 08-13-12 04:43:40 AM Link | Quote
Ha, totally beat me to it, man.

It's been awesome seeing the wiki expand as it has. Congratulations and thanks to everyone for helping to make it possible! :3

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Peardian

  
Magikoopa

16/3/1: KvSG #479 is up!

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Posted on 08-13-12 06:09:55 PM (last edited by Peardian at 08-13-12 06:41:13 PM) Link | Quote
Woo! That's quite a milestone. Seems like only a little while ago we were jumping at 1000.

Also, have a bit of Mario Strikers:


BSonirachi says (3:01 PM):
*looks like the mechanics for Mario Strikers Charged are powered by INI files
BSonirachi

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divingkataetheweirdo

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Posted on 08-13-12 09:26:54 PM Link | Quote
Originally posted by Peardian
Woo! That's quite a milestone. Seems like only a little while ago we were jumping at 1000.



Indeed, that is quite a milestone. I don't think it's going to be that long before we reach 3000. Quite a few debug menu codes are circulating the webs, but no one has written articles on them as of yet. I'll be trying to get as many of those up as possible, before going on to get as many Sierra-engine based games up.
Rick
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Posted on 08-14-12 12:46:10 AM Link | Quote
Speaking of debug modes, Final Fight 3's has been up there since damn near the beginning and has never gotten a real description of what the different options do. Anyone care to help me change that?

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Rusted Logic

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