Retiming: Difference between revisions

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'''Retiming''' is the process by which videos of RTA segments are timed a second time outside of a live segment to measure a segment’s true time. There is a set of standards imposed on retiming, such that every run can be documented and compared accurately.  
'''Retiming''' is the process by which videos of [[RTA]] segments are timed again outside of a live segment to measure it’s true time. There is a set of standards imposed on retiming, such that every run can be documented and compared accurately.  


==A Brief Summary of Timing Standards==
==A Brief Summary of Timing Standards==
[[File:Logo_First_Frame.png|200px|thumb|right|The first frame of the logo.]]
A full game run begins when the console is powered on. However, when we try to get into the details of what specifically defines “power on” in a recording, the line becomes a bit blurred. Since everyone’s console/hardware/software is slightly different, the time between when the console displays the first black frame upon powering on and when the first [[Frame|frame]] of the logo is displayed can vary.


A full game run begins when the console is powered on. However, when we try to get into the details of what exactly defines “power on” in a recording, the line becomes a bit blurred. Since everyone’s console/hardware/software is slightly different, the time between when the console displays the first black frame upon powering on and when the first frame of the logo is displayed can vary.
For the sake of keeping the standard continuous across all runs, a run is considered technically to start 1.30 seconds before the first frame of the logo appears. The only exception to this are runs done on Wii [[Virtual Console]] due to the “You will need a classic controller.” text. Wii hardware is loosely considered to be more accurate when reproducing the same frames while loading [[SM64]]. Note that this is still up for debate and has not yet been accurately tested or confirmed. VC runs technically start on the first black frame when loading SM64, this includes the “You will need a classic controller.” text. A run is considered to technically end when the final star is collected. Specifically, the run ends on the frame that the final star disappears and is replaced with star dust.
 
For the sake of keeping the standard continuous across all runs, a run is considered technically to start 1.30 seconds before the first frame of the logo appears. The only exception to this are runs done on Wii Virtual Console due to the “You will need a classic controller.” text. Wii hardware is loosely considered to be more accurate when reproducing the same frames while loading SM64. Note that this is still up for debate and has not yet been accurately tested or confirmed. VC runs technically start on the first black frame when loading SM64, this includes the “You will need a classic controller.” text.


==Retiming In AviUtl==
==Retiming In AviUtl==
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# Locate the first frame of the logo. Then, count back 1.33 seconds. (Note that for runs on Wii Virtual Console, you can bypass this step, and simply start the timer on the first black frame upon loading the game.) Both VSDC and Sony Vegas have a second advance/reverse and frame advance/reverse option, so you can click back one second, and then ten frames.  
# Locate the first frame of the logo. Then, count back 1.33 seconds. (Note that for runs on Wii Virtual Console, you can bypass this step, and simply start the timer on the first black frame upon loading the game.) Both VSDC and Sony Vegas have a second advance/reverse and frame advance/reverse option, so you can click back one second, and then ten frames.  
# Place the timer widget on the frame you are now on. (To check for accuracy, advance back to the first frame of the logo. If the timer reads 1.33(x) then you have placed the timer in the correct position.  
# Place the timer widget on the frame you are now on. (To check for accuracy, advance back to the first frame of the logo. If the timer reads 1.33(x) then you have placed the timer in the correct position.  
# Advance to the end of the run, when the final star is collected. When mario first hits the final star, there is a frame where the star itself disappears and is replaced with stardust. This is the last frame of the run. Extend the timer widget to this frame. The time displayed on the timer on this frame is your exact run time.  
# Advance to the end of the run, when the final star is collected. When mario first hits the final [[Grand Star|sta]], there is a frame where the star itself disappears and is replaced with stardust. This is the last frame of the run. Extend the timer widget to this frame. The time displayed on the timer on this frame is your exact run time.  


==Quick Retiming==
==Quick Retiming==
'''Disclaimer''': This retiming method should in no way act as a superior or even equal replacement to properly retiming a run as detailed above. This method is less accurate, and should be used for heuristic purposes only. Nevertheless it is still useful as anyone who can do basic mathematics can get a rough idea of what their true run time is fairly quickly. Also note that this is specifically for recordings on OBS or other capture software that include LiveSplit or any other timer used for the run. If the video does not have a timer from the original recording, use one of the previous methods, as this will not work.  
'''Disclaimer''': This retiming method should in no way act as a superior or even equal replacement to properly retiming a run as detailed above. This method is less accurate, and should be used for heuristic purposes only. Nevertheless it is still useful as anyone who can do basic mathematics can get a rough idea of what their true run time is fairly quickly. Also note that this is specifically for recordings on OBS or other capture software that include LiveSplit or any other external timer used for the run. If the video does not have an external timer captured from the original recording, use one of the previous methods, as this will not work.  


===The Process===
===The Process===
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== References ==
== References ==
<references/>
<references/>
[[Category:Speedruns]]