Retiming: Difference between revisions

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'''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.  
'''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.]]
[[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 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 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.  


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. 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.


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

Latest revision as of 01:38, 21 March 2020

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

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 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.

Retiming In AviUtl

For retiming specifically in AviUtl, you can refer to the Retiming is Important doc.[1]

Retiming In Other Video Editors

Choosing a Video Editor

If you do not have AviUtl, or simply wish to retime in a different program, there are some other options. Before going into other software options, please make sure that you are recording in 29.97 FPS or 59.94 FPS. Both OBS and AmarecTV have these frame rates as default options. If your frame rate is not 29.97 or 59.94 your retime will not be correct.

All you really need to retime outside of AviUtl is a video editing program that has a timer widget built in. Here are a couple editors that are known to have this feature.

  • Sony Vegas - Paid video editor, high quality and very versatile.[2]
  • VSDC - Free video editor, gets the job done.[3]

The Process

For the sake of convenience, this description will assume you are using 29.97 FPS. If you happen to be using 59.94 FPS, simply double the amount of frames specified in the given instance (i.e. if it is stated to advance one frame, instead advance two). Follow these steps:

  1. In any of the above editors, load up your video into a new project, and make sure that the frame rate is 29.97 or 59.94 in the project settings.
  2. 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.
  3. 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.
  4. Advance to the end of the run, when the final star is collected. When mario first hits the final 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

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

Follow these steps:

  1. Pull up the video of the run you wish to retime in a media player or video editor.
  2. Locate the first frame of the logo, and record the time displayed on the timer in the video either in a text document or on a sheet of paper.
  3. Locate the first frame stardust that appears when grabbing the final star. Record the time displayed in the video.
  4. Put the numbers you just recorded into the equation listed below.
( timer at stardust ) + ( timer at first frame of the logo - 1.33 )

In the event that the timer was stopped before the final stargrab, you will need to count the frames and record that as well. To simply convert the frames into time, follow this schema:

(In succession)
1 frame = 0.03
2 frames = 0.06
3 frames = 0.10

Examples:
7 frames = 0.23
23 frames = 0.70

And instead, use this equation:

( timer at stardust + untimed frames converted to time ) + ( timer at first frame of the logo - 1.33 ) 

Keep in mind that you are adding and subtracting time. If you have trouble with this, please use a time calculator.[4] Note that if you wish to do this on a Youtube video, you can advance and reverse individual frames by pausing the video and using the “,” and “.” keys to go backward and forward by one frame respectively.

References