Leiti 8 vastet.
| ID | Kanal | Video | Kustutatud | Kuupäev | Kirjeldus | Subtiitrid | Avalik | Ülekanne | HD | URL | PRIVATE | TitleMUI_en | TitleMUI_et | KirjeldusMUI_en | KirjeldusMUI_et | Filename | Category | CategoryMUI_en | Tags | OdyseeURL | KanalMUI_en | KanalMUI_et | Translated | has_thumbnail | local_stream | ytdlp_meta | est_subs | eng_subs |
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| 570 | MarkusTegelane++ | [devUpdate 1] Blue Screen Simulator JS - First reveal | 0 | 2024-05-07 | The very first public showcase of Blue Screen Simulator JS, a Javascript blue screen simulator, which uses some Blue Screen Simulator Plus technologies. Please note that this project is still in early development and currently has known bugs. The devUpdate series showcases new features in development for the next version of the software. Live version (still in beta): https://markusmaal.ee/BSSW Beta source code (private): https://github.com/MarkusMaal/BlueScreenSimulatorWebsite My Github: https://github.com/MarkusMaal My website: https://markustegelane.eu Main channel: https://www.youtube.com/MarkusTegelane |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=BjnkhZy19F8 | 0 | [devUpdate 1] Blue Screen Simulator JS - First reveal | [devUpdate 1] Blue Screen Simulator JS - First reveal | The very first public showcase of Blue Screen Simulator JS, a Javascript blue screen simulator, which uses some Blue Screen Simulator Plus technologies. Please note that this project is still in early development and currently has known bugs. The devUpdate series showcases new features in development for the next version of the software. Live version (still in beta): https://markusmaal.ee/BSSW Beta source code (private): https://github.com/MarkusMaal/BlueScreenSimulatorWebsite My Github: https://github.com/MarkusMaal My website: https://markustegelane.eu Main channel: https://www.youtube.com/MarkusTegelane |
The very first public showcase of Blue Screen Simulator JS, a Javascript blue screen simulator, which uses some Blue Screen Simulator Plus technologies. Please note that this project is still in early development and currently has known bugs. The devUpdate series showcases new features in development for the next version of the software. Live version (still in beta): https://markusmaal.ee/BSSW Beta source code (private): https://github.com/MarkusMaal/BlueScreenSimulatorWebsite My Github: https://github.com/MarkusMaal My website: https://markustegelane.eu Main channel: https://www.youtube.com/MarkusTegelane |
bssw_du1.mp4 | devUpdate | devUpdate | https://odysee.com/@hashMarkusTegelane:3/bssw_du1:a | MarkusTegelane++ | MarkusTegelane++ | 0 | /channel_db_lite/web/thumbs/570.jpg | /channel_db_lite/web/stream/570.mp4 | /channel_db_lite/web/json/570.json | N/A | N/A | |
| 569 | Press any key to continue... | Hearts win animation (Windows Vista/7 Card Game) | 0 | 2024-03-27 | This is the animation that plays when you win a game of Hearts in Windows Vista or 7. Seeing this animation is rare, because in Hearts, there are multiple rounds and the game only ends when a player reaches 100 points and obviously it also requires you to win the game. | 1 | 0 | 0 | 1 | https://www.youtube.com/watch?v=-s5ZHhz4GQU | 0 | Hearts win animation (Windows Vista/7 Card Game) | Hearts win animation (Windows Vista/7 Card Game) | This is the animation that plays when you win a game of Hearts in Windows Vista or 7. Seeing this animation is rare, because in Hearts, there are multiple rounds and the game only ends when a player reaches 100 points and obviously it also requires you to win the game. | This is the animation that plays when you win a game of Hearts in Windows Vista or 7. Seeing this animation is rare, because in Hearts, there are multiple rounds and the game only ends when a player reaches 100 points and obviously it also requires you to win the game. | HeartsWinNearest.mov | Muud mängimise videod | Other gameplay videos | Microsoft,Windows 7,built-in games,Solitaire,card game,playing cards,Hearts,Clubs,Spades,Diamonds,operating system,Queen of Spades | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/569.jpg | N/A | /channel_db_lite/web/json/569.json | N/A | N/A |
| 568 | MarkusTegelane++ | Light OS with draggable windows is really broken [Fun Experiments 0x00] | 0 | 2024-03-15 | For this video, I added window movement to Light OS just for fun. All I did was add two custom macros and PPTGames Cursor API to be able to drag a window around. Then I grouped shapes which are related to the window I wanted to move as "RegularApp:1" and added a hidden shape "MoveEvent", which would store the current state of window movement as a global variable. Finally, I added a mouse hover action to the titlebar, which points to the MovableWindow macro. I am not making the .ppsm file, because a lot of stuff is broken, however you can find the macro I added in this secret gist: https://gist.github.com/MarkusMaal/a9d56efc5433a5ac1821adcf43cf9235 There are several reasons why this doesn't really work all that well and would require some serious reworks, some of which being the following: 1. There are custom animations which don't play, because in order to make the window draggable, I had to group all of the shapes in it 2. All slides have a reveal transition, which make window movement jittery (would need to be disabled if windows are being moved, but I didn't do it for this proof of concept video) 3. Appear/disappear animations would need to be implemented programmatically for shapes, which appear from trigger animations to stay on screen (these include volume test, power controls and opaque backdrop) 4. ActiveX controls don't disappear and don't get replaced by placeholders, meaning they stay on screen, flickering and being on top of the window, staying in one place. 5. The close button is on top of the area, where the mouse hover trigger for window movement is. This means that it might be difficult to click that button, as the Cursor API might think there is window movement going on. Easy fix would be to introduce a sort of "deadzone" where the hover trigger isn't active. 6. There is no multi-tasking, since windows appear on separate slides 7. Sound clips would have to be disabled, while the window is being moved All of these issues are addressed in my next upcoming PowerPoint OS (Codename OrangePath), which was designed from the ground up to have movable window capabilities and multitasking, so stay tuned... |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=RwAvwf8xYeA | 0 | Light OS with draggable windows is really broken [Fun Experiments 0x00] | Light OS with draggable windows is really broken [Fun Experiments 0x00] | For this video, I added window movement to Light OS just for fun. All I did was add two custom macros and PPTGames Cursor API to be able to drag a window around. Then I grouped shapes which are related to the window I wanted to move as "RegularApp:1" and added a hidden shape "MoveEvent", which would store the current state of window movement as a global variable. Finally, I added a mouse hover action to the titlebar, which points to the MovableWindow macro. I am not making the .ppsm file, because a lot of stuff is broken, however you can find the macro I added in this secret gist: https://gist.github.com/MarkusMaal/a9d56efc5433a5ac1821adcf43cf9235 There are several reasons why this doesn't really work all that well and would require some serious reworks, some of which being the following: 1. There are custom animations which don't play, because in order to make the window draggable, I had to group all of the shapes in it 2. All slides have a reveal transition, which make window movement jittery (would need to be disabled if windows are being moved, but I didn't do it for this proof of concept video) 3. Appear/disappear animations would need to be implemented programmatically for shapes, which appear from trigger animations to stay on screen (these include volume test, power controls and opaque backdrop) 4. ActiveX controls don't disappear and don't get replaced by placeholders, meaning they stay on screen, flickering and being on top of the window, staying in one place. 5. The close button is on top of the area, where the mouse hover trigger for window movement is. This means that it might be difficult to click that button, as the Cursor API might think there is window movement going on. Easy fix would be to introduce a sort of "deadzone" where the hover trigger isn't active. 6. There is no multi-tasking, since windows appear on separate slides 7. Sound clips would have to be disabled, while the window is being moved All of these issues are addressed in my next upcoming PowerPoint OS (Codename OrangePath), which was designed from the ground up to have movable window capabilities and multitasking, so stay tuned... |
For this video, I added window movement to Light OS just for fun. All I did was add two custom macros and PPTGames Cursor API to be able to drag a window around. Then I grouped shapes which are related to the window I wanted to move as "RegularApp:1" and added a hidden shape "MoveEvent", which would store the current state of window movement as a global variable. Finally, I added a mouse hover action to the titlebar, which points to the MovableWindow macro. I am not making the .ppsm file, because a lot of stuff is broken, however you can find the macro I added in this secret gist: https://gist.github.com/MarkusMaal/a9d56efc5433a5ac1821adcf43cf9235 There are several reasons why this doesn't really work all that well and would require some serious reworks, some of which being the following: 1. There are custom animations which don't play, because in order to make the window draggable, I had to group all of the shapes in it 2. All slides have a reveal transition, which make window movement jittery (would need to be disabled if windows are being moved, but I didn't do it for this proof of concept video) 3. Appear/disappear animations would need to be implemented programmatically for shapes, which appear from trigger animations to stay on screen (these include volume test, power controls and opaque backdrop) 4. ActiveX controls don't disappear and don't get replaced by placeholders, meaning they stay on screen, flickering and being on top of the window, staying in one place. 5. The close button is on top of the area, where the mouse hover trigger for window movement is. This means that it might be difficult to click that button, as the Cursor API might think there is window movement going on. Easy fix would be to introduce a sort of "deadzone" where the hover trigger isn't active. 6. There is no multi-tasking, since windows appear on separate slides 7. Sound clips would have to be disabled, while the window is being moved All of these issues are addressed in my next upcoming PowerPoint OS (Codename OrangePath), which was designed from the ground up to have movable window capabilities and multitasking, so stay tuned... |
2024-03-15 21-10-42.mkv | PowerPoint | PowerPoint | PPTOS,Light OS,PowerPoint OS,movable windows,draggable,droppable,VBA,Visual Basic for Applications,Microsoft PowerPoint,ppsm,Light OS Technologies,macro,scripting | N/A | MarkusTegelane++ | MarkusTegelane++ | 0 | /channel_db_lite/web/thumbs/568.jpg | N/A | /channel_db_lite/web/json/568.json | N/A | N/A |
| 567 | Press any key to continue... | All PEGI ratings compiled [Unofficial] | 0 | 2024-03-03 | This video contains all of the PEGI ratings found on my previous videos combined into one. Enjoy :) | 0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=3DA6kCO8WAI | 0 | All PEGI ratings compiled [Unofficial] | All PEGI ratings compiled [Unofficial] | This video contains all of the PEGI ratings found on my previous videos combined into one. Enjoy :) | This video contains all of the PEGI ratings found on my previous videos combined into one. Enjoy :) | pepe.mp4 | Naljavideod | Joke videos | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/567.jpg | N/A | /channel_db_lite/web/json/567.json | N/A | N/A | |
| 562 | Press any key to continue... | Pac-Man Rally (PS2 FMV/BGM Rip) | 0 | 2024-02-02 | Background music and intro movie from Pac-Man Rally (PS2). This is the EU name for this game, everywhere else it's known as "Pac-Man World Rally". Everything you hear and see in the video has been directly extracted and converted from game files. Chapters: 0:00 Arctic Iceberg (ArticIc.mib) 2:01 Award Ceremony/Artic Iceberg (Award.mib) 3:58 Canyon Crusade (CanyonCr.mib) 5:50 Cloud Garden (CloudGar.mib) 8:04 Toc-Man's Factory (DarkFact.mib) 10:01 Funhouse of Terror (Funhouse.mib) 11:58 Ghost Mansion (GhostMan.mib) 13:58 Intro (Intro.pss) 15:04 Jungle Safari (JungleSa.mib) 17:07 Galactic Outpost a.k.a. Lunar Launch (LunarLau.mib) 19:04 Molten Mountain (MoltenMo.mib) 21:03 Pirate Cove (PirateCo.mib) 22:52 Retro Maze/Menu (RetroMaz.mib) 25:02 Rolling Hills (RollingH.mib) 26:58 Spookys Castle (SpookysC.mib) 29:01 Subterranean Speedway? (Subterra.mib) 31:26 Winding Wetlands (WindingW.mib) 33:22 Menu music? (oldMidi.mib) 35:32 Unknown (songSnip.mib) Technical info: Intro movie: Container .PSS Format: PS2 Movie Audio Stream Codec: MPEG-1/2 Resolution: 640x448 Framerate: 29.97 fps Audio: Uncompressed PCM (freq. 48000 Hz, interleave 200 bytes, 1 audio stream) Background music (header files) Container .MIH 0x00 - 0x03 = Length of header 0x04 = Unknown 0x05 - 0x07 = Length of sample file ? 0x08 - 0x0B = Channels (e.g. 1 = mono, 2 = stereo) 0x0C - 0x0F = Audio frequency 0x10 - 0x13 = Interleave 0x14 - 0x17 = Unknown (Buffer size? Loop count?) 0x18 - 0x3F = Empty space Background music (samples) Container .MIB Format: Compressed Sony ADPCM audio Interleave, frequency, channels = Based on corresponding header file |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=raX-LEe08b4 | 0 | Pac-Man Rally (PS2 FMV/BGM Rip) | Pac-Man Rally (PS2 FMV/BGM Rip) | Background music and intro movie from Pac-Man Rally (PS2). This is the EU name for this game, everywhere else it's known as "Pac-Man World Rally". Everything you hear and see in the video has been directly extracted and converted from game files. Chapters: 0:00 Arctic Iceberg (ArticIc.mib) 2:01 Award Ceremony/Artic Iceberg (Award.mib) 3:58 Canyon Crusade (CanyonCr.mib) 5:50 Cloud Garden (CloudGar.mib) 8:04 Toc-Man's Factory (DarkFact.mib) 10:01 Funhouse of Terror (Funhouse.mib) 11:58 Ghost Mansion (GhostMan.mib) 13:58 Intro (Intro.pss) 15:04 Jungle Safari (JungleSa.mib) 17:07 Galactic Outpost a.k.a. Lunar Launch (LunarLau.mib) 19:04 Molten Mountain (MoltenMo.mib) 21:03 Pirate Cove (PirateCo.mib) 22:52 Retro Maze/Menu (RetroMaz.mib) 25:02 Rolling Hills (RollingH.mib) 26:58 Spookys Castle (SpookysC.mib) 29:01 Subterranean Speedway? (Subterra.mib) 31:26 Winding Wetlands (WindingW.mib) 33:22 Menu music? (oldMidi.mib) 35:32 Unknown (songSnip.mib) Technical info: Intro movie: Container .PSS Format: PS2 Movie Audio Stream Codec: MPEG-1/2 Resolution: 640x448 Framerate: 29.97 fps Audio: Uncompressed PCM (freq. 48000 Hz, interleave 200 bytes, 1 audio stream) Background music (header files) Container .MIH 0x00 - 0x03 = Length of header 0x04 = Unknown 0x05 - 0x07 = Length of sample file ? 0x08 - 0x0B = Channels (e.g. 1 = mono, 2 = stereo) 0x0C - 0x0F = Audio frequency 0x10 - 0x13 = Interleave 0x14 - 0x17 = Unknown (Buffer size? Loop count?) 0x18 - 0x3F = Empty space Background music (samples) Container .MIB Format: Compressed Sony ADPCM audio Interleave, frequency, channels = Based on corresponding header file |
Background music and intro movie from Pac-Man Rally (PS2). This is the EU name for this game, everywhere else it's known as "Pac-Man World Rally". Everything you hear and see in the video has been directly extracted and converted from game files. Chapters: 0:00 Arctic Iceberg (ArticIc.mib) 2:01 Award Ceremony/Artic Iceberg (Award.mib) 3:58 Canyon Crusade (CanyonCr.mib) 5:50 Cloud Garden (CloudGar.mib) 8:04 Toc-Man's Factory (DarkFact.mib) 10:01 Funhouse of Terror (Funhouse.mib) 11:58 Ghost Mansion (GhostMan.mib) 13:58 Intro (Intro.pss) 15:04 Jungle Safari (JungleSa.mib) 17:07 Galactic Outpost a.k.a. Lunar Launch (LunarLau.mib) 19:04 Molten Mountain (MoltenMo.mib) 21:03 Pirate Cove (PirateCo.mib) 22:52 Retro Maze/Menu (RetroMaz.mib) 25:02 Rolling Hills (RollingH.mib) 26:58 Spookys Castle (SpookysC.mib) 29:01 Subterranean Speedway? (Subterra.mib) 31:26 Winding Wetlands (WindingW.mib) 33:22 Menu music? (oldMidi.mib) 35:32 Unknown (songSnip.mib) Technical info: Intro movie: Container .PSS Format: PS2 Movie Audio Stream Codec: MPEG-1/2 Resolution: 640x448 Framerate: 29.97 fps Audio: Uncompressed PCM (freq. 48000 Hz, interleave 200 bytes, 1 audio stream) Background music (header files) Container .MIH 0x00 - 0x03 = Length of header 0x04 = Unknown 0x05 - 0x07 = Length of sample file ? 0x08 - 0x0B = Channels (e.g. 1 = mono, 2 = stereo) 0x0C - 0x0F = Audio frequency 0x10 - 0x13 = Interleave 0x14 - 0x17 = Unknown (Buffer size? Loop count?) 0x18 - 0x3F = Empty space Background music (samples) Container .MIB Format: Compressed Sony ADPCM audio Interleave, frequency, channels = Based on corresponding header file |
pmr.mov | Muusika | Music | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/562.jpg | N/A | /channel_db_lite/web/json/562.json | N/A | N/A | |
| 559 | MarkusTegelane | Identity crisis - What happened with this channel? | 0 | 2024-01-28 | You may have noticed that I changed my channel name at some point and then reverted that change less than a month later. This video explains what happened and why I did what I did... ?? EESTIKEELNE VERSIOON ?? https://www.youtube.com/watch?v=t0VD3yId38Q ■ Links ■ Website: https://markustegelane.eu Blog: https://markustegelane.blogspot.com ❖ Other channels ❖ MarkusTegelane+: @markusTegelanePlus MarkusTegelane++: @markusTegelanePlusPlus Markus' stuff: @markuseasjad Markus Maal: @MarkusMaal ♫ Music ♫ Geographer - Synergy Kevin MacLeod - Pamgaea ALBIS - New Land ? Additional information ? Filename: Identiteedikriis_EN.mov Render time: 15 minutes, 38 seconds Video card: Gigabyte Geforce GTX 1650 4GB OC Software: DaVinci Resolve 18.6, FFmpeg, VLC Player, GIMP, Garuda Linux, Inkscape, Audacity ? Created by: Markus Maal ? © 2024 Markuse videod |
0 | 0 | 0 | 1 | https://www.youtube.com/watch?v=oW6es05CjcU | 0 | Identity crisis - What happened with this channel? | Identity crisis - What happened with this channel? | You may have noticed that I changed my channel name at some point and then reverted that change less than a month later. This video explains what happened and why I did what I did... ?? EESTIKEELNE VERSIOON ?? https://www.youtube.com/watch?v=t0VD3yId38Q ■ Links ■ Website: https://markustegelane.eu Blog: https://markustegelane.blogspot.com ❖ Other channels ❖ MarkusTegelane+: @markusTegelanePlus MarkusTegelane++: @markusTegelanePlusPlus Markus' stuff: @markuseasjad Markus Maal: @MarkusMaal ♫ Music ♫ Geographer - Synergy Kevin MacLeod - Pamgaea ALBIS - New Land ? Additional information ? Filename: Identiteedikriis_EN.mov Render time: 15 minutes, 38 seconds Video card: Gigabyte Geforce GTX 1650 4GB OC Software: DaVinci Resolve 18.6, FFmpeg, VLC Player, GIMP, Garuda Linux, Inkscape, Audacity ? Created by: Markus Maal ? © 2024 Markuse videod |
You may have noticed that I changed my channel name at some point and then reverted that change less than a month later. This video explains what happened and why I did what I did... ?? EESTIKEELNE VERSIOON ?? https://www.youtube.com/watch?v=t0VD3yId38Q ■ Links ■ Website: https://markustegelane.eu Blog: https://markustegelane.blogspot.com ❖ Other channels ❖ MarkusTegelane+: @markusTegelanePlus MarkusTegelane++: @markusTegelanePlusPlus Markus' stuff: @markuseasjad Markus Maal: @MarkusMaal ♫ Music ♫ Geographer - Synergy Kevin MacLeod - Pamgaea ALBIS - New Land ? Additional information ? Filename: Identiteedikriis_EN.mov Render time: 15 minutes, 38 seconds Video card: Gigabyte Geforce GTX 1650 4GB OC Software: DaVinci Resolve 18.6, FFmpeg, VLC Player, GIMP, Garuda Linux, Inkscape, Audacity ? Created by: Markus Maal ? © 2024 Markuse videod |
Identiteedikriis_EN.mov | Info ja uudised | Info and news | markustegelane,Markus Maal,Tegelane Markus,mmaal,TheMarkusGuy,computers | N/A | MarkusTegelane | . | 0 | /channel_db_lite/web/thumbs/559.jpg | N/A | /channel_db_lite/web/json/559.json | N/A | N/A |
| 560 | MarkusTegelane | Identiteedikriis - Mis juhtus mu kanaliga? | 0 | 2024-01-28 | Võib-olla märkasite, et ma muutsin vahepeal enda kanali nime ja siis võtsin selle muudatuse vähem kui kuu hiljem tagasi. See video selgitab mis vahepeal juhtus ja miks ma tegin seda, mida ma tegin... ?? ENGLISH VERSION ?? https://www.youtube.com/watch?v=oW6es05CjcU ■ Lingid ■ Veebisait: https://markustegelane.eu Ajaveeb: https://markustegelane.blogspot.com ❖ Teised kanalid ❖ MarkusTegelane+: @markusTegelanePlus MarkusTegelane++: @markusTegelanePlusPlus Markuse asjad: @markuseasjad Markus Maal: @MarkusMaal ♫ Muusika ♫ Geographer - Synergy Kevin MacLeod - Pamgaea ALBIS - New Land ? Lisainfo ? Failinimi: Identiteedikriis_ET.mov Renderdamise aeg: 17 minutit, 24 sekundit Videokaart: Gigabyte Geforce GTX 1650 4GB OC Tarkvara: DaVinci Resolve 18.6, FFmpeg, VLC Player, GIMP, Garuda Linux, Inkscape, Audacity ? Video koostas: Markus Maal ? © 2024 Markuse videod |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=t0VD3yId38Q | 0 | Identity crisis - What happened with this channel? | Identiteedikriis - Mis juhtus mu kanaliga? | You may have noticed that I changed my channel name at some point and then reverted that change less than a month later. This video explains what happened and why I did what I did... ?? ENGLISH VERSION ?? https://www.youtube.com/watch?v=oW6es05CjcU ■ Links ■ Website: https://markustegelane.eu Blog: https://markustegelane.blogspot.com ❖ Other channels ❖ MarkusTegelane+: @markusTegelanePlus MarkusTegelane++: @markusTegelanePlusPlus Markus' stuff: @markuseasjad Markus Maal: @MarkusMaal ♫ Music ♫ Geographer - Synergy Kevin MacLeod - Pamgaea ALBIS - New Land ? Additional information ? Filename: Identiteedikriis_EN.mov Render time: 15 minutes, 38 seconds Video card: Gigabyte Geforce GTX 1650 4GB OC Software: DaVinci Resolve 18.6, FFmpeg, VLC Player, GIMP, Garuda Linux, Inkscape, Audacity ? Created by: Markus Maal ? © 2024 Markuse videod |
Võib-olla märkasite, et ma muutsin vahepeal enda kanali nime ja siis võtsin selle muudatuse vähem kui kuu hiljem tagasi. See video selgitab mis vahepeal juhtus ja miks ma tegin seda, mida ma tegin... ?? ENGLISH VERSION ?? https://www.youtube.com/watch?v=oW6es05CjcU ■ Lingid ■ Veebisait: https://markustegelane.eu Ajaveeb: https://markustegelane.blogspot.com ❖ Teised kanalid ❖ MarkusTegelane+: @markusTegelanePlus MarkusTegelane++: @markusTegelanePlusPlus Markuse asjad: @markuseasjad Markus Maal: @MarkusMaal ♫ Muusika ♫ Geographer - Synergy Kevin MacLeod - Pamgaea ALBIS - New Land ? Lisainfo ? Failinimi: Identiteedikriis_ET.mov Renderdamise aeg: 17 minutit, 24 sekundit Videokaart: Gigabyte Geforce GTX 1650 4GB OC Tarkvara: DaVinci Resolve 18.6, FFmpeg, VLC Player, GIMP, Garuda Linux, Inkscape, Audacity ? Video koostas: Markus Maal ? © 2024 Markuse videod |
Identiteedikriis_ET.mov | Info ja uudised | Info and news | markustegelane,Markus Maal,Tegelane Markus,mmaal,TheMarkusGuy,computers,identiteedikriis,status update,olekukontroll,mis juhtus,uus video,millal,next video,when,Sammalkaru | https://odysee.com/@MarkusTegelane:8/identity-crisis-what-happened-with-this:8 | MarkusTegelane | . | 0 | /channel_db_lite/web/thumbs/560.jpg | N/A | /channel_db_lite/web/json/560.json | N/A | N/A |
| 561 | Press any key to continue... | Flipnic, but it's REALLY LOUD | 0 | 2024-01-20 | Did you know that in Flipnic (PS2), the volume levels are stored as a 16-bit signed integer? And that the maximum value the game uses is actually 127? In this video, we'll find out what happens if you increase the volume from 127 to 32767! Note that the specific memory address for changing the volume may be different accross various regional versions of the game. Emulator: PCSX2 (Nightly) Timestamps: 0:00 Increasing the volume 0:23 Biology 11:08 Evolution 12:30 Metallurgy 19:16 Optics 26:17 Biology 2P 27:23 Geometry 42:18 Geometry 2P |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=w4VzUiEuH10 | 0 | Flipnic, but it's REALLY LOUD | Flipnic, but it's REALLY LOUD | Did you know that in Flipnic (PS2), the volume levels are stored as a 16-bit signed integer? And that the maximum value the game uses is actually 127? In this video, we'll find out what happens if you increase the volume from 127 to 32767! Note that the specific memory address for changing the volume may be different accross various regional versions of the game. Emulator: PCSX2 (Nightly) Timestamps: 0:00 Increasing the volume 0:23 Biology 11:08 Evolution 12:30 Metallurgy 19:16 Optics 26:17 Biology 2P 27:23 Geometry 42:18 Geometry 2P |
Did you know that in Flipnic (PS2), the volume levels are stored as a 16-bit signed integer? And that the maximum value the game uses is actually 127? In this video, we'll find out what happens if you increase the volume from 127 to 32767! Note that the specific memory address for changing the volume may be different accross various regional versions of the game. Emulator: PCSX2 (Nightly) Timestamps: 0:00 Increasing the volume 0:23 Biology 11:08 Evolution 12:30 Metallurgy 19:16 Optics 26:17 Biology 2P 27:23 Geometry 42:18 Geometry 2P |
FlipnicButLoudMinified.mp4 | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/561.jpg | N/A | /channel_db_lite/web/json/561.json | N/A | N/A |