Leiti 12 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
676 Press any key to continue... Adding a custom FMV to a PlayStation game can't be that difficult, right? [PS2 Romhack] 0 2026-04-19 Famous last words.

This video showcases what it takes to insert a custom video clip into a retail PlayStation 2 game. I'm demonstrating with Flipnic, because I know a thing or two about this game.

Tools used:
DaVinci Resolve - For creating the source video
MFAudio - For converting WAV to Sony ADPCM
ffmpeg - Video encoder
ps2str - For converting M2V to IPU
Ps2IsoTools - Included with FFT, allows you to repack PS2 ISO files
ImHex - Hex editor and data analysis tool
Audacity - For converting source audio to 16-bit PCM
PCSX2 - PlayStation 2 emulator

Custom tools:
FlipnicBinExtractor - STR.BIN repacking
FlipnicFileTools - For working with game-specific data
FlipnicPatterns - Custom patterns for ImHex

Chapters:

0:00 Audio conversion
0:27 Video encoding with FFmpeg
0:44 IPU conversion
0:55 Patching the generated IPU file
1:20 Generating the final PSS file used by the game
1:40 Adding the PSS file to STR.BIN
2:30 Modding Optics stage to play the new FMV at a specific point
7:30 Repacking ISO file
7:46 Testing with emulator (failed attempt)
8:09 Testing if the video plays at all
8:36 Undoing stage mods
8:55 Second attempt at modding the stage data
9:39 Repacking ISO file (again)
9:58 Final result
0 1 0 1 https://www.youtube.com/watch?v=N9kGGcxSt-Y 0 Adding a custom FMV to a PlayStation game can't be that difficult, right? [PS2 Romhack] Adding a custom FMV to a PlayStation game can't be that difficult, right? [PS2 Romhack] Famous last words.

This video showcases what it takes to insert a custom video clip into a retail PlayStation 2 game. I'm demonstrating with Flipnic, because I know a thing or two about this game.

Tools used:
DaVinci Resolve - For creating the source video
MFAudio - For converting WAV to Sony ADPCM
ffmpeg - Video encoder
ps2str - For converting M2V to IPU
Ps2IsoTools - Included with FFT, allows you to repack PS2 ISO files
ImHex - Hex editor and data analysis tool
Audacity - For converting source audio to 16-bit PCM
PCSX2 - PlayStation 2 emulator

Custom tools:
FlipnicBinExtractor - STR.BIN repacking
FlipnicFileTools - For working with game-specific data
FlipnicPatterns - Custom patterns for ImHex

Chapters:

0:00 Audio conversion
0:27 Video encoding with FFmpeg
0:44 IPU conversion
0:55 Patching the generated IPU file
1:20 Generating the final PSS file used by the game
1:40 Adding the PSS file to STR.BIN
2:30 Modding Optics stage to play the new FMV at a specific point
7:30 Repacking ISO file
7:46 Testing with emulator (failed attempt)
8:09 Testing if the video plays at all
8:36 Undoing stage mods
8:55 Second attempt at modding the stage data
9:39 Repacking ISO file (again)
9:58 Final result
Famous last words.

This video showcases what it takes to insert a custom video clip into a retail PlayStation 2 game. I'm demonstrating with Flipnic, because I know a thing or two about this game.

Tools used:
DaVinci Resolve - For creating the source video
MFAudio - For converting WAV to Sony ADPCM
ffmpeg - Video encoder
ps2str - For converting M2V to IPU
Ps2IsoTools - Included with FFT, allows you to repack PS2 ISO files
ImHex - Hex editor and data analysis tool
Audacity - For converting source audio to 16-bit PCM
PCSX2 - PlayStation 2 emulator

Custom tools:
FlipnicBinExtractor - STR.BIN repacking
FlipnicFileTools - For working with game-specific data
FlipnicPatterns - Custom patterns for ImHex

Chapters:

0:00 Audio conversion
0:27 Video encoding with FFmpeg
0:44 IPU conversion
0:55 Patching the generated IPU file
1:20 Generating the final PSS file used by the game
1:40 Adding the PSS file to STR.BIN
2:30 Modding Optics stage to play the new FMV at a specific point
7:30 Repacking ISO file
7:46 Testing with emulator (failed attempt)
8:09 Testing if the video plays at all
8:36 Undoing stage mods
8:55 Second attempt at modding the stage data
9:39 Repacking ISO file (again)
9:58 Final result
FMV replacement PS2.mp4 Videomängude analüüs Video game analysis PlayStation 2,romhack,custom video,pss,playstation stream N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/676.jpg N/A N/A N/A N/A
670 Press any key to continue... Bitball [Python3 Longplay] 0 2026-03-07 In case you were wondering, yes I made this game. It was first developed in late 2019 with the last update made in 2022. It's a simple brick breaker, but with a bit more realistic physics system compared to most standard implementations and it features a few different game modes.

Source code: https://github.com/MarkusMaal/Bitball
Sound effects: https://freesound.org/people/mmaal/

The general goal of the game is to get the highest score compared to your opponents.

Here are the game modes:
- Classic: The original game mode, you start with 1 ball, but you can earn 1 extra ball on each area. The game ends if you lose all balls.
- Zen: A time attack mode. You have infinite number of balls, but you're playing on a timer. The game ends when that timer reaches zero. The timer is paused when you respawn.
- Survival: A hardcore game mode. You have 5 balls in total from the start, but you can't earn any more balls throughout the game (apart from multiball). The game ends if you lose all balls.
- Eliminator: Elimination rounds based mode. You have infinite number of balls, but everyone is playing on the same timer. Once the timer reaches 0, the player with the lowest score is eliminated and the game ends for that player. At this point the timer resets and the cycle repeats. The game ends when only 1 player remains and their timer runs out.
- Developer (a.k.a. Void): A sandbox mode. By default, it acts similar to classic mode, however unlike other game modes, this one allows you to activate various cheats during gameplay.

Special bricks that you may encounter:
- Orange: Multiball trigger. As you hit other bricks, the bonus multiplier increases. That bonus is given out as soon as you hit the orange brick, at which point multiple balls appear. You may lose every ball except for one before your ball counter goes down.
- Cyan: Extra ball. This adds 1 extra ball to the reserve (Classic and Developer modes only).
- Gray: Obstacles. These may appear when you reach specific level counts. You can't break these and you don't have to hit them to clear an area.

The game has two physics engines - the new and old one. The new one is the default and allows balls to collide with each other and when bouncing from a paddle, the ball bounces back in the direction relative to where the ball lands on the paddle. The old physics don't have these two things.

Credits:
Game logic/level design/graphics/sound effects by me :)
Music by 8-Bit Misfits
0 1 0 1 https://www.youtube.com/watch?v=yO-nafWCBxE 0 Bitball [Python3 Longplay] Bitball [Python3 Longplay] In case you were wondering, yes I made this game. It was first developed in late 2019 with the last update made in 2022. It's a simple brick breaker, but with a bit more realistic physics system compared to most standard implementations and it features a few different game modes.

Source code: https://github.com/MarkusMaal/Bitball
Sound effects: https://freesound.org/people/mmaal/

The general goal of the game is to get the highest score compared to your opponents.

Here are the game modes:
- Classic: The original game mode, you start with 1 ball, but you can earn 1 extra ball on each area. The game ends if you lose all balls.
- Zen: A time attack mode. You have infinite number of balls, but you're playing on a timer. The game ends when that timer reaches zero. The timer is paused when you respawn.
- Survival: A hardcore game mode. You have 5 balls in total from the start, but you can't earn any more balls throughout the game (apart from multiball). The game ends if you lose all balls.
- Eliminator: Elimination rounds based mode. You have infinite number of balls, but everyone is playing on the same timer. Once the timer reaches 0, the player with the lowest score is eliminated and the game ends for that player. At this point the timer resets and the cycle repeats. The game ends when only 1 player remains and their timer runs out.
- Developer (a.k.a. Void): A sandbox mode. By default, it acts similar to classic mode, however unlike other game modes, this one allows you to activate various cheats during gameplay.

Special bricks that you may encounter:
- Orange: Multiball trigger. As you hit other bricks, the bonus multiplier increases. That bonus is given out as soon as you hit the orange brick, at which point multiple balls appear. You may lose every ball except for one before your ball counter goes down.
- Cyan: Extra ball. This adds 1 extra ball to the reserve (Classic and Developer modes only).
- Gray: Obstacles. These may appear when you reach specific level counts. You can't break these and you don't have to hit them to clear an area.

The game has two physics engines - the new and old one. The new one is the default and allows balls to collide with each other and when bouncing from a paddle, the ball bounces back in the direction relative to where the ball lands on the paddle. The old physics don't have these two things.

Credits:
Game logic/level design/graphics/sound effects by me :)
Music by 8-Bit Misfits
In case you were wondering, yes I made this game. It was first developed in late 2019 with the last update made in 2022. It's a simple brick breaker, but with a bit more realistic physics system compared to most standard implementations and it features a few different game modes.

Source code: https://github.com/MarkusMaal/Bitball
Sound effects: https://freesound.org/people/mmaal/

The general goal of the game is to get the highest score compared to your opponents.

Here are the game modes:
- Classic: The original game mode, you start with 1 ball, but you can earn 1 extra ball on each area. The game ends if you lose all balls.
- Zen: A time attack mode. You have infinite number of balls, but you're playing on a timer. The game ends when that timer reaches zero. The timer is paused when you respawn.
- Survival: A hardcore game mode. You have 5 balls in total from the start, but you can't earn any more balls throughout the game (apart from multiball). The game ends if you lose all balls.
- Eliminator: Elimination rounds based mode. You have infinite number of balls, but everyone is playing on the same timer. Once the timer reaches 0, the player with the lowest score is eliminated and the game ends for that player. At this point the timer resets and the cycle repeats. The game ends when only 1 player remains and their timer runs out.
- Developer (a.k.a. Void): A sandbox mode. By default, it acts similar to classic mode, however unlike other game modes, this one allows you to activate various cheats during gameplay.

Special bricks that you may encounter:
- Orange: Multiball trigger. As you hit other bricks, the bonus multiplier increases. That bonus is given out as soon as you hit the orange brick, at which point multiple balls appear. You may lose every ball except for one before your ball counter goes down.
- Cyan: Extra ball. This adds 1 extra ball to the reserve (Classic and Developer modes only).
- Gray: Obstacles. These may appear when you reach specific level counts. You can't break these and you don't have to hit them to clear an area.

The game has two physics engines - the new and old one. The new one is the default and allows balls to collide with each other and when bouncing from a paddle, the ball bounces back in the direction relative to where the ball lands on the paddle. The old physics don't have these two things.

Credits:
Game logic/level design/graphics/sound effects by me :)
Music by 8-Bit Misfits
bitball.mp4 Muud mängimise videod Other gameplay videos Python3,pygame,self-made,video game,breakout clone,brick breaker N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/670.jpg N/A N/A N/A N/A
659 Press any key to continue... PlayStation 2 - Out Of the Box Experience (All Variants) 0 2025-12-10 This is the setup process the PS2 console goes through when you start it up for the very first time. Most people forget about it, since there is no official way to re-trigger it on an actual console.

You can theoretically re-flash the modified NVRAM with homebrew tools, but since there is a small risk of bricking the console, most sane people don't do it.

I've used PCSX2 in this video. If you want check it out with an emulator like I did (which is completely safe to do), there are two ways to trigger the OOBE:

1. Delete the .nvm file from the bios folder
2. Zerofill the .nvm file at specific offsets (guide: https://www.ps2-home.com/forum/viewtopic.php?t=3628)

Timestamps:
0:00 No disc inserted
1:13 PlayStation 2 disc inserted
1:51 Unrecognized disc inserted (red screen)
2:24 PlayStation 1 disc inserted (\w older BIOS version)
0 1 0 1 https://www.youtube.com/watch?v=cSBoo9RmLpM 0 PlayStation 2 - Out Of the Box Experience (All Variants) PlayStation 2 - Out Of the Box Experience (All Variants) This is the setup process the PS2 console goes through when you start it up for the very first time. Most people forget about it, since there is no official way to re-trigger it on an actual console.

You can theoretically re-flash the modified NVRAM with homebrew tools, but since there is a small risk of bricking the console, most sane people don't do it.

I've used PCSX2 in this video. If you want check it out with an emulator like I did (which is completely safe to do), there are two ways to trigger the OOBE:

1. Delete the .nvm file from the bios folder
2. Zerofill the .nvm file at specific offsets (guide: https://www.ps2-home.com/forum/viewtopic.php?t=3628)

Timestamps:
0:00 No disc inserted
1:13 PlayStation 2 disc inserted
1:51 Unrecognized disc inserted (red screen)
2:24 PlayStation 1 disc inserted (\w older BIOS version)
This is the setup process the PS2 console goes through when you start it up for the very first time. Most people forget about it, since there is no official way to re-trigger it on an actual console.

You can theoretically re-flash the modified NVRAM with homebrew tools, but since there is a small risk of bricking the console, most sane people don't do it.

I've used PCSX2 in this video. If you want check it out with an emulator like I did (which is completely safe to do), there are two ways to trigger the OOBE:

1. Delete the .nvm file from the bios folder
2. Zerofill the .nvm file at specific offsets (guide: https://www.ps2-home.com/forum/viewtopic.php?t=3628)

Timestamps:
0:00 No disc inserted
1:13 PlayStation 2 disc inserted
1:51 Unrecognized disc inserted (red screen)
2:24 PlayStation 1 disc inserted (\w older BIOS version)
ps2oobe.mp4 Varia Joke videos PlayStation 2,out of the box experience,factory reset,first boot,initial startup,PS2,Sony,PCSX2 N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/659.jpg N/A N/A N/A N/A
658 Press any key to continue... Flipnic: unused orbital cameras [PS2 Romhack] 0 2025-12-09 In evolution stages, you orbit around a planet while playing. I discovered that there are two unused paths for the orbit around the planet, which can be enabled by modifying the EE memory to reference these unused files instead of the default PTH_BOSS_TES.FPD. I suspect these unused FPD files were made for testing purposes.

0:00 PTH_BOSS_TES_LINE.FPD
0:22 PTH_BOSS_TES_LINE2.FPD

Not much is known about these FPD files just yet, however I know they are used for defining paths for various things, such as enemy movement, coin trails, UFO trajectories, etc.
0 1 0 1 https://www.youtube.com/watch?v=kA34zEX_dvc 0 Flipnic: unused orbital cameras [PS2 Romhack] Flipnic: unused orbital cameras [PS2 Romhack] In evolution stages, you orbit around a planet while playing. I discovered that there are two unused paths for the orbit around the planet, which can be enabled by modifying the EE memory to reference these unused files instead of the default PTH_BOSS_TES.FPD. I suspect these unused FPD files were made for testing purposes.

0:00 PTH_BOSS_TES_LINE.FPD
0:22 PTH_BOSS_TES_LINE2.FPD

Not much is known about these FPD files just yet, however I know they are used for defining paths for various things, such as enemy movement, coin trails, UFO trajectories, etc.
In evolution stages, you orbit around a planet while playing. I discovered that there are two unused paths for the orbit around the planet, which can be enabled by modifying the EE memory to reference these unused files instead of the default PTH_BOSS_TES.FPD. I suspect these unused FPD files were made for testing purposes.

0:00 PTH_BOSS_TES_LINE.FPD
0:22 PTH_BOSS_TES_LINE2.FPD

Not much is known about these FPD files just yet, however I know they are used for defining paths for various things, such as enemy movement, coin trails, UFO trajectories, etc.
orbitcams.mp4 Videomängude analüüs Video game analysis Flipnic,unused content,beta questing,unused assets,debug features,testing,hacking,reverse engineering N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/658.jpg N/A N/A N/A N/A
648 Press any key to continue... ManiaPlanet 1.0 - Menu Theme [Extended BGM] 0 2025-10-06 This is the 2010 version of the ManiaPlanet menu theme, which was different from the current one. It is played when the ManiaPlanet client is unable to authenticate your profile and thus verify the ownership of the TrackMania² Canyon title.

Interestingly, unlike the new song, this track is actually perfectly looped. The loopstart value in metadata seems to indicate the exact sample where the loop point is, except since it's in stereo, there are two tracks, so the actual loop point is divided by 2.

I used Audacity to cut out the audio at the exact loop point and created this 15 minute long extended version.

Metadata:
Filename: ManiaPlanetMain.ogg (Location: ManiaPlanet.zip\Menu\Media\audio\Music\ogg)
Codec: Vorbis
Sample rate: 44100 Hz
Bitrate: 160 kb/s
Loopstart: 1920800
Track Number: 0
Artist: DOO
Genre: Game
Album: MANIAPLANET
Title: MainMenu
Date: 2010

Chapters:
0:00 Start
0:21 Loop
0 1 0 1 https://www.youtube.com/watch?v=Y7757X_3Pv4 0 ManiaPlanet 1.0 - Menu Theme [Extended BGM] ManiaPlanet 1.0 - Menu Theme [Extended BGM] This is the 2010 version of the ManiaPlanet menu theme, which was different from the current one. It is played when the ManiaPlanet client is unable to authenticate your profile and thus verify the ownership of the TrackMania² Canyon title.

Interestingly, unlike the new song, this track is actually perfectly looped. The loopstart value in metadata seems to indicate the exact sample where the loop point is, except since it's in stereo, there are two tracks, so the actual loop point is divided by 2.

I used Audacity to cut out the audio at the exact loop point and created this 15 minute long extended version.

Metadata:
Filename: ManiaPlanetMain.ogg (Location: ManiaPlanet.zip\Menu\Media\audio\Music\ogg)
Codec: Vorbis
Sample rate: 44100 Hz
Bitrate: 160 kb/s
Loopstart: 1920800
Track Number: 0
Artist: DOO
Genre: Game
Album: MANIAPLANET
Title: MainMenu
Date: 2010

Chapters:
0:00 Start
0:21 Loop
This is the 2010 version of the ManiaPlanet menu theme, which was different from the current one. It is played when the ManiaPlanet client is unable to authenticate your profile and thus verify the ownership of the TrackMania² Canyon title.

Interestingly, unlike the new song, this track is actually perfectly looped. The loopstart value in metadata seems to indicate the exact sample where the loop point is, except since it's in stereo, there are two tracks, so the actual loop point is divided by 2.

I used Audacity to cut out the audio at the exact loop point and created this 15 minute long extended version.

Metadata:
Filename: ManiaPlanetMain.ogg (Location: ManiaPlanet.zip\Menu\Media\audio\Music\ogg)
Codec: Vorbis
Sample rate: 44100 Hz
Bitrate: 160 kb/s
Loopstart: 1920800
Track Number: 0
Artist: DOO
Genre: Game
Album: MANIAPLANET
Title: MainMenu
Date: 2010

Chapters:
0:00 Start
0:21 Loop
maniaplanet_menu_extended.mp4 Muusika Music ManiaPlanet,MP1,Nadeo,Doo,ManiaPlanet Menu,background music,theme N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/648.jpg N/A N/A N/A N/A
638 Press any key to continue... ManiaPlanet 3 vs 4.1 [Graphics Comparison] 0 2025-08-04 Comparison of graphics between the two versions of TrackMania² Canyon/Stadium/Valley. ManiaPlanet 4 was critizised for its physics as well as some graphical downgrades.

So, I decided to boot up a frozen ManiaPlanet 3 install and compared it with the latest version, which is what this video is.

I drove a replay on MP3, rendered it using the in-game "Shoot video" option and copied the replay over to MP4, so I could get 2 identical replays. I then rendered it again in ManiaPlanet 4.1. I switch between the two every couple of seconds on this upload, so you can see the difference.

If you want to play ManiaPlanet 3 in 2025, you can follow the guide here: https://www.youtube.com/watch?v=Fg5Ddtzqbzw

Environments:
0:00 Canyon
2:23 Stadium
5:11 Valley
0 1 0 1 https://www.youtube.com/watch?v=io7BJ9iG8VI 0 ManiaPlanet 3 vs 4.1 [Graphics Comparison] ManiaPlanet 3 vs 4.1 [Graphics Comparison] Comparison of graphics between the two versions of TrackMania² Canyon/Stadium/Valley. ManiaPlanet 4 was critizised for its physics as well as some graphical downgrades.

So, I decided to boot up a frozen ManiaPlanet 3 install and compared it with the latest version, which is what this video is.

I drove a replay on MP3, rendered it using the in-game "Shoot video" option and copied the replay over to MP4, so I could get 2 identical replays. I then rendered it again in ManiaPlanet 4.1. I switch between the two every couple of seconds on this upload, so you can see the difference.

If you want to play ManiaPlanet 3 in 2025, you can follow the guide here: https://www.youtube.com/watch?v=Fg5Ddtzqbzw

Environments:
0:00 Canyon
2:23 Stadium
5:11 Valley
Comparison of graphics between the two versions of TrackMania² Canyon/Stadium/Valley. ManiaPlanet 4 was critizised for its physics as well as some graphical downgrades.

So, I decided to boot up a frozen ManiaPlanet 3 install and compared it with the latest version, which is what this video is.

I drove a replay on MP3, rendered it using the in-game "Shoot video" option and copied the replay over to MP4, so I could get 2 identical replays. I then rendered it again in ManiaPlanet 4.1. I switch between the two every couple of seconds on this upload, so you can see the difference.

If you want to play ManiaPlanet 3 in 2025, you can follow the guide here: https://www.youtube.com/watch?v=Fg5Ddtzqbzw

Environments:
0:00 Canyon
2:23 Stadium
5:11 Valley
ReplayComparison.mp4 Videomängude analüüs Video game analysis TrackMania,ManiaPlanet,Graphics,ManiaPlanet 3,MP4,MP3,ManiaPlanet 4,Graphical comparison,Windows,DirectX 9,DirectX 11,DirectX 9 vs DirectX 11,Nadeo,Ubisoft,Canyon,Valley,Stadium,Renault 9 Turbo N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/638.jpg N/A N/A 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
509 Press any key to continue... Flipnic - Optics B (Hard difficulty gameplay) 0 2022-12-04 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

It took me a long time to upload the Optics B gameplay, because my initial victory didn't have sound, so I had to beat it again (and this stage is really difficult).

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=VahRvD_2iyY 0 Flipnic - Optics B (Hard difficulty gameplay) . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

It took me a long time to upload the Optics B gameplay, because my initial victory didn't have sound, so I had to beat it again (and this stage is really difficult).

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
. FlipnicOpticsBHard.mp4 Muud mängimise videod Other gameplay videos N/A Press any key to continue... Press any key to continue... 0 /channel_db_lite/web/thumbs/509.jpg N/A /channel_db_lite/web/json/509.json N/A N/A
463 Press any key to continue... Flipnic - Optics A (Hard difficulty gameplay) 0 2022-07-24 Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

I've decided to go with Optics A first, because it's my favorite stage in this game and I've praticed a lot on it.

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
0 1 0 1 https://www.youtube.com/watch?v=XudtUvFv-r8 0 . . Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay!

As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased.

I've decided to go with Optics A first, because it's my favorite stage in this game and I've praticed a lot on it.

At the minimum, to complete this stage, you have to do the following:
1. Hit a flying target to trigger a "Point of No Return" mission
2. Collect all of the rings required, which have been placed all around the stage (some rings are only at specific areas, such as Yellow, Magenta, and Cyan)
3. Go back to the spawn location, a multiball mission will then start
4. (Optional) Complete a required task for the multiball mission
5. Repeat steps 1-4 two more times
6. After completing the third multiball mission, you'll be teleported to a Zero Gravity mission area
7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage
8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points)
. OpticsA_hard.mp4 Muud mängimise videod Other gameplay videos N/A Press any key to continue... Press any key to continue... 1 /channel_db_lite/web/thumbs/463.jpg N/A /channel_db_lite/web/json/463.json N/A N/A
375 cqvmix Moving checkerboard patterns with moire effect (3D composition) 1 2021-04-09 This video was made to test the bitrate on YouTube. This one creates a moire effect using two patterns, which can cause even more artifacting. Also, at the end, motion blur was added. 0 1 0 1 https://www.youtube.com/watch?v=VV0eYiI0xH8 0 Moving checkerboard patterns with moire effect (3D composition) Moving checkerboard patterns with moire effect (3D composition) This video was made to test the bitrate on YouTube. This one creates a moire effect using two patterns, which can cause even more artifacting. Also, at the end, motion blur was added. This video was made to test the bitrate on YouTube. This one creates a moire effect using two patterns, which can cause even more artifacting. Also, at the end, motion blur was added. Moving checkerboard patterns with moire effect (3D composition).mp4 Varia Joke videos N/A MarkusTegelane . 1 /channel_db_lite/web/thumbs/375.jpg N/A N/A N/A N/A
296 MarkusTegelane Playlist 404 - Credits 0 2020-06-28 Thanks for enjoying the 404 playlist. If you have any feedback about this playlist, leave it in the comments. You may also leave a rating and if you are interested in this playlist, you may add it to your collection and finally, if you like the content I produce, consider subscribing :yt: (it's free, you can unsubscribe at any time). Have a nice day! (or night if you're watching this late at night) 0 0 0 1 https://www.youtube.com/watch?v=KUC-xpEbCKw 0 &#9199 Playlist 404 - Credits . Thanks for enjoying the 404 playlist. If you have any feedback about this playlist, leave it in the comments &#128172&#11015. You may also leave a rating (&#128077 or &#128078) and if you are interested in this playlist, you may add it to your collection &#10133 and finally, if you like the content I produce, consider subscribing :yt: (it's free, you can unsubscribe at any time). Have a nice day! &#128522 (or night if you're watching this late at night &#127747)

This video is exclusive to this playlist &#9199 and most likely available anywhere else (I can't prevent people from adding it to their own playlists or uploads, but this 404 playlist is the only official place you can find this video)
. 404.MP4 Varia Miscellaneous Markus Maal,MarkusTegelane,TheMarkusGuy,mitmekülgne tehnoloogia,diverse technology,secret playlist,stuff I watch on YouTube,actually this playlist is public on my channel page,you can also find it in the suggestions,if it is relevant to what you're watching,I really don't know how tagging works,but this could possibly do,this doesn't even rhyme,what is the reason of this,...,madness,the video is processing,YAY,I can now go to sleep,that is if I want to...,eleven,two N/A MarkusTegelane . 1 /channel_db_lite/web/thumbs/296.jpg N/A /channel_db_lite/web/json/296.json N/A N/A
150 MarkusTegelane Windows XP installimise timelapse 0 2017-04-16 Video Windows XP installimisest. Installimise meediumiks kasutasin enda mälupulka. 0 1 0 1 https://www.youtube.com/watch?v=LKv9g7ST1xA 0 Windows XP installation timelapse . Video about installing Windows XP. Installation media I used was my flash drive.

Blog: http://markustegelane-en.blogspot.com

Music
Nice to you - Vibe Tracks
Staccato - Vibe Tracks
Video Windows XP installimisest. Installimise meediumiks kasutasin enda mälupulka.

Ajaveeb: http://markustegelane.blogspot.com

Muusika:
Nice to you - Vibe Tracks
Staccato - Vibe Tracks
timelapsed.mxf Operatsioonsüsteemid Operating systems how to install windows xp via network,how to install windows xp via usb,how to install windows xp vienna edition,how to install windows xp with cd,how to install windows xp without booting,how to install windows xp without cd,how to windows xp install bangla,install windows xp from network,install windows xp on windows 7,windows xp install error 0x7b,windows xp install ethernet controller,windows xp install font,windows xp install video,windows xp install virtualbox https://odysee.com/@MarkusTegelane:8/windows-xp-installimise-timelapse:8 MarkusTegelane . 1 /channel_db_lite/web/thumbs/150.jpg N/A /channel_db_lite/web/json/150.json N/A N/A