One of Dolphin's aspects I guess is that it can be used to create a TAS (tool-assisted superplay) movie. However, the tools (pun) that are useful for this are a bit scattered. Example: let's say you start a game, of course one you dumped right?, and then you want to create a TAS. Well, how do you create it? Well, you could record your screen, which might be your first choice, but that can be faulty in that Dolphin can slow down, and if you don't have a frame count from the game recorded in there, like if you just capture the game screen, you have basically a movie that is inaccurate and is not that fun to watch, either. Also, you don't just capture the screen obviously while creating because TAS involves slowdown and frame advancement, so it's not just realtime. That's not how it works. So you'd need some way of recording a video that only contains the game's frames, not the stuff in between that makes it the realtime process time of the super play. So Dolphin does have Dump Frames and Dump Audio, but the thing is that 1) you might not know what you're looking for when you're thinking about that kind of feature, and it's hidden in Dolphin's menu bar, so you might not know where to look either. So this is the first flaw (thing that's not really optimized for a quick TAS creation workflow). Another problem is what if you want to play back your inputs on the exact frame you pressed each one? Dolphin does have input recording, but again it's hidden in the menu bar, and also you need to start the input recording without having the game open and it will start the game, otherwise if you don't know what frame you started recording on in game, which requires Show Stats to be enabled, you have to guess if you even can, otherwise you'll play it back and it starts on Frame 0, when you may have started it on Frame 427 or something, and so your inputs are out of sync by several seconds, which leads to the game getting to states that you didn't get it to in your initial recording, your player going to different places, or running around randomly into walls or dying, which leads to you being annoyed, and of course confused as to why it happens.
Another big thing is Save States. It's not clear whether your input recording is ruined by loading a state, because maybe it's written the things you did since saving and before loading it, and it doesn't delete that stuff, making for a non-continuous desynced input rec. Another thing is random events. It doesn't (at least to my knowledge) record any random numbers in the game so when it's played back those events that were randomized are set so they're not random when you play it back, the same things happen. Maybe it does and that's why it has save states, but it doesn't make it that clear is my point. The problem I have largely with it though, is the 2 things you use frequently while sequencing a TAS run. Slow motion, and frame advancement. Frame advance is hidden in the menu bar. So let's say you're doing a glitch that requires total agility and frame-by-frame advance for 20 frames or something, you now have to go to your menu bar and click Frame Advance 20 times. Or configure it in your hotkey settings. Problem then is that you can't use hotkeys and a controller simultaneously. So if you just hit F to advance a frame, you can't just go to your controller and start pressing stuff and expect it to work, you now have to go to Controllers > Config and then click Refresh, so it recognizes the controller is the input device you want to use, which is obscure. You also need to change the speed for a controller to really be that useful. Problem: It's buried in the Config panel. So it's just a bunch of flicking back and forth on and off between a bunch of places to get to the options that are useful here. Scattered TAS oriented features do not ( and I repeat DO NOT) make for a TAS-k orientated workflow. It's kind of outlandish to me honestly, as I think many using Dolphin want to create runs like Malleo's TTYD speedrun with these tools, they just don't know how or if they do, they find the features annoying to work with by running back and forth between them. So I've actually designed a mockup for a workflow, and I'll update you with the pictures later, as right now I want to post this, I'm kind of anxious to share my thoughts. As you might expect me to say as well, feel free to share yours on this thread.
Update; here are the mockup images.
Another big thing is Save States. It's not clear whether your input recording is ruined by loading a state, because maybe it's written the things you did since saving and before loading it, and it doesn't delete that stuff, making for a non-continuous desynced input rec. Another thing is random events. It doesn't (at least to my knowledge) record any random numbers in the game so when it's played back those events that were randomized are set so they're not random when you play it back, the same things happen. Maybe it does and that's why it has save states, but it doesn't make it that clear is my point. The problem I have largely with it though, is the 2 things you use frequently while sequencing a TAS run. Slow motion, and frame advancement. Frame advance is hidden in the menu bar. So let's say you're doing a glitch that requires total agility and frame-by-frame advance for 20 frames or something, you now have to go to your menu bar and click Frame Advance 20 times. Or configure it in your hotkey settings. Problem then is that you can't use hotkeys and a controller simultaneously. So if you just hit F to advance a frame, you can't just go to your controller and start pressing stuff and expect it to work, you now have to go to Controllers > Config and then click Refresh, so it recognizes the controller is the input device you want to use, which is obscure. You also need to change the speed for a controller to really be that useful. Problem: It's buried in the Config panel. So it's just a bunch of flicking back and forth on and off between a bunch of places to get to the options that are useful here. Scattered TAS oriented features do not ( and I repeat DO NOT) make for a TAS-k orientated workflow. It's kind of outlandish to me honestly, as I think many using Dolphin want to create runs like Malleo's TTYD speedrun with these tools, they just don't know how or if they do, they find the features annoying to work with by running back and forth between them. So I've actually designed a mockup for a workflow, and I'll update you with the pictures later, as right now I want to post this, I'm kind of anxious to share my thoughts. As you might expect me to say as well, feel free to share yours on this thread.
Update; here are the mockup images.