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Problems with .dtm recording (when loading savestate)
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Problems with .dtm recording (when loading savestate)
01-11-2016, 05:05 AM (This post was last modified: 01-15-2016, 08:32 AM by shadowofchaos.)
#1
shadowofchaos Offline
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EDIT: More details: It seems it loads the inputs fine when it's just a .dtm recording. When there's a savestate associated, it fails to load emulation and just stays on a black screen.

I'm playing Xenoblade Chronicles using the HD Texture pack.

And it runs fine! I love how it looks.

The problem is when I try to do input recordings (so I can do it full speed) and try to record a movie.
I make a backup savestate at the point where I want to record.

And I click "Start Recording Input".

I play, and then want to "Export Recording" and save it as normal.

When I click "Stop Emulation" and it wants me to save a second time (I do so and rename it a different name for the dtm).

I want to replay it so I can see it before I replay the move with "Dump Frames" and "Dump Audio" on...
And yet all I see is a black screen.

It shows the inputs and such on the "bar" on top of the emulation window though:
Spoiler:
[Image: Dolphin%20DTM%20Black%20Screen.png]
Dolphin 4.0-8650

Specs:
Intel® Core™ i7-4700MQ CPU @ 2.40GHz
8 GB RAM
Windows 10 64-bit
NVIDIA GeForce GT 740M
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01-11-2016, 07:26 AM
#2
Kurausukun Offline
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First of all, you have an Nvidia card, so you should almost definitely be using OpenGL rather than D3D. Second, you don't need to Export Recording; just start recording whenever you want, and when you stop the emulation, the dialogue will appear asking you to save the file.
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01-11-2016, 07:32 AM
#3
shadowofchaos Offline
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(01-11-2016, 07:26 AM)Kurausukun Wrote: First of all, you have an Nvidia card, so you should almost definitely be using OpenGL rather than D3D. Second, you don't need to Export Recording; just start recording whenever you want, and when you stop the emulation, the dialogue will appear asking you to save the file.

Switched to OpenGL...

However, now when I load the movie, it says : ScheduleEvent from wrong thread

Spoiler:
[Image: Dolphin%20ScheduleEvent.png]
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01-11-2016, 07:39 AM
#4
Kurausukun Offline
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Do you have panic handlers turned on? A lot of times it'll report an issue even if emulation can continue just fine, so it's better to have them off. Unless it's actually causing a crash--is it?
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01-11-2016, 07:44 AM
#5
shadowofchaos Offline
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Panic handlers are in fact, checked.
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01-11-2016, 07:50 AM
#6
JosJuice Offline
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"ScheduleEvent from wrong thread" is really bad if you're using DTMs, because it means something probably will desync Sad
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01-11-2016, 07:52 AM
#7
shadowofchaos Offline
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(01-11-2016, 07:50 AM)JosJuice Wrote: "ScheduleEvent from wrong thread" is really bad if you're using DTMs, because it means something probably will desync Sad

If I disable dual core, it's fine and it doesn't appear and the "input" on the top of the emulation screen keeps going up...

However, it is still a black screen.
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01-11-2016, 07:58 AM (This post was last modified: 01-11-2016, 07:59 AM by Kurausukun.)
#8
Kurausukun Offline
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No need to disable dualcore entirely, just enable fake-completion in the game's properties. This is a weird idea that probably won't work, but what if you check "render to main window" instead of having it render to a new window?
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01-11-2016, 08:18 AM
#9
shadowofchaos Offline
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(01-11-2016, 07:58 AM)Kurausukun Wrote: No need to disable dualcore entirely, just enable fake-completion in the game's properties. This is a weird idea that probably won't work, but what if you check "render to main window" instead of having it render to a new window?

No luck, it seems.
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01-12-2016, 09:42 AM
#10
shadowofchaos Offline
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Does anyone have any idea what it could be? Like, would it be a problem with savestate loading somehow?
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