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Problems with .dtm recording (when loading savestate) - Printable Version

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Problems with .dtm recording (when loading savestate) - shadowofchaos - 01-11-2016

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:

Dolphin 4.0-8650

Specs:
Intel® Core™ i7-4700MQ CPU @ 2.40GHz
8 GB RAM
Windows 10 64-bit
NVIDIA GeForce GT 740M


RE: Problems with .dtm recording - Kurausukun - 01-11-2016

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.


RE: Problems with .dtm recording - shadowofchaos - 01-11-2016

(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




RE: Problems with .dtm recording - Kurausukun - 01-11-2016

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?


RE: Problems with .dtm recording - shadowofchaos - 01-11-2016

Panic handlers are in fact, checked.


RE: Problems with .dtm recording - JosJuice - 01-11-2016

"ScheduleEvent from wrong thread" is really bad if you're using DTMs, because it means something probably will desync Sad


RE: Problems with .dtm recording - shadowofchaos - 01-11-2016

(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.


RE: Problems with .dtm recording - Kurausukun - 01-11-2016

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?


RE: Problems with .dtm recording - shadowofchaos - 01-11-2016

(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.


RE: Problems with .dtm recording - shadowofchaos - 01-12-2016

Does anyone have any idea what it could be? Like, would it be a problem with savestate loading somehow?