TASVideos

Tool-assisted game movies
When human skills are just not enough

DTM

This page lists the file format for DTM, Dolphin movie files. It may change in the future.

Header:

Offset Type Length Description
0x000 Bytes 4 Signature: 44 54 4D 1A "DTM\x1A"
0x004 String 6 Game ID
0x00A Boolean 1 Is Wii game
0x00B Bit field 1 Controllers plugged in (from least to most significant, the bits are GC controllers 1-4 and Wiimotes 1-4)
0x00C Boolean 1 Starts from savestate
0x00D Integer 8 VI count
0x015 Integer 8 Input count
0x01D Integer 8 Lag counter
0x025 N/A 8 Reserved
0x02D Integer 4 Rerecord count
0x031 String 32 Author
0x051 String 16 Video Backend
0x061 Integer 16 Audio Emulator
0x071 Bytes 16 MD5 hash of game file
0x081 Integer 8 Recording start time (UNIX time)
0x089 Boolean 1 Saved config valid?
0x08A Boolean 1 Idle Skipping on?
0x08B Boolean 1 Dual Core enabled?
0x08C Boolean 1 Progressive Scan enabled?
0x08D Boolean 1 DSP HLE enabled? (1 for HLE, 0 for LLE)
0x08E Boolean 1 Fast disc speed enabled?
0x08F Integer 1 CPU core (0 for interpreter, 1 for JIT, 2 for JITIL)
0x090 Boolean 1 EFB Access Enabled?
0x091 Boolean 1 EFB Copy Enabled?
0x092 Boolean 1 Copy EFB To Texture? (1 for texture, 0 for ram)
0x093 Boolean 1 EFB Copy Cache Enabled?
0x094 Boolean 1 Emulate Format Changes?
0x095 Boolean 1 Use XFB emulation?
0x096 Boolean 1 Use real XFB emulation?
0x097 Bit field 1 Memory cards present (from least to most significant, the bits are slot A and B)
0x098 Boolean 1 Memory card blank?
0x099 Bit field 1 Bongos plugged in (from least to most significant, the bits are ports 1-4)
0x09A Boolean 1 Sync GPU thread enabled?
0x09B Boolean 1 Netplay
0x09C Boolean 1 PAL60
0x09D N/A 12 Reserved
0x0A9 String 40 Name of second disc iso
0x0D1 Bytes 20 SHA-1 hash of git revision
0x0E5 Integer 4 DSP IROM Hash
0x0E9 Integer 4 DSP COEF Hash
0x0ED Integer 8 Tick Count
0x0F5 N/A 11 Reserved
0x100 - - Controller data

GameCube controller data:

The controller data is 8 bytes per frame.

Byte # Bit # Meaning
0 0 Start pressed if 1
0 1 A pressed if 1
0 2 B pressed if 1
0 3 X pressed if 1
0 4 Y pressed if 1
0 5 Z pressed if 1
0 6 Up (Dpad) pressed if 1
0 7 Down (Dpad) pressed if 1
1 0 Left (Dpad) pressed if 1
1 1 Right (Dpad) pressed if 1
1 2 L pressed if 1
1 3 R pressed if 1
1 4 Change CD if 1
1 5-7 Reserved
2 0-7 L pressure (0-255, none to max.)
3 0-7 R pressure (0-255, none to max.)
4 0-7 Analog stick X axis (1-255, left to right)
5 0-7 Analog stick Y axis (1-255, down to up)
6 0-7 C stick X axis (1-255, left to right)
7 0-7 C stick Y axis (1-255, down to up)

Wiimote controller data

Wiimote controller data seems to consists of packets one after each other, each with the following format:

Offset Type Length Description
0 Integer 1 Length of payload (n)
1 Opaque n Payload (raw wiimote data)

Some documentation about the raw wiimote data can be found from Wiimote page at Wiibrew.org. Note that the leading 0xA1 bytes are present.



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DTM last edited by JosJuice on 2016-12-30 22:03:12
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