New build:
http://www.mediafire.com/?vhrsxi513z8g88r
Yanked out a lot of useless stuff, fixed some stuff, added some stuff.
Compiling: git patch serial is in the patches subfolder. You're on your own for the rest.
Installing: Unzip the executables on top of an existing recent build (preferably 32 bit TAS-Input branch).
Installing: Unzip the executables for the desired architecture (32 or 64 bit) on top of a suitable build (preferably TAS-Input branch, matching architecture).
Features: If you turn on DSP "Dump Audio", you get the same crappy audio dump as always. DTK may or may not work in it, there can be gaps, etc. You also at the same time get a sequence of dump files which form a much more accurate audio dump. The sequence is split every time the audio frequency changes (can be 32k or 48k). This new dump should have perfect timing, but does not include DTK at all.
If you turn on DSP "Dump Audio to AVI", and Video "Dump Frames", you get a an avi with both video and audio track. The video track will be time compensated to match the audio, which means occasional drops and/or dups. The audio track will be the same as the improved audio track in "Dump Audio", except that it's all combined to 48khz. The upsampler used is not very good.
If you have on Video "Dump Frames" but not DSP "Dump Audio to AVI", you'll get a silent AVI file with each frame dumped once at an irregular framerate. Since AVI can't store VFR, you'll get a matroska timecodes file as well. This is the same video dump as in normal Dolphin, except now you get the information you need to reconstruct correct timing for it.
There are also various debug text files that can be made. They're not likely to be useful.
DTK support is planned for the future.
The discriminating tasvideos encoder should use the separate dumps (which can both run at the same time, just turn on dump audio, dump frames, and turn off audio to avi), not the combined one. The combined one force-resamples audio to 48khz, which is not optimal if a game is 32khz. The combined one forces video framerate to 60:1 exactly (or 50:1 depending on region), which can result in slight dup/drop discrepancies if the real framerate of the game is one of the alternate framerates (say, 60*27000/26999).
I'm currently working on a customizable VFR->CFR converter for avisynth which allows more control over the VFR->CFR process; you can see the error level and dup/drop levels of a particular VFR->CFR conversion, and tweak the parameters for a better one (which takes near zero time to do, as compared to redumping).[/s]