Dimon12321
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Posts: 1217
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CasualPokePlayer wrote:
LoadLibrary failure either means the dolphin dll in the dll folder is just missing (bad download?), or a dependency for that dll is missing. Dolphin requires the 2022 visual c++ redist package, which you can get here https://aka.ms/vs/17/release/vc_redist.x64.exe Note too that Dolphin dropped support for Windows 7-8.1 officially some time ago so the core might just not work for those OSes.
Thank you for the response! I installed VC_redist and it didn't help. Looks like they've made some changes to the core which ruins its workability on Windows 7 beyond Dolphin's GUI.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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What is GFX -> Backend Multithreading option? Can it be "Dual Core" from Dolphin which we need to turn off?
TASing is like making a film: only the best takes are shown in the final movie.
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Joined: 2/26/2020
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It is not like dual core. It is internal multithreading which does not cause any sync issues.
Dimon12321
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Well, your work is incredible! A working RAM Search and TAStudio (especially, branches) are big advantages over Dolphin. I would switch all my Patreon donations to you (or Bizhawk team), if the core was waterboxed. I came here on this regard. I was building the movie in TAStudio (I work only there) and I decided to replay the whole stage to watch what I have done, and I faced an actual desync. After replaying it from the start-up, doing input manipulations and other assumptions, I found the problem. If I replay the movie from a moment before a specific savestate (indicated as "GreenZone InputLog: Stated", if you go to Settings -> Edit TAStudio colors... in TAStudio window), the movie will bypass that desync and proceed forward, but then it catches another desync, and I hope it was caused by that broken savestate, not by the game complexities savestates wouldn't catch. 1. Is the structure (DTO) of a savestate identical to what Dolphin does? If so, then can my .tasproj file be used to analyze what did that savestate do wrong, detect the problem and implement a better version which keep the movie more stable? I'm not asking you to do that, you have your personal life, passion etc., but still, what do you think? 2. What does "Use Compressed States" checkbox do? Does it only pack/unpack a ready savestate and/or some state data not being saved? 3. I use 5.0-16426 final release. Does 5.0-16793 have better savestates? Nevertheless, thank you, Casual! No objections. I'm sure I would face a similar problem in Dolphin too. UPDATE: 3) So, a savestate in 5.0-16793 release is a little more stable because its components (RAM, video memory, etc.) get saved by a single thread (without multithreading), therefore preventing cases when the components have been saved in the wrong order. However, desyncs still happen rarely and you're ought to periodically rewatch your movie from the very beginning to prevent big progress loses. In Bizhawk's TAStudio, before doing a playback, put some input at the beginning of the movie, or after a savestate you're sure is stable. I had an issue when a desync was spotted only after I invalidated existing savestates in my movie. If you have already done major progress with 5.0-16426, you can download 5.0-16793 release and copy-paste there the file "dolphin-emu-nogui.dll" from your 5.0-16426 folder.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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Multi-disk games in 5.0-16426 release don't work and, judging by code changes, 5.0-16793 has this issue too. Looks like, GC core hasn't been added to some other array of systems which is used to read XML files generated in multi-disk bundler. There are also no options to open and close the tray to change the disc. Maybe they will show up after an XML file has been loaded, I don't know. UPDATE: this issue is actual, if you use GC ROMs of any format other than .iso. As a workaround, use Dolphin to convert your ROMs to ISO format, use Multi-Disk Bundler to form a new .xml and open this .xml file as a game.
TASing is like making a film: only the best takes are shown in the final movie.
InputEvelution
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Attempting to save or load states via Lua scripting on the latest version of Dolphin Core seems to cause BizHawk to freeze up, at least for Wii. Saving and loading states by any other means seems to work fine.
InputEvelution
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When dumping video and audio for Wii, the framerate will be about double what it should be (120fps instead of 60fps), but otherwise looks fine. I haven't checked GC.
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Isn't there a solution for multi-disk games on GameCube or Wii with the multidisk bundler or other solutions? I haven't reread the whole thread and it's been a long time since I've tried multi-disc games on these consoles.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Joined: 7/17/2012
Posts: 543
Location: Switzerland
Is integration/support for this core dead? I have this bug on Bizhawk (Goldeneye Wii) that I don't have in Dolphin. Also, which option corresponds to VP6 bug?
This can be fixed with "Manual Texture Sampling" in the Graphics Settings → Advanced menu.
Which causes video bugs on every 007 game, among other things.
My Citra 3DS rerecording movie files test repositery: https://cutt.ly/vdM0jzl Youtube playlist "Citra Tests": https://cutt.ly/AdM0wg9 http://www.youtube.com/user/phoenix1291
Dimon12321
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Posts: 1217
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phoenix1291 wrote:
Isn't there a solution for multi-disk games on GameCube or Wii with the multidisk bundler or other solutions? I haven't reread the whole thread and it's been a long time since I've tried multi-disc games on these consoles.
Multidisk Bundler does its job. Convert your disks to ISO format in Dolphin, place them in the folder with Bizhawk-Dolphin and import them in the bundler. You may get something like this in the XML file.
<BizHawk-XMLGame System="GC" Name="tmnt2-bn-2-1">
  <LoadAssets>
    <Asset FileName=".\TMNT2-USA-Disc2.iso" />
    <Asset FileName=".\TMNT2-USA-Disc1.iso" />
  </LoadAssets>
</BizHawk-XMLGame>
Then launch it as a game ROM
TASing is like making a film: only the best takes are shown in the final movie.

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