Post subject: dtm header reader
RachelB
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I got tired of using the old outdated one that was made by some person who i can't remember, so i made a new one. You can find it here. Public domain c++ source code is included. You can just drag a dtm onto the exe, and it will spit out values for everything in the header.
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It was XtraKrazy who made the old one.
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Thanks RachelB! I hadn't heard of the old header reader, but using your new one, I was able to verify that all of the useful information I put into my movie file was readable. I noticed there's a space for "audioEmulator" information though. I couldn't find where the space for this is on the DTM page, so I was wondering if it's supposed to fill in one of the Reserved bytes, or if my movie file is just too old (made from my 3.0-508 "CoolKirby" revision you made for me :) ) to contain a space for this info?
RachelB
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It's been in the header forever, and hasn't been implemented yet. Same as UniqueID. It's listed as reserved on the dtm page at 0x61.
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Okay, thanks. I went ahead and changed it to match the UniqueID.
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DTM Reader with GUI that can edit information in the header. Download here.
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Pheenoh wrote:
DTM Reader with GUI that can edit information in the header. Download here.
I tried out the resident evil 4 TAS dtm and it gave this I never knew HLE with dolphin v3 would actually sync :o Edit: Also, the RE4 submission text states that it uses LLE and that dual core + idle skipping are off, contrary to what the dtm reader says.
RachelB
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jlun2 wrote:
I never knew HLE with dolphin v3 would actually sync :o
It's not well tested with tasing, but it should sync for about 99.9% of games. The other .1% (primarily twilight princess, wind waker, mario galaxy, luigi's mansion, and some other nintendo games) will absolutely not sync, and probably have serious issues with hle. For the most part HLE should be okay, but do be careful, because it's not quite perfect, and I'm not sure we currently have any way to dump it properly.
Edit: Also, the RE4 submission text states that it uses LLE and that dual core + idle skipping are off, contrary to what the dtm reader says.
RE4 is was not done on any official version. It uses a custom build from before settings were saved to the header, but with disk change support back ported.
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Wow nice version GUI! it makes more good =) btw, do you think you could make one for input, hex edit and all?
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got4n wrote:
Wow nice version GUI! it makes more good =) btw, do you think you could make one for input, hex edit and all?
I might do this in the future, we'll see
jlun2 wrote:
I tried out the resident evil 4 TAS dtm and it gave this
Just peeking at that dtm in hex editor the header size is different (because of what rachel said) so many of the values got offset and are incorrect.
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if you could you'll be epic, I'm annoyed by Rayman 3 reTAS passages
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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DTM Reader 1.2 update: - Can change MD5 hash now - Can view inputs now (but you can't change/save them... yet) - Minor design change to include the input viewer tab Download here
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Nice!
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Very useful, thanks !
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jlun2 wrote:
Where is the disk swap information stored?
Wiki: DTM says that at offset 0xA9 there is 40 byte string <Name of second disc iso>. As for RE4, no idea. It isn't standard.
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thanks for DTM reader 1.2 )
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Can we get an updated version? Due to the dropping of DirectX 9 support DTM reader has issues with graphics backend.
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also hex edit please :D
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Pheenoh did get viewing for a single frame. I looked into the source and it's obviously way more complex than I thought. But for someone knowledgeable, making it show all frames and inputs in a list wouldn't be too hard. Then editing would just be converting the numbers the opposite way.
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Why about not you trying? From what I saw in skype you're good in coding :D
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solarplex wrote:
Pheenoh did get viewing for a single frame. I looked into the source and it's obviously way more complex than I thought. But for someone knowledgeable, making it show all frames and inputs in a list wouldn't be too hard. Then editing would just be converting the numbers the opposite way.
Can I get the source code? I can try and look at it.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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hegyak wrote:
solarplex wrote:
Pheenoh did get viewing for a single frame. I looked into the source and it's obviously way more complex than I thought. But for someone knowledgeable, making it show all frames and inputs in a list wouldn't be too hard. Then editing would just be converting the numbers the opposite way.
Can I get the source code? I can try and look at it.
It was Rachelb's first post in the thread I believe
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solarplex wrote:
hegyak wrote:
Can I get the source code? I can try and look at it.
It was Rachelb's first post in the thread I believe
The Source for the DTM Header Reader GUI 1.2 is written in .Net. Rachelb's post is for a C++ program.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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hegyak wrote:
solarplex wrote:
hegyak wrote:
Can I get the source code? I can try and look at it.
It was Rachelb's first post in the thread I believe
The Source for the DTM Header Reader GUI 1.2 is written in .Net. Rachelb's post is for a C++ program.
Pheenoh has never answered me on skype (this was a while back) about getting the source of 1.2.. if anyone else is good friends with him and can get a link, it would help everyone out.