Virtualdub 1.6 1311/19/2023 It turned out that there was a nasty bug in the audio resampler that caused it not to account for a non-zero start time at the beginning of the video stream. This meant that errors during the capture like disk full errors sometimes got reported as internal errors or simply crashes/hangs. One was that I forgot to restore the SEH chain properly in the audio resampler when I borrowed the stack pointer for an eighth register (hey, if I'm going to write assembly language, I might as well go full bore), and the other is that the crash trap I had in the capture callback was trapping C++ exceptions too. Which was a good thing, because I managed to watch a full season's worth of Alias DVDs, and in capturing them off my PS2's output - testing files deleted immediately afterward, of course - I found two huge bugs in the capture module at the last minute. I was about to release this a few days ago, but I decided to do some long-duration capture testing instead. one hour), you can't shuttle the tape or control via timecode, and it only records type-2 DVs, but it's a little better than before, at least. It isn't terribly tested (implementation and testing time approx. Well, as luck would have it, when I visited my older brother John over the holidays I was able to scam^H^H^Hborrow some time with his DV camcorder to develop against and add the code to insert the DV splitter into the graph. Previously this didn't work because DV data comes in as type MEDIATYPE_Interleaved rather than separate MEDIATYPE_Video and MEDIATYPE_Audio streams I don't own a DV camcorder, and the scenery around me is far too boring to warrant me getting one, so I didn't have a way to look at the filter graph and fix this. One notable feature that I snuck into this build is that you can now capture from a DV capture device that uses the MSDV driver through DirectShow. Because the resynchronizer was quite heavily reworked, and because I sneaked in several features, both capture and non-capture, this build is marked as experimental. Special props go to the users with handles Moitah and i4004 on the forums, who graciously spent a lot of time telling me that my resynchronizer sucked and that giving me hard data as to what was going on. It took a long time primarily because I spent a lot of time reworking the timing logic in the capture module and going back and forth with some users who were willing to test internal builds with varying balances of breakage and functionality. * Fixed sporadic audio compression errors at end of render.VirtualDub 1.6.12 has been posted to SourceForge. * YV16 input is now supported previously it could be written but not * Fixed errors when opening YCbCr (YUV) videos that had nonstandard bitĭepth or image size values in the frame header. * Currently displayed frame was not updated after a reload (F2). * Hex editor would warp to a random location when using the mouse wheel for * Extended workaround for Huffyuv joining problems to capture mode Atelier Iris looks very promising though since it's a 2.5D sprite-based game that has a lot of funny dialogue and seems to incorporate every crafting system known to man.Ĭhangelog: Build 23604 (1.6.9, stable): Ys 6: The Ark of Nephistim turned out to be quite a slog, and Tales of Symphonia was a lot less fun as a multiplayer game as we'd hoped since the camera often only centers on player 1 and leaves 2-4 offscreen. My friend and I play a game called "get the other person to buy stuff" by my count he's winning so far because he got me to recently buy the entire Crest of the Stars trilogy, Star Ocean: To the End of Time, and now that he's showing me Patlabor and Atelier Iris I'm tempted to get those too. We've had a few misses for RPGs lately too, though. I'm debating right now whether to run out and get the new Atelier Iris RPG that recently came out for PS2. I haven't decided whether or not to do another experimental/stable cycle in the 1.6.x series I hadn't planned to originally but there are enough huge changes in the 1.7 branch that might take too long otherwise. So, if you're wondering why I'm reluctant to introduce new features at this point, this would be why. That particular error turned out to be caused by a regression since 1.6.7, which in turn happened when I tried to fix a different bug that was causing a small amount of audio to be lost at the end when using audio compression. I've released VirtualDub 1.6.9 has a quick hotfix for a few issues that were found since 1.6.8 most are minor except the audio compression error bug.
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