Curious if anyone's willing to take a stab at revising the experimental Chibi-Robo 60fps code? The code mostly works well as-is. It sets the framerate to 60 and moves it back to 30fps during cutscenes to prevent them playing at double-speed, however it seems that Chibi-Robo's physics for hopping up onto a ledge are tied to the framerate, leading to clipping through objects or walls. An easily duplicatable example is jumping up onto the ledge in the living room under the TV. You'll clip through the wall, and if you keep running after you land, you'll have the chance to explore the vast out-of-bounds (not a bad way to use that 15 minute timer).
This is noticeable pretty much right from starting the game. When you start the game and go get the rose for Jenny, it's hard to hop up the boxes normally without clipping through them a couple of times.
$Experimental 60fps [Minty Meeo]
C20157D4 00000004
3C608036 8063B7A4
2C030000 38600001
41A20008 38600002
60000000 00000000
* Requires Emulated CPU Clock Override
* Requires Speed Up Disc Transfer Rate
This is noticeable pretty much right from starting the game. When you start the game and go get the rose for Jenny, it's hard to hop up the boxes normally without clipping through them a couple of times.
$Experimental 60fps [Minty Meeo]
C20157D4 00000004
3C608036 8063B7A4
2C030000 38600001
41A20008 38600002
60000000 00000000
* Requires Emulated CPU Clock Override
* Requires Speed Up Disc Transfer Rate