I have found some interesting GS codes for N64 games that are global,but at different locations per game.
They can be exploited to even make shader stutters not happen (GLideN64 without storage) and also make load times non-existant.
Also at the cost of desynced audio in some spots of games,like Super Smash Bros. 64 on the intro.
The codes I found are called "Half Frames" but can be used at extreme levels.
The way the codes work,is that they overcompensate the game speed,which is technically running at a thousand VI/s and 1 real fps according to 1964 testing,and as a result,it magnifies the loading speeds including how fast shaders are used,thus making shaders no longer stutter since they are oddly loaded extremely fast.
Internally,it is running at a fraction of 1fps or a fraction of 1DL/s.
First,the Super Smash Bros. code which makes loading non-existant!
8003D553 007F
8003D583 007F
Set to an extreme value for the most instant loading speed possible as seen on Mupen64Plus AE using GLideN64. (2.0 variant at least)
Here is one for Paper Mario (U) which is the most obvious one that stutters,because it happens during an action command for the first time at boot,and lasts almost an entire second.
80095973 0020
800959A3 0020
Using 20 makes it stronger while being more cpu intensive,works best on Mupen64Plus AE with Audio sync disabled.
The PJ64 emulator either has its own stuttering issue,or my computer sucks so much that it can't benefit from it because it still gets stutters with the code on,even with Rice as the plugin.
PJ64 needs audio synced in the audio plugin and "Limit FPS" disabled in order to work right.
That's good about Mupen64Plus AE since I need cheats mainly for Dolphin on Android to hopefully get rid of the stuttering.
I am incapable of serching for it myself for various reasons including crappy hardware obsoleted by later versions of Dolphin and very limited debug features compared to PJ64's memory viewer and memory search.
Now,the request,I was hoping someone could debug what these codes do on N64 emulation so they can find an equivalent code for a few games primarily Super Smash Bros. Brawl,and give info on how to find it for other games if possible.
The Metroid Prime series may greatly benefit from this if codes were found for them.
The most common value in 32bits on N64 RDRAM is 0x00190001 but sometimes will be different.
Curious if Paper Mario in N64 virtual console stutters on Dolphin,and if a port of the code actually makes it no longer stutter.
They can be exploited to even make shader stutters not happen (GLideN64 without storage) and also make load times non-existant.
Also at the cost of desynced audio in some spots of games,like Super Smash Bros. 64 on the intro.
The codes I found are called "Half Frames" but can be used at extreme levels.
The way the codes work,is that they overcompensate the game speed,which is technically running at a thousand VI/s and 1 real fps according to 1964 testing,and as a result,it magnifies the loading speeds including how fast shaders are used,thus making shaders no longer stutter since they are oddly loaded extremely fast.
Internally,it is running at a fraction of 1fps or a fraction of 1DL/s.
First,the Super Smash Bros. code which makes loading non-existant!
8003D553 007F
8003D583 007F
Set to an extreme value for the most instant loading speed possible as seen on Mupen64Plus AE using GLideN64. (2.0 variant at least)
Here is one for Paper Mario (U) which is the most obvious one that stutters,because it happens during an action command for the first time at boot,and lasts almost an entire second.
80095973 0020
800959A3 0020
Using 20 makes it stronger while being more cpu intensive,works best on Mupen64Plus AE with Audio sync disabled.
The PJ64 emulator either has its own stuttering issue,or my computer sucks so much that it can't benefit from it because it still gets stutters with the code on,even with Rice as the plugin.
PJ64 needs audio synced in the audio plugin and "Limit FPS" disabled in order to work right.
That's good about Mupen64Plus AE since I need cheats mainly for Dolphin on Android to hopefully get rid of the stuttering.
I am incapable of serching for it myself for various reasons including crappy hardware obsoleted by later versions of Dolphin and very limited debug features compared to PJ64's memory viewer and memory search.
Now,the request,I was hoping someone could debug what these codes do on N64 emulation so they can find an equivalent code for a few games primarily Super Smash Bros. Brawl,and give info on how to find it for other games if possible.
The Metroid Prime series may greatly benefit from this if codes were found for them.
The most common value in 32bits on N64 RDRAM is 0x00190001 but sometimes will be different.
Curious if Paper Mario in N64 virtual console stutters on Dolphin,and if a port of the code actually makes it no longer stutter.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE
CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM
Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD
New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕
Acer Aspire E 15 E5-575G-59EE
CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM
Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD
New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕