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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
08-18-2016, 04:19 AM
#151
djneo Offline
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(07-13-2016, 12:57 PM)JMC47 Wrote: You could probably just overclock the Emulated CPU to make it run at 60 FPS all the time.

Hi, thanks for the response.

Didnt work unfortunately. Any other ideas, would be much appreciated!
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08-25-2016, 11:23 PM
#152
hayden Offline
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(08-18-2016, 04:19 AM)djneo Wrote: Hi, thanks for the response.

Didnt work unfortunately. Any other ideas, would be much appreciated!

Dolphin 4 0 9146 JIT64IL DC Direct3D 11 HLE FPS 60 VPS 60

CEMU 1.5.2 WII U EMULATOR New Super Luigi U [EUR]

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08-26-2016, 01:06 AM (This post was last modified: 08-26-2016, 01:06 AM by hyperspeed.)
#153
hyperspeed Offline
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Since most 60fps codes are stored in this thread I gonna leave this here for better view.

Arc Rise Fantasia 60fps Buggy code by Merkava
(08-15-2016, 02:44 PM)Merkava Wrote: I recently did a playthrough of the game myself and decided to upscale most of the UI and sprites. So here is a pack of sprites that include the vast majority that are missing from the TC's pack. TC is free to use the sprite if he wants too, of course. Again, it's just 2xWaifu upscaling, no awesome custom fonts nor other stuff like the TC is doing. It is, however, worth noting that I upscaled the button sprites since I was using the Wii Pro Controller and not the GameCube pad (since the TCs sprite erase all non-GC buttons) so those that are using the GameCube controller would want to delete the upscaled buttons included in this pack in favor of the nicer ones the TC created. Also, there are some overlapping Adel Sprites (since, for some reason, they where blurry on the TCs pack).

Most of the sprites of the game should be in here...
- All Costumes
- All Menu Sprites
- All Cutscene Sprites
- All Mayor and Minor NPCs
- Vast Majority of Battle Cards (Missing Squill and Banchu because I didn't go for those in this run).
- Menu Icons.
- Buffs/Debuffs
- Backdrops
- etc.


I could be missing a few things here and there but most should in here.

https://www.dropbox.com/s/hvt61qyv63mpvow/ARF%20HD%20Sprites.7z?dl=0

About the 60 FPS hack, I was messing around with it and came up with this cheat...

[ActionReplay]
$60FPS (Buggy)

0044260C 0000003F
00442610 0000003F
00442617 00000000
0044260D 00000080
00442611 00000080
0044261B 00000001

Now, the good news... it works, it does unlock the framerate but it sadly doesn't quite work perfectly. Lemme list what does and doesn't work:

What Works:
Battles -
From what I tested battles work perfectly with the 60fps hack. Rogress, Excel Arts, spells, attack animations, movement, etc. It all works perfectly.
Fully Animated Cut-scenes - Talking about the ones with the black bars on the bottom of the screen and are fully animated, they seem to work perfectly. No sync problems or anything of the sort.
FMVs - No issue with the playback.

What doesn't work:
Movement in Towns/Dungeons -
Sadly, L'arcs walking animation severely glitches out if you unlock the framerate. L'arc starts getting stuck and his footsteps sound twice as fast. Everything else seems to work perfectly.
Context Sensitive Actions - Seems to be a minor issue but any context sensitive action plays twice as fast. Could lead to sync issues but that might not be the case at all.
Walking Animation during Real-Time Cutscenes - Talking about the simpler cutscenes (usually played out in Visual Novel Style), when characters try to move during said cutscenes they tend to scroll at half the speed. This can cause a few sync issues with some cutscenes but shouldn't really break anything.
The World Map - Everything just runs at 2x speed.

Maybe someone with more experience can find a way to fix some of these issues or at least create a cheat that only works in battle (or something). Sadly, I'm not very experienced so this is as much as I can do.

Hope this post somehow helps!


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08-26-2016, 01:33 AM
#154
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(08-25-2016, 11:23 PM)hayden Wrote: Dolphin 4 0 9146 JIT64IL DC Direct3D 11 HLE FPS 60 VPS 60

CEMU 1.5.2 WII U EMULATOR New Super Luigi U [EUR]

youtube down easy

Hi,

could you please little elaborate? What is it Im looking on and how can I use it to make the capped parts of gameplay run at 60, not 30fps?

Sorry for the question, Im still kinda new here Smile

Thanks!
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08-26-2016, 04:04 AM (This post was last modified: 08-26-2016, 04:08 AM by Admentus.)
#155
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(08-26-2016, 01:33 AM)djneo Wrote: Hi,

could you please little elaborate? What is it Im looking on and how can I use it to make the capped parts of gameplay run at 60, not 30fps?

Sorry for the question, Im still kinda new here Smile

Thanks!

I wouldn't pay to much mind to that. Hayden seems to mix up Dolphin and CEMU, which in fact are two different emulators. New Super Luigi U is part of the WiiU's library (the game is a DLC for New Super Mario Bros. U. There is a standalone version available and and compilation that bundles the main game and the DLC). It seems more like a random reply. As far as I am aware, the game you request 60 FPS for has not been seen around on the forums yet here (don't lose hope yet).

(08-25-2016, 11:23 PM)hayden Wrote: Dolphin 4 0 9146 JIT64IL DC Direct3D 11 HLE FPS 60 VPS 60

CEMU 1.5.2 WII U EMULATOR New Super Luigi U [EUR]

youtube down easy

I wouldn't know why it should be mentioned that Dolphin uses the JIT64IL (shouldn't you just use JIT64 instead?) with D3D11 and HLE (I assume you meant audio with that?). As for the 60 FPS and VPS. I wouldn't know which game you would try to run. Certainly not New Super Luigi U as Dolphin can not run WiiU games. If you meant New Super Mario Bros. Wii, well... It is supposed to run at 60 FPS at all time. Nothing special about it. New Super Mario Bros. Wii works perfectly with D3D11 and HLE audio (personally, I just use D3D12 at all times), and has been running perfectly for... Well... I don't remember, quite a while. The scaled partial texture updates commit (I thought it was 4.0-7072, 4.0-6860 was great too) was a gift for NSMBW (no more EFB to RAM!), which Dolphin 5.0 and the latest development builds already supports.
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08-28-2016, 04:01 PM (This post was last modified: 08-30-2016, 05:34 AM by retroben.)
#156
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Sorry for wall of text.
If only Dolphin's memory viewer was simpler to use,then I may have already found at least one 60fps code by now.
I can even use savestates efficiently to attempt searching if it doesn't crash between the logos (60fps) and the 30fps title screen.
I mentioned a handful of times that its really tedious to modify values requiring me to type the entire address and 32bit value even if I just want to change a single byte,and its really unstable with random errors when navigating memory locations.
I analyzed the cause which is the frequent refreshing of ALL memory (not just changed bytes) every time you do anything on the viewer which can even make values go invisible from failing to read it correctly.
The cheat search kinda sucks because I am forcibly limited to under 1K results (shows changes in realtime) instead of something like 50K which PJ64 defaults to and allows even more if needed.

For Wind Waker,if I had so much as a code that pushed the engine's limits,it might eventually skip frames instead of slowing down to a mixed 25-29fps range at a steady 60VI/s so I can have more of a chance to locate a code,I guess I could just underclock to 10% to make it lag a lot,I can hit 60fps-120VI/s on the 200% speed at least on the "pr" Vulkan backend.
The slowdown I got was from me messing with the object swap locations to spawn several Ganondorfs on Outset,luckily working in realtime once entering then exiting a house,allowing me to maybe make a list of objects that ComsoCortney may not have yet once I can look at the site's list after it goes online again.
Some things I found was many Windfall,Dragon Roost,and (the 2) vault gallery NPCs,a few others like King Nohansen Hyrule,several objects including dungeon chunks and the entire islands of TotG and traingle prop island.
I am on a quest to find the Medli (temple controls) ID or any Medli ID to start so you can use her abilities anywhere instead of just the temple.
If only there was an object spawner code to manually spawn whatever you want,you'd think since the Japanese WindWaker has a full debug menu mod,a code for that can be made on any region for spawning anything in the game at your location.
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08-30-2016, 06:14 AM
#157
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Double post but I need to know.
Can someone figure out and post the original values of Sonic Colors' 60fps addresses (30fps values) so I can go on by that example to help me find 60fps codes for other games?

I can't get any decent results because of the limitations of Dolphin's cheat search are way too limited,often times getting stuck at 12,000-7,000 invisible results and having to sacrifice potentially correct addresses due to how I need it to be 00,01,or 02 between fps changes and the limit is staggeringly low with under 1,000 results before visibility kicks in,to make matters worse,I can't even set a starting address to search from even if I knew what chunk at the start to ignore.

I think both Zeldas Wind Waker and Twilight Princess have videos after idling the title screen long enough where it switches to 60fps. (I know it does on TP and still can't get visible results without compromising it)
But thanks to the bad limits,I can't wittle down the results without killing an entire value just to view the lines that remain.
I have yet to figure out if 30fps is 01 or 02 as the value and 00 or 01 for the 60fps value.
I at least know it may require multiple code lines forced to 01 or 00 to achieve 60fps,so I have that if I can find anything.
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08-30-2016, 06:44 AM
#158
hyperspeed Offline
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@retroben, dunno about the others 60fps codes, but the one that did the 60fps for Arc Rise Fantsia shared his finds here, while it's not a perfect code though it may help.
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08-30-2016, 07:40 AM
#159
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Thank you and Merkava! Never thought of it fully in that way because leaving it blank for previous value confused me at first.
Maybe I can get lucky on the several spots of 30fps and load into 60fps via the video cutscene,provided I don't get halted by a random crash error from the debugger instability if I have to continue using it for this method.

I just hope I don't get trolled by 1,001 results preventing me from viewing them.
It could show so much more or all of them if it didn't refresh them in realtime visibly until reaching a smaller list of results and/or had a manual refresh button.
The worst part is that over time,it stops updating the values making me unable to tell when they change,forcing me to click into the debugger's memory view to refresh that list,otherwise I can't check values without it once the search starts failing to update them.
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08-30-2016, 11:07 AM (This post was last modified: 10-02-2016, 03:58 PM by Super David.)
#160
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Retroben, do you think underclocking could have been used to find the Banjo Tooie frame limit code easily at any place in the game, instead of that particular area you chose? I know that Prince of Persia the Two Thrones has frame skipping when you underclock, but I wasn't able to find any codes doing that, although maybe I just didn't know what to look for. Because the Prince of Persia games run at 60fps on the PC ports, I think they could likely run at 60fps on Gamecube with no problems if a code was found.

I also want to mention that even though a game has a changing frame rate, that doesn't necessarily mean that you will be able to find the frame rate code by searching for changing values. In the game Ty the Tasmanian Tiger 3, the emulator says the game is running at 60fps during the opening FMVs and yet the value that you need to change to make it run at 60fps never changes at all while the game is running. Also, in Pikmin 2, I don't know what value causes the title screen to run at 60fps, but it has nothing to do with the value that needs to be changed for the game to be 60fps in regular gameplay. Like Ty 3, that value remains unchanged whether or not the game is running at 60fps.

About Wind Waker, this code can make the game run at a higher FPS, and yet it doesn't seem to get all the way up to 60 and the frame rate seems to constantly change, even when it's overclocked. I don't have any ideas on how to actually make the game run at 60fps with a normal game speed.
$faster speed
003F73A8 00000000

Finally, I want to post a 60fps code I made for Cursed Mountain on the Wii.
$60fps [Nick Reynolds]
00560B78 00000000
$Higher than 60fps [Nick Reynolds]
00566909 00000000
00560B78 00000000

The 60fps code seems to work for the most part, but something looks slightly off to me like it isn't quite 60fps. It could be related to how the game normally seems to run at around 32/33 fps. The higher than 60fps code seems to allow way above 60fps if the emulator is overclocked enough. There might be some issues with the game speed slowing down from using this code.
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