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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
09-13-2016, 01:47 PM
#181
jonaand2 Offline
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(08-31-2016, 12:13 PM)Super David Wrote: Does that Sonic Heroes 60fps multiplayer code cause the game to run too fast? I only tried it out a little, but that's what I was getting from it.
Since we're posting higher frame rate codes that also make the game run too fast, I'll post another two here. Edit: Also, gamemaster, I already posted that Luigi's Mansion code, or at least one that acts exactly the same.
Resident Evil Code Veronica X
$60fps
0x804E97CC:dword:0x00000001
Disaster Day of Crisis (PAL)
$50fps
0x806E0F64:dword:0x00000001

what version of resident evil code veronica X
i try with pal but dont run in 60fps

anyone can do someting for 60fps in fatal frame 2/4

thanks
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09-13-2016, 05:34 PM
#182
Super David Offline
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It was NTSC-U Resident Evil Code Veronica X, but don't worry about it, since it just makes the game run at double speed.
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09-16-2016, 12:44 PM
#183
goodmanjones
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I've been looking for some 60fps codes for games that don't run at that speed full-time. It's really all I can do with my almost non-existent knowledge of coding. So far, my best find has been Amazing Island, which runs at a perfect 60fps using this AR code:

Amazing Island (GKAE8P)

Always 60fps(incomplete)
002F2A87 000000xx
01=Force 60
02=Force 30

But with some fatal flaws. The game unavoidably softlocks right before the first minigame. I believe this has to do with the NPCs' animations being independent of the framerate for some reason. The second, when you enter the first race minigame at 60fps, the game believes you have to mash A twice as quickly to fill the bar the same amount. Even though I know close to nothing about code, I wanted to reverse-engineer using the debug-only memory viewer, but couldn't. "Invalid callstack." Googling so far has produced no answers, so I'm stuck unless someone miraculously knows the address for the base speed bar growth- even then, that won't fix everything.
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09-28-2016, 08:17 AM (This post was last modified: 09-28-2016, 09:00 AM by retroben.)
#184
retroben Offline
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Sad to see nothing has been said of the potential 60fps pacing fix for both GCN Zelda games,it is indeed 60fps internally and the games actually run at a "factor" of 60fps which is why they are so smooth normally when no lag is happening in dualcore,especially via SyncOnSkipIdle manually enabled in the GameSettings ini that gets created after force-disabling the slower Sync GPU option,that option on Android causes frequent stutters while the other option runs much more smoothly without the desync/freezes.

If someone can figure out how to make all cheat types (ASM altering codes) work just like the actual console,it would be a lot easier to find results seeing as I can't pause emulation because the debugger causes random crashes,meaning I can't do the savestate loading exploit to force a changed ASM value to work.
Super Mario Sunshine's already found pacing address does indeed allow realtime change effects,but that doesn't guarantee the Zelda games do the same thing when modifying each float-point address until I can luck out with the pacing address location.
But I can however make a savestate AFTER changing the value then load the savestate immediately to trigger the effect!

I did just now think of an idea to exploit for smoother 30-32fps in both games!
Edit:Exploit did not work,it still persisted at 02 most of the time.
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09-29-2016, 05:41 PM (This post was last modified: 09-29-2016, 05:45 PM by Brandondorf9999.)
#185
Brandondorf9999 Offline
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I've finally been able to get multiplayer to run 60fps without any issues after I found the offset that does the controlling of the frame rate. I have the code that will allow multiplayer on Sonic Heroes to run at that frame rate without the need to re-clock:

Code:
$Sonic Heroes (NTSC) 60fps in Multiplayer
0401ac24 48000008
0401ac2c 38000001

The frame rate change code should have correct speed on that particular mode. I've also done that to the PC version as well and posted the instructions here.
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09-30-2016, 12:29 PM
#186
Super David Offline
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Very cool. I can also confirm that the code works.
It's not exactly the same thing, but I was wondering if it would be possible to make a code in Mario Kart Wii that makes the 3/4 player run in 60fps but also makes the karts drive exactly the same as they do in 30fps. The code I made causes some slight differences, which can be seen more noticeably when playing back a replay and switching it into 60fps in the middle of a race. Within just a few seconds, the karts stop driving where they were supposed to even when there are no items involved.

Also, while I understand how complicated making these codes can be and that what works for one game doesn't necessarily work for another, I was wondering if you could give the basics on how you went about finding this particular code. It appears that the value on the addresses you listed don't change when switching from multiplayer to single player.
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10-08-2016, 08:43 PM (This post was last modified: 10-09-2016, 06:51 PM by MayImilae. Edit Reason: removed link to dolphin from outside site )
#187
hayden Offline
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hey thank for the emulator dolphin

[removed]
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10-09-2016, 03:15 AM (This post was last modified: 10-09-2016, 06:52 PM by MayImilae.)
#188
theboy181 Offline
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(10-08-2016, 08:43 PM)hayden Wrote: hey thank for the emulator dolphin

[removed]
What is this?

 is it any different than the master?
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10-09-2016, 01:46 PM
#189
hayden Offline
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YEH WAY DIFFERENT! DOWNLOAD NOW BEFORE DELETEED PLEASES :-) USE PROXY :-) IF NEEDED
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10-09-2016, 01:52 PM
#190
theboy181 Offline
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(10-09-2016, 01:46 PM)hayden Wrote: YEH WAY DIFFERENT! DOWNLOAD NOW BEFORE DELETEED PLEASES :-) USE PROXY :-) IF NEEDED

Little more information?  
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