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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
10-21-2016, 02:38 PM
#321
Meowmaritus Offline
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(10-21-2016, 02:36 PM)Zerowalker Wrote: Now this is a lot of posts,
amazing stuff has happenedBig Grin

Will ask two questions quick for this.

Does all games use a FrameCounter, as i noticed that in your WW code?

Also, my code Never does NOP i think, what code Generator are you using, i use CodeWrite,
but if it just has to be a NOP after each Gecko Code, i think it should be Fairly easy to mod.

I meant 00000000 not nop. Wind Waker's framecounter is specific to only it.
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10-21-2016, 02:40 PM
#322
Meowmaritus Offline
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(10-21-2016, 02:17 PM)theboy181 Wrote: The second videos camera looked a little jerky. Has the camera been slowed down?

It's the exact same rotation speed and refresh rate as before. This time it just decided to hit a bunch of walls and freak out.
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10-21-2016, 03:27 PM
#323
Zerowalker Offline
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I see, well it seems it adds NOP in some cases.
But yeah i can confirm that save states messed some codes up when i use them, and starting the game anew and activating the same code works fine.
Think it might have to do with me saving and having a code active, hope that's the case.

Saw the video of course, amazing, it looks almost flawless, the only thing one could tell is off is the Cutscene speed as well as the Camera speed (and perhaps the Text Box Speed, not sure).
How you find those value to half the speed of stuff is beyond me, i stand as ever in awe;P

Got any tip of what i should look for when trying to find this stuff?
I am currently at the "Update Effects", and i am somehow trying to find a way to half the Speed of it,
running it in half solves a smoke generation speed, but it causes another effect to appear stutter (or well the effect runs at half the framerate, but the speed is basically the same for some reason).

i look at all the instructions, you know, lwz, stw fmul and all that.
Is there something specific which i should look for?
I myself am assuming it has to be some value that's modified and later loaded.
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10-21-2016, 03:47 PM (This post was last modified: 10-21-2016, 03:50 PM by Meowmaritus.)
#324
Meowmaritus Offline
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(10-21-2016, 03:27 PM)Zerowalker Wrote: I see, well it seems it adds NOP in some cases.
But yeah i can confirm that save states messed some codes up when i use them, and starting the game anew and activating the same code works fine.
Think it might have to do with me saving and having a code active, hope that's the case.

Saw the video of course, amazing, it looks almost flawless, the only thing one could tell is off is the Cutscene speed as well as the Camera speed (and perhaps the Text Box Speed, not sure).
How you find those value to half the speed of stuff is beyond me, i stand as ever in awe;P

Got any tip of what i should look for when trying to find this stuff?
I am currently at the "Update Effects", and i am somehow trying to find a way to half the Speed of it,
running it in half solves a smoke generation speed, but it causes another effect to appear stutter (or well the effect runs at half the framerate, but the speed is basically the same for some reason).

i look at all the instructions, you know, lwz, stw fmul and all that.
Is there something specific which i should look for?
I myself am assuming it has to be some value that's modified and later loaded.

I usually like to break on lfs, stfs, lfd, and stfd and look at the changes in the float registers.
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10-21-2016, 04:01 PM (This post was last modified: 10-21-2016, 04:02 PM by UnclePunch.)
#325
UnclePunch Offline
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Wow this thread is so active!
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10-21-2016, 05:14 PM (This post was last modified: 10-21-2016, 05:16 PM by Zerowalker.)
#326
Zerowalker Offline
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Well with this much stuff going on it's no surprise!
And that half the posts are me demanding answers for my questions, the mystery is clear, the culprit is, Me!

Anyhow, i looked a bit on the loaded data and was able to notice that a value of 30 was loaded at a point, of course i thought it had to do with 30fps.
And well, i think it did cause changing it to 60 seems to solve the issue of particles having twice the power (meaning smoke gets twice as tall and stuff like that).
The question is where the hell it gets the Speed from, it seems to be partly the update itself, but also something else which controls how much a certain effect has moved (luckily i don't think it's affected by the Tick).

At least one step forward, yayBig Grin

EDIT:

Btw, is it possible to get the VI value?
Cause it would be nice to have that, cause then i could Possibly make it framerate scalable for each modification, so instead of being 60fps only it could work in any framerate.
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10-21-2016, 05:29 PM
#327
retroben Offline
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From what I read,one VI value is global for TVs (NTSC) as 525 or 020D in hex,but I haven't seen that value in Gamecube RAM like I do in the N64's RDRAM unfortunately so it might be stored in the disc image data itself.

If it helps,the 60fps codes set to half of 000A4CB8 equals a 120fps speedup when CPU Override is 200% or greater and it changes the framerate scale value to 00.
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10-21-2016, 07:57 PM
#328
Zerowalker Offline
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Hmm, well sadly that doesn't tell me that much.
But the info should be somewhere, else Dolphin wouldn't be able to display it anyhowTongue

Here is the application i am using a bit for Gecko helping in some conversion: https://github.com/Zerowalker/Gecko_Helper
Nothing special just to save time using other calculators, feel free to use it or modify it etc.
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10-21-2016, 11:22 PM (This post was last modified: 10-21-2016, 11:22 PM by Zerowalker.)
#329
Zerowalker Offline
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Okay totally confused by this:

801153f8: li r29, 0
801153fc: mulli r31, r29, 12

Does this make any sense at all?
To me you could just use.

li r29, 0
li r31, 0

Why would it want to multiply it by 12 when it sets the multiplies to 0 beforehand.
Guess it might be some weird compilation thing, maybe that instruction set is just faster, or i am missing something important.
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10-22-2016, 04:15 AM (This post was last modified: 10-22-2016, 04:15 AM by Zerowalker.)
#330
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For people that knows Math, if you have an X and Y value that is calculated to produce a position that changes in a circle movement.
How would you do to make the result half the speed?

I assumed dividing solved any of these problems, but with positions it doesn't work, cause well, if it changes from 41.2 to 51.3, dividing it by 2 will totally mess up the number.
I am not sure if it's even possible to do it, there has to be somewhere where this calculation is decided, perhaps it has to do with the "Sin, Cos" functions (heard about it, no clue what it does).
Sadly it seems to have an impact on 3D Models and whatnot, so not really sure if that's for the rotating positions.
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