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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
11-06-2016, 12:17 PM
#431
theboy181 Offline
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(11-06-2016, 12:12 PM)Meowmaritus Wrote: After running into a lot of problems with G2G, I finally finished rewriting most of it. Now it works flawlessly as far as I can tell and I can begin completely reworking the Wind Waker Framerate Hack (as I mentioned before).

Thank you for the update I was beginning to think this project might fall off the map. Will you be live streaming soon?  
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11-06-2016, 01:33 PM
#432
Zerowalker Offline
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(11-06-2016, 12:12 PM)Meowmaritus Wrote: After running into a lot of problems with G2G, I finally finished rewriting most of it. Now it works flawlessly as far as I can tell and I can begin completely reworking the Wind Waker Framerate Hack (as I mentioned before).

Awesome, will you post the G2G or are you waiting with it?


Wish you good luck with the 30hz rework!

Have actually tried a bit (simplistic) way of doing that myself, most of the time i just break stuff though, probably cause it goes out of sync with the rest haha.
Please do tell how you use pointers and the like if you have time etc,  cause i have no clue how pointers work here.
Only knowledge i have with pointers are from the basic programming standpoint, where a pointer is justa "shortcut" basically, so you can write/read from another part, using the pointer.
I think it would be very useful if this is actually possible with PPC ASM, though i have no clue if that's how it works here.

Now it's world domination at the frontier, yay!
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11-06-2016, 08:37 PM
#433
Meowmaritus Offline
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(11-06-2016, 01:33 PM)Zerowalker Wrote: Awesome, will you post the G2G or are you waiting with it?


Wish you good luck with the 30hz rework!

Have actually tried a bit (simplistic) way of doing that myself, most of the time i just break stuff though, probably cause it goes out of sync with the rest haha.
Please do tell how you use pointers and the like if you have time etc,  cause i have no clue how pointers work here.
Only knowledge i have with pointers are from the basic programming standpoint, where a pointer is justa "shortcut" basically, so you can write/read from another part, using the pointer.
I think it would be very useful if this is actually possible with PPC ASM, though i have no clue if that's how it works here.

Now it's world domination at the frontier, yay!

A pointer is literally just a number corresponding to the address of something else. The game creates some data at the next free space (could be anywhere), then it saves the address of that data (as a dword) in order to access it later.

lwz r3, -4000 (rtoc) #Load pointer
lwz r4, 0 (r3) #Load value from the address the pointer has stored


On 64-bit stuff, pointers are 64-bit integers (wew)
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11-06-2016, 08:40 PM
#434
Zerowalker Offline
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Oh, well that part i get then.
But waht about Addresses in Memory that acts like a pointer?
Where the value in that address is a pointer to another address.

Cause in registers i get it, cause well, i use that all the time, didn't really think of it as a pointer, but now when you mention it.
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11-07-2016, 06:51 AM (This post was last modified: 11-07-2016, 06:53 AM by Meowmaritus.)
#435
Meowmaritus Offline
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(11-06-2016, 12:17 PM)theboy181 Wrote: Thank you for the update I was beginning to think this project might fall off the map. Will you be live streaming soon?  
(11-06-2016, 01:33 PM)Zerowalker Wrote: Awesome, will you post the G2G or are you waiting with it?

At this point I'm pretty much just indecisively refactoring large portions of the code and making the command line arguments easier to use. I'll probably be posting it in about a week. You're going to have to give me a while to set up the thread when I get around to it, since there's a lo of information about it to cover there.

I'm most likely not going to stream any time soon. The only thing I'm going to be doing is programming G2G or writing tons of ASM for Wind Waker Framerate Hack. If I ever do any hands-on Wind Waker or Twilight Princess stuff, where I actually get to play the game, I might stream it.



(11-06-2016, 08:40 PM)Zerowalker Wrote: But waht about Addresses in Memory that acts like a pointer?
Where the value in that address is a pointer to another address.

It's a pointer to a pointer. It's not that uncommon. Be lucky you don't have to deal with a pointer to a pointer to a pointer to a pointer to a pointer to a pointer.
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11-07-2016, 09:04 AM
#436
retroben Offline
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Is there anyone that happens to know N64 coding well enough for any reason?

I was curious if anybody would like to try and find the global timing ASM within it to try and fix up the pacing for the codes I found in both Ocarina and Majora that makes it run at 60fps with proper physics.
Here they are as the Gameshark codes for the standard versions of both games,but its the searcher's choice which version they want to make the pacing fixes for.
I know that only the collection version of Majora works decently and the VC version doesn't like Dolphin all that much,and since version differences are a mess between N64 and the re-releases,I unfortunately can't port them properly due to the confusion of it all,even if I had the 1.2 codes,the collection versions and most likely VC versions are both different to the original N64 carts.

Zelda Ocarina (U) (V1.0)

Sixty Frames
8011D261 0001
8011D275 0001
8011D289 0001

Alt Sixty Frames One
8011D262 0001
8011D276 0001
8011D28A 0001
May work better or worse,trying 02 causes the game to freeze.

Alt Sixty Frames Two
8011D262 0000
8011D276 0000
8011D28A 0000
Likely safer than code One.

Majora's Mask (U) [!]

Sixty Frames
801F8109 0001
801F8125 0001
801F8141 0001

I honestly just want to see the N64 Gameshark codes for easier access across more platforms with less limitations such as Dolphin requiring higher end computers and PJ64 not requiring much at all.
Figured I would just ask in case someone wanted to tackle this to begin with.
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11-07-2016, 09:15 AM (This post was last modified: 11-07-2016, 09:15 AM by gamemasterplc.)
#437
gamemasterplc Offline
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Use Nemu64 to make assembly hacks for N64 games. You need Renegade to assemble MIPS assembly for N64 games. You may need a specific ocx file.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
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11-07-2016, 11:29 AM
#438
Meowmaritus Offline
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I've been working on G2G for 9 hours straight today. I think I need a break.

wtf am i doing
Code:
private IEnumerable<IEnumerable<string>> GetAllMatches(string input)
        {
            return RegexPatterns
                .Select(x =>
                    (
                        (IEnumerable<Group>)
                        (
                            (IEnumerable<Match>)
                            Regex.Matches(input, x, RegexOptions.None, TimeSpan.FromSeconds(1))
                        )
                        .FirstOrDefault()?
                        .Groups
                            ?? new Group[] {}
                    )
                    .Select(y => y.Value))
                .Where(x => x.Any());
        }
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11-07-2016, 11:59 AM
#439
Meowmaritus Offline
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(11-07-2016, 09:04 AM)retroben Wrote: I honestly just want to see the N64 Gameshark codes for easier access across more platforms with less limitations such as Dolphin requiring higher end computers and PJ64 not requiring much at all.

You kinda need a faster computer to run n64 games 60 FPS anyways. Besides, Project 64 doesn't even support emulated CPU overclocking so your framerate would drop quite often with a 60 FPS hack. The only old n64 emulator anywhere near as good as Project 64 that has emulated CPU overclocking is 1964, and it's very unstable.

The only time I ever got Ocarina of Time running in 60 Hz was in Zelda: Collector's Edition on Dolphin
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11-07-2016, 12:42 PM (This post was last modified: 11-07-2016, 12:45 PM by Super David.)
#440
Super David Offline
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The counter factor option in PJ64 is basically the same thing as overclocking, as far as I know. At the very least, I know you can get a steady 30fps with it (or 60, if the game runs at that frame rate).
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