• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Site › dolphin-emu.org articles v
1 2 3 Next »

Game Modification: 60 FPS Hacks and Patches
View New Posts | View Today's Posts

Pages (84): « Previous 1 ... 43 44 45 46 47 ... 84 Next »
Jump to page 
Thread Rating:
  • 3 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Game Modification: 60 FPS Hacks and Patches
11-07-2016, 02:13 PM
#441
Zerowalker Offline
Member
***
Posts: 208
Threads: 19
Joined: Jan 2016
(11-07-2016, 06:51 AM)Meowmaritus Wrote: 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.




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.

Awesome, take whatever time you need, i know i sound pushy about it, but i don't have any expectations (as in pressure).
It's as interesting as always!
If you find anything neat and what to post something you learned or whatever in terms of ASM etc, please do, i am reading my ass off all over trying to grasp this stuff.

Yeah i guess as much (pointer to a pointer), but i can't get what the hell it's even used for, functionally,  cause in programming in general is has kinda some purpose.
But here it's just weird.

What i thought it could be used for was mirroring data, which sadly doesn't seem to work as it would have been neat.

For example, say address: 81234567 has a value of: 10
Then i could just have: 87654321 have a value of: 81234567

So when something reads from: 87654321 , it will get the value 10.
(wow that looks more confusing than it is lol).

But well it didn't work, so if there Is such a way i would love to know it, as it can be very usefulSmile

Other than that, is there a way to do rounding?
Cause i have kinda noticed you can use "compare floats", but sadly it's kinda worthless when it comes to "if equal" stuff cause, well you know how floats are, never precise unless you use simplistic numbers.
One solution is just to convert to integer and use cmpwi of course, that way you get the rounding, though i would like to keep the float to keep down the steps.

Also, I notice that converting from float to int is super easy, but converting from int to float is so messy and you have to take so many steps.
Is there no fast way? (i guess not, as the info i could get is that the instructions for easier conversions came in later architectures).

Good luck as alwaysSmile
Find
Reply
11-07-2016, 02:54 PM
#442
retroben Offline
N64 Code Hunter
****
Posts: 328
Threads: 21
Joined: Jul 2015
Continuing from the last page,both Zelda games technically reach 60fps through the engine rendering rate address found by HyperLamer,which upon forcing it to run at 60fps causes the physics to get wonky.
The file select screen is the easiest example.

As for a method of overclocking,i've got that covered with what I call "lagfix" codes,the problem for Ocarina is that emulation glitches cause it to crash on its own due to the subscreen issues.
Knowing this,I made a port of the MQ Debug "version"'s crash fix code and it successfully fixes the crashing in the original game too on CF=1.
(take note that these codes don't do anything on the VC versions of games when ported,and they act odd when on an actual console as I have once seen in DK64 on a stream video)

The codes for both games:

Zelda Ocarina (U) (V1.0) [!]

Lagfix Subscreen Fix Plus
80007CE2 000D
D01C7021 0002
801DA5CB 0002
D01C7021 0002
801C7021 0003
No more crashing with lagfix usage,fun times to be had. (lagfix is 80007CE2,remove this line for just the delay/crash fix code)

Majora's Mask (U) [!]

Lagfix
8009B252 000D

Many games using this type of code either have time counter speed issues or run too fast,many Rare games have overly fast timers while GoldenEye runs too fast along with a few other games.
For example,Super Mario 64 can be played through with no issues on its equivalent lagfix code and is smooth when visiting Bowser's Sub.
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 | ◕‿◕
Find
Reply
11-08-2016, 05:03 AM
#443
Meowmaritus Offline
Zelda Enthusiast
***
Posts: 111
Threads: 0
Joined: Oct 2016
(11-07-2016, 02:13 PM)Zerowalker Wrote: For example, say address: 81234567 has a value of: 10
Then i could just have: 87654321 have a value of: 81234567

So when something reads from: 87654321 , it will get the value 10.

Thats how you could do it in C++ but the way you do it in ASM is all manual

lis r3, 0x8765
lwz r3, 0x4321 (r3) #Load the address from 0x87654321 (r3 now has a value of 0x81234567)

lwz r4, 0 (r3) #Load the value at that address (r4 now has a value of 10)
Find
Reply
11-08-2016, 05:26 AM
#444
Zerowalker Offline
Member
***
Posts: 208
Threads: 19
Joined: Jan 2016
Ah then i get it, or well i understood as that's what i have been doing.
Though i didn't know it essentially were doing manual pointers etc, but it make sense.

Thanks!
Find
Reply
11-08-2016, 01:18 PM (This post was last modified: 11-08-2016, 01:20 PM by Zerowalker.)
#445
Zerowalker Offline
Member
***
Posts: 208
Threads: 19
Joined: Jan 2016
Here is a bit of an update on my Luigi's Mansion ProjectSmile

https://www.youtube.com/watch?v=NfLON5gHYkA

Now it's Nothing special don't get any high hopes, i am FAR away from being done,
but i am having ton of fun learning this, and i hope to complete it somedaySmile

EDIT:

I also made a little CodeWrite program that's basically the same, but it will allow multiple addresses, so if anyone wants it give a shout.
Though it will just be a small step compared to the complex addition in the G2G version;P
Find
Reply
11-08-2016, 09:41 PM (This post was last modified: 11-08-2016, 09:42 PM by Meowmaritus.)
#446
Meowmaritus Offline
Zelda Enthusiast
***
Posts: 111
Threads: 0
Joined: Oct 2016
Trying to finish G2G completely tomorrow.

In the meantime here's my remastered version of The Great Sea featuring real instrument samples for your listening pleasure https://youtu.be/IBGRAF14NrI

Also I already have the G2G repo up on GitHub, but it's empty for now https://github.com/Meowmaritus/Gekko2Gecko
Find
Reply
11-09-2016, 06:44 AM (This post was last modified: 11-09-2016, 06:51 AM by Meowmaritus.)
#447
Meowmaritus Offline
Zelda Enthusiast
***
Posts: 111
Threads: 0
Joined: Oct 2016
I was thinking about the way forums generally tend to be and I came to the realization that thread replies aren't really responsive enough to provide active support for both using G2G and ASM modding in general.

That's why I created the #g2g channel in irc.esper.net. Feel free to join and talk about ASM stuff.

If you do not have an IRC client on-hand, you can click here.
Find
Reply
11-09-2016, 12:56 PM (This post was last modified: 11-09-2016, 12:56 PM by Zerowalker.)
#448
Zerowalker Offline
Member
***
Posts: 208
Threads: 19
Joined: Jan 2016
Oh neat, i do have Hexchat, will join upSmile
Find
Reply
11-09-2016, 10:59 PM
#449
Zerowalker Offline
Member
***
Posts: 208
Threads: 19
Joined: Jan 2016
Being working a bit on my CodeWriter 2.0 or whatever, for anyone interested here is a little look on itSmile

https://abload.de/img/2016-11-09_13-58-35z4uj0.png
Find
Reply
11-10-2016, 03:47 PM
#450
Zerowalker Offline
Member
***
Posts: 208
Threads: 19
Joined: Jan 2016
Here is a little Beta thingy if anyone wants to try (hopefully i got the files right).

https://www.sendspace.com/file/iv71eb
Find
Reply
« Next Oldest | Next Newest »
Pages (84): « Previous 1 ... 43 44 45 46 47 ... 84 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode