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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
11-20-2016, 05:20 AM
#461
HenrikoMagnifico Offline
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Alrighty then, been a while since I checked in here. Has anyone managed to get Zelda: The Wind Waker or Zelda: Twilight Princess running at 60 FPS yet?
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11-20-2016, 06:11 AM
#462
Zerowalker Offline
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Not yet!

Meow is working on it when he has the will etc so it might appear, there is no schedule thoughSmile
Same with me and Luigi's Mansion, i work randomly.

Currently i think much time goes towards G2G when he is working, so if you are into ASM and Gecko Coding you should keep a close watchSmile
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11-20-2016, 11:08 AM
#463
Zerowalker Offline
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Here is another version if ppl want to try: https://mega.nz/#!XRtG1L5Y!5rA6wCF1ZjCiZ7R-Uur46nnYcoid2ZuoqL9r-Qw310Y

I added a cache to remember code lines instead of entire code pieces.
So if one line of code has been used, say "fmul f1,f2,f3", it won't have to compile it ever again basically.
It's a bit slower to compile as it does it line by line, but Much faster in the long run as basically only memory addresses will be the remaining differential factor cause of the combinations.
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11-25-2016, 11:58 AM
#464
Zerowalker Offline
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Little Update.

Doing much work, but i got interest into the compiler, so i am trying to do my own instead of using the separate command application for it.
I currently support most of the useful instructions, but i don't have checks on all the syntax etc, but it's going forward, very interesting stuff;d
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11-25-2016, 03:42 PM
#465
retroben Offline
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Found the 60fps code for Pokemon Snap very easily because it matches the style of Super Smash Bros. frame speed address.
Yes,I know Super Smash Bros. is a full 60fps game,but I still found it in 0x800454BB for that.

Pokemon Snap (U)

Sixty Frames
8004979B 0001

Simply port this Gameshark code to Gecko format for use in Dolphin and enjoy. (or use the code directly on PJ64 with the GLideN64 plugin since it seems to work correctly now)
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11-25-2016, 03:58 PM
#466
Zerowalker Offline
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Oh, one liner, does it work smoothy?
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11-25-2016, 05:46 PM
#467
retroben Offline
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It was pretty smooth in the first area after what appeared to be a choppy (possibly just me) pan forward before you start the ride,it may slow down in heavier spots,but both PJ64 and Dolphin have overclocking methods to circumvent any slowdowns/framedrops.
The code/s I call lagfix codes don't work when ported to Dolphin,so CPU Override must be used instead.

Pictures were taken successfully,even getting incredible scores for what was took.
It might be harder to get this code ported for Dolphin seeing as there is no codes for it on the geckocodes site or anywhere else.
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11-26-2016, 04:19 AM
#468
hyperspeed Offline
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Zerowalker, do you have Arc Rise Fantasia, if yes could you take a look on the issue "Movement in Towns/Dungeons" later? 

Arc Rise Fantasia 60FPS buggy code
Quote: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.

I know that @Meowmaritus might take a look on it after he finish the Zelda codes, but since Arc Rise Fantasia has only one issue that prevent it to be playable, I'm excited to see it fixed.  Rolleyes
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11-26-2016, 06:50 PM
#469
Zerowalker Offline
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Never played the game so sadly can't help out there (not one for spoilers;P).

If Animations and everything is in sync, then it's probably a counter that controls the footsteps.
As for him getting stuck, it May if lucky, be cause of this, movement might have to go through a loop which says "sound plays on this countdown, he has moved this much" or something.
And if it happens twice as fast but the Game itself plays correctly, it would look to that function as he have moved half speed or something.

In theory, i doubt it would be that hard to fix (if it is something like what i said)Smile
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11-27-2016, 04:12 AM (This post was last modified: 11-27-2016, 04:13 AM by Meowmaritus.)
#470
Meowmaritus Offline
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(11-26-2016, 04:19 AM)hyperspeed Wrote: I know that @Meowmaritus might take a look on it after he finish the Zelda codes, but since Arc Rise Fantasia has only one issue that prevent it to be playable, I'm excited to see it fixed.  Rolleyes

You're lucky I'm an easy-going person, or I'd be annoyed about you saying that you "know" I might do it. (g ͡° ͜ʖ ͡°)g


For everyone wondering where the fuck I've been: I've been occasionally working on my GC/Wii ASM --> Gecko code assembler manager thing, called G2G (Gekko2Gecko) as well as:
  • Playing some recently-released video game stuff (Dark Souls III: Ashes of Ariandel DLC, Dragon Ball: Xenoverse 2, Pokemon Moon)
  • Making some video game music remixes/remakes (such as my remake of the Ganondorf Battle music from Wind Waker)
  • Being forced to partake in a Thanksgiving feast
  • Most recently: Playing VR (virtual reality) games using my brother's HTC Vive he's letting me borrow for this weekend

Keep in mind that the only reason I haven't been working on Wind Waker Framerate Hack is because I need G2G to be finished in order for me to get a fresh start on the mod using the new system I developed for G2G to use.
And the only reason G2G isn't finished is because every time I work on it, I get so annoyed by my own indecisiveness pertaining to the design choices I've made in G2G's library that I have to stop working on it and do something else (such as playing video games)

I've finished all the recently-released video games I mentioned above and I haven't seen any others that interest me that are coming out any time soon. Additionally, playing VR games using the 90 Hz HTC Vive display has gotten framerate generally back on my mind. Therefore, after I give the Vive back to my brother in 2-3 days, I'm going to start working in overdrive to get G2G done then begin rewriting the Wind Waker Framerate Hack.
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