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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
06-14-2017, 04:21 AM (This post was last modified: 06-14-2017, 04:54 AM by hyperspeed.)
#641
hyperspeed Offline
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I'm getting crash after a VN scene when I open Menu and go back to game. 
Game runs at 30fps after a VN played and after a movie is played too, when I am walking on the map the menu will runs at 30fps there, those issues are present with both new codes, I got one crash after I load my save but it was only one time.
@gamemasterplc code makes the game a bit slow when walking on map.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3
[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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06-14-2017, 11:00 AM (This post was last modified: 06-15-2017, 03:19 AM by One More Try.)
#642
One More Try Offline
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@gamemasterplc I wrote it in a way that the conditionals are supposed to stack. Is that a problem? Should I at least end all the conditionals on the last line?

I'm getting a freeze that throws me into this infinite loop:
PPCHalt
80224d60: sync
80224d64: nop
80224d68: li r3, 0
80224d6c: nop
80224d70: b ->0x80224D64

/edit Even the original, simple 60 fps hack is causing this freeze at specific spots. As far as I can tell, it's caused by skipping the game's code that is used for 30 fps. Not much I can do about that, but the game is largely playable. Unless someone knows how to edit the VIWaitForRetrace / OSSleepThread code to 60 fps. Not sure if that'd fix it though.

/edit2 A bit of semi-good news. I found the code that determines the walk/run animation to be the culprit of the stuttering movement. Not sure if I mentioned it, but my initial thought was that since the stuttering run bug happens in the un-modded game while running into a wall, then maybe the running-into-a-wall-makes-you-walk code was being frequently triggered with the 3f80 runspeed... Answer is Yes, that's exactly the problem and I couldn't locate it with cheat engine because I only know how to scan to 0x81800000 with CE, where this code was in 0x90000000 space. Bad news is the character's run speed still appears to jump around slightly at 3f80. Hopefully I can find that the run sound code is linked to the walk/run animation toggles.

/edit3 After randomly deleting a lot of game code to see what would happen, I now have the stutter run and walk/run audio completely fixed (I sure hope). Unfortunately with the main code crashing, I'm not sure I want to try to tie it all together right now, so here's the fixes separately:

Use with 3f800000 values, not 3f8020000
$run spaz fix
C203DCE0 00000003
3E804100 3EA08000
62B51804 92950000
C0150000 00000000
$run audio fix
C203DD44 00000001
2C000015 00000000

The run audio might not sync up correctly. Raise/Lower the "15" by a few points to get it right. If you don't want to stutter run near walls, change 3E804100 to 3E800000

/last edit I was on a roll so this time I tried to fix the character getting stuck when 00000002 -> 1. I'm not sure how needed this it, but other things could have been broken if walking was... however, we need to make sure nothing is going at 2x speed because of it.

$no run when 1 fix
C203EA78 00000002
38630001 7C1D1800
60000000 00000000

Finally, because we really do need to combine all these fixes, here's my beastly code that probably runs quite better than the short version, because it edits game code rather than monitoring for so many memory changes. Still, could cause a crash.

$Current Build
C203EA78 00000002 // No movement fix
38630001 7C1D1800
60000000 00000000 //No movement fix
C203DCE0 00000003 // Run spaz fix
3E800000 3EA08000
62B51804 92950000
C0150000 00000000 // Run spaz fix
C203DD44 00000001 // Run sound fix
2C000014 00000000 // Change 14 for timing.
C220968C 00000003 //Disables 60fps
38000002 3EA08000 //hack when the
62B51810 92950000 //game wants to
60000000 00000000 //run itself at a
C2209674 00000003 //default 60fps
38000001 3EA08000
62B51810 9003008C
90150000 00000000
20001810 00000000 //disable all when 60fps
04442610 40000000 //undo when needed
0444260C 40000000 //undo
04442618 00000002 //undo
04442614 00000001 //undo
20F7AE40 00000000 //undo for conversations
22441BB0 00000000 //undo for world map
04442610 3F800000 //walk 1
0444260C 3F800000 //walk 2
04442614 00000000 //FPS 60
04442618 00000001 //Battle and UI speed
F0000000 00000000

So: check running sounds lining up with footsteps (modify 14 on the line that mention it to change timing), double check some battle/menu/etc stuff to make sure it's the correct speed,
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06-15-2017, 05:53 AM (This post was last modified: 06-15-2017, 06:14 AM by hyperspeed.)
#643
hyperspeed Offline
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Current build runs amazing no issues on battles, game retruns to 30fps after I visit a Shop/INN/Guild, but it goes back to 60fps if you open the menu and go back to game, it also goes back to 60 if I press Home from Wii, this unfortunate doesn't makes the game goes back to 60 after a VN scene is played and it apppears to go back to 60fps only if you see a VN that runs at 60fps (the ones that are optional that you have to press L to watch)

Overall, 60fps code becomes disabled after a VN is played and won't come back until you see one VN that runs originally at 60fps, no issues on battles when running at 60fps, and shop/inn etc windows are fine now, footsteps sounds are also fine now.

Edit: Got one crash after load a save.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3
[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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06-15-2017, 03:30 PM (This post was last modified: 06-15-2017, 05:29 PM by One More Try.)
#644
One More Try Offline
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Thanks. I have an idea to fix the 60 fps switching problems. When you say crash, do you mean it freezes and a loud hum/beep comes from the speakers? If you get a crash other than that, let me know what happens exactly.

In order to find VN fixes that don't target movies that benefit from 60 fps, I'll need to play the game and unlock more movie scenes. It might be a day or two.
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06-16-2017, 04:42 AM
#645
hyperspeed Offline
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Yeah, all the crash I got so far freezes and makes a loud noise/echo or hum/beep like you said, I saw that the fps becomes 0 and vps stays at 60.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3
[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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06-17-2017, 07:54 PM (This post was last modified: 06-18-2017, 07:07 PM by One More Try.)
#646
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I'm thinking I'll make a version of the code where all the running around is 30 fps, leaving 60fps for battles and movies. There just seems to be too many little things breaking the more I try to fix running.

/edit almost forgot my recent code. Removed the default 60 fps toggle, because it's now identical to the hack 60fps. Attempted to get all 30fps VNs and 30fps movies correctly set to 30fps, while other movies and VNs should be 60fps.

$Current Build
C203EA78 00000002 // No movement fix
38630001 7C1D1800
60000000 00000000 //No movement fix
C203DCE0 00000003 // Run spaz fix
3E800000 3EA08000
62B51804 92950000
C0150000 00000000 // Run spaz fix
C203DD44 00000001 // Run sound fix
2C000014 00000000 // Change 14 for timing.
22441BB0 00000000 //undo for world map
04442610 3F800000 //walk 1
0444260C 3F800000 //walk 2
04442614 00000000 //FPS 60
04442618 00000001 //Battle and UI speed
20442E58 01000000 //VN
22441BB0 00000002 //and movies?
04442610 40000000 //undo when needed
0444260C 40000000 //undo
04442618 00000002 //undo
04442614 00000001 //undo
F0000000 00000000

/edit This code seems to have zero issues, no crashes, on dolphin 5.0 stable. Hurray! Abandoning the idea to make a 30fps running around mod. I think I'm almost done with this code. Is there an airship or something that moves across the world map faster than a player on foot? I can probably change the world map to 60fps by comparing such a thing to being on foot... but not confident on the run animation itself.
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06-19-2017, 05:21 AM (This post was last modified: 06-19-2017, 06:18 AM by hyperspeed.)
#647
hyperspeed Offline
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Yes you can fix a airship later in the game to fly across the world, the more fixes you do on the airship the better, it even starts to move more faster after you do a certain upgrade.

It seems the 0fps crash with a loud hum/beep, triggers more frequently if you:
1)Load a save, play it for some while, fight a little go to map and enter on a shop.
2)Load another save on diferent location, walk one screen and wait to see the 0fps crashes. (this was with DX12 on ishiiruka r782)

Then I tried the 5.0 and got one right after I skip the cutscene that enters in battle. (got this one two times one on DX11 and one on DX12) and then I disabled "speed up disc transfer" and tried it with DX11 and it didn't crashed this time.

About the world map, i wouldn't mind to have it running at 2x speed because of the smooth we gain from 60fps on map looks awesome, and the map at 2x speed is not too bad.

So, if there is something that is making the game freezes at 0fps is the "Speed up Disc transfer" checked, leaving it unchecked and you are good.

About the code, it runs amazing now, no issues on my end. Right now I would only change the map to 60fps, is it ok change 22441BB0 00000000 //undo for world map to 00000001 to run it at 60?

Edit2: Nope changing it to 00000001 mess up, makes the battle and others things going back to 30, but the map was running at 2x, worst thing about this running at 2x is that the camera moves pretty fast and the airship becomes much faster, if you get the camera and airship fixed and maybe the monsters on map running at 60fps would be pretty good, L' Arc run at 2x in map is not too bad and the footsteps sounds are not loud at map.

Edit3: Deleting the line: 22441BB0 00000000 //undo for world map makes the map at 2x without new issues.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3
[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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06-19-2017, 06:21 AM (This post was last modified: 06-19-2017, 06:27 AM by One More Try.)
#648
One More Try Offline
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I seem to be having success with cpu clock override on newer builds, maybe around 120%. I need more testing though. I did play the 5.0, no override, for four hours without a single issue.

If you want to change the world map to 60fps, you just delete that whole line.

Would you upload an airship save for me? I think you go tools -> export all wii saves, then upload the RPJE save from the location it tells you. You can attach it to a forum post here.
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06-19-2017, 06:27 AM (This post was last modified: 06-19-2017, 11:47 AM by hyperspeed.)
#649
hyperspeed Offline
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Yeah, I did that, but what cpu clock override helps, fix crashes too?

After I uncheck speed up disc transfer I haven't get any crashes yet.

Edit: save file attached.


Attached Files
.zip   arc rise save.zip (Size: 404.24 KB / Downloads: 45)
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3
[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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06-20-2017, 02:15 AM (This post was last modified: 06-22-2017, 07:11 AM by One More Try.)
#650
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Thanks! I messed with it for a few hours and still failed. The ship uses some different movement code than running I think. There's no guarantee changing the world move speed will also change enemy speed and animations, so it could potentially be a huge task anyway, so I'll be giving up on it unless someone else finds some addresses that affect it properly.

I was getting one frame of screen corruption once in awhile, like a weird texture flashing across half the screen. Clock override helped that. So you can use recent builds just fine, I think.

I guess we can call it done now? Outstanding issues are:
2x speed for stuff like hopping across rocks when it prompts you to hit a button.
2x speed for some selection windows like changing zones / exiting cities.
30 fps world map.
(edit)Cutscenes will sometimes switch camera angles a moment later than they should, leading to characters disappearing a moment before the camera switches.

If we don't hit any more issues in the next day or two, we can get the Arc Fantasia game thread / wiki updated with the code and a mention that speed up disc transfer may need to be disabled and clock override may need to go to 115% or so. Plus dolphin 5.0 is very reliable in case other builds have issues.
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