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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
07-05-2017, 05:13 PM
#671
One More Try Offline
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Camera speed for towns/dungeons is a huge block of code. I found a possible speed factor by looking for an rtoc (constant) address being loaded, followed by a multiplication with it. Testing it in 30fps, I noticed it did break running, so the two are tied together somewhat. Hopefully it makes 60 fps feel better.

I need help figuring out which one of these is more correct:
1. AR Code (rest are gecko)
04532DC8 3E800000

2. Maybe use with above AR code.
$Camera test 1
04001820 40000000
C2039DFC 00000003
3E808000 62941820
C2940000 EC00A024
EC00E02A 00000000

3. Don't use with other codes.
$Camera test 2
04001820 40000000
C2039DDC 00000003
3E808000 62941820
C2940000 EF9CA024
EC000732 00000000
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07-06-2017, 08:14 AM (This post was last modified: 07-06-2017, 08:48 AM by hyperspeed.)
#672
hyperspeed Offline
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Here I go:
All those codes was tested using the 60fps code in Carbunculos city, build was 5.0-4607.

Ar code cam only; various strutterings and the camera feels/moves like 30fps for the most time.

Camera test 1 only; makes the speed equal (or at least very close, imo it's equal) to the 30fps, camera is smooth, however the camera jumps to 30fps at random moments at least with Vulcan (D3D11 doesn't appears to have this problem), it also mini freezes the game from time to time for some seconds(both Vulcan and D3D11), the BGM and SE even stops when this happen, and then comes back (doesn't crash you can still play), struttering rarely appears with this one.

Camera test 2 only; cam speed equal to 30fps, camera is smooth but it strutters too much, mini freezes also happens and random speed ups the game can happen when you are running.

Ar code cam with camera test 1 code; it works exatly like "Camera test 1 only" with the exception of random stuttering now.

So the best one is the camera test 1, it is almost perfect and is a improvement to the 60fps code, issues are: mini freezes and the rare strutter.
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07-06-2017, 11:11 AM
#673
One More Try Offline
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Thanks, I didn't notice the freezes, so I can play with it some more and watch for that. What do you mean by "jumps to 30fps" though?

The AR code doesn't affect auto-panning of the camera, it's only for when it tracks the character moving. I thought that might be good enough if it was stable. I also noticed the AR code value has a shared-use with the walk vs run decision and some shadow calculation. I can isolate it just to the camera, but it seems like you didn't like that code as much.

I found the independent run value that probably causes run stuttering, but I can't see any way to fix it correctly.
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07-06-2017, 12:45 PM (This post was last modified: 07-06-2017, 12:58 PM by hyperspeed.)
#674
hyperspeed Offline
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Sorry that jumps to 30fps is what I feel seeing the camera, the fps were at 60fps but at random times it would run for some seconds like 30fps (I mean not smooth), it only happened here when I was using Vulcan, D3D1 was ok, maybe it was shader cache? But since it didn't happens with D3D11 you can ignore that.

Odd you didn't notice the mini freezes will test with 5.0.

OMG on 5.0 it runs smooth, no mini freezes and no struttering (if there was one I didn't notice it, Edit: ok there was some very minor struter at random times but overall runs VERY SMOOTH)

Those mini freezes must be because lastest builds has some kind of issue with gecko codes.

That run stuttering is the last thing remaining. Smile

Amazing work @one More Try. Big Grin
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07-07-2017, 06:22 PM (This post was last modified: 07-08-2017, 07:18 PM by One More Try.)
#675
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Gahhhh I hope this works. I spent way too long on it and now I just need someone playing through the game to check for buggy behavior. It should fix all VNs, auto walking, and (accidentally) jumping on rocks. Possible issues with caption speed during movies, but I only had 2 movie saves on hand to test. Also, should check ladders.

What this basically does is hook into the scene animation code (auto movement, vns, movies, jumping) and sets a flag to switch to 30fps values until it is done. It excludes 60fps movies, but it may do so too late and cause a bug. Does not include town camera fix.

60 fps anim fix: (Show Spoiler)
04001820 40000000 //Gecko Register
04535c98 42BA0000 //ship move 1
04535c9c 42700000 //ship move 2
04535be8 3C80AE10 //world map camera rotate
04535bf0 3D410518 //Ship camera rotate use 3D75C28F for faster
C21A33DC 00000003 //Halve World Player Move
3E808000 62941820
C2940000 EFDEA024
C058000C 00000000 //end
C21BEA70 00000003 //Halve World Enemy Move
3E808000 62941820
C2940000 EC21A024
FFC00890 00000000 //end
C20C831C 00000003 //not auto moving
38600000 3D608000
616B1820 906B0008
60000000 00000000
C20C8328 00000005 //main auto moving fix
2C000000 3C608000
60631824 38800000
90830008 4081000C
38800001 90830008
60000000 00000000
C21AF244 00000003 //auto off world
3FC08000 63DE182C
38800000 909E0000
7C7E1B78 00000000
C203EA78 00000002 // No movement fix
38630001 7C1D1800
60000000 00000000 //end
C203DCE0 00000003 // Run spaz fix
3E800000 3EA08000
62B51804 92950000
C0150000 00000000 //end
C203DD44 00000001 // Run sound fix
2C000014 00000000 // Change 14 to adjust timing
04442610 3F800000 //walk 1
0444260C 3F800000 //walk 2
04442614 00000000 //FPS 60
04442618 00000001 //Battle and UI speed
2000182C 00000001
22441BB0 00000002
04442610 40000000 //undo when needed
0444260C 40000000 //undo
04442618 00000002 //undo
04442614 00000001 //undo
E0000000 80008000 //end

I'm giving up on messing with the running stutter. Maybe if working on another game gives me more insight into that, I can come back. The only thing I really want to fix is the run sound on the world map now.

/edit The map run sound was a bit harder to find than the town/dungeon one. In the town/dungeon it's just a counter that resets when the sound should replay - it always checks the same values. On the map, it seems to wait a moment before beginning, then starts playing, then continually counts up to avoid the momentary wait code. It has to check how high the number count has reached, so it can figure out what number to check it against (15v15, 30v30, 45v45) to know how to pace the sound. The speed of the counter can be changed, but doubling/halving run sound stuff seems to overcompensate and fractionally changing the speed seems iffy to me. I tried to just replaced it with a normal counter that resets like the town/dungeon one and there wasn't any noticeable difference. However, I found there were at least 4 different functions: Walking, running, foliage running, foliage walking that needed to be changed, so I opted to go back and try changing the speed of the counter. Hopefully it works ok. This 60fps code is getting quite long...

Map Run Soundfx: (Show Spoiler)
$Map Run Sounfx
C21A3BD4 00000006
3C608000 6063180C
82830000 2C140000
41820010 38050001
3A800000 4800000C
7CA02B78 3A800001
92830000 00000000
C22135B4 00000003
3D008000 6108180C
3A600001 92680000
39000000 00000000

I don't expect most people to care about the details, but it may help someone else who wants to work on 60 fps codes... or remind me of what I did if I need to come back to it lol.
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07-08-2017, 11:18 AM
#676
hyperspeed Offline
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Many thanks for that Map run Sound fix, it doesn't bothers me too much but I'm sure most people will love it.

Just tested ladders on Galois Ravine and it's working fine.

Map Run Sounfx code is working great here.

Looks pretty stable, if I see anything will post here or pm.
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Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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07-08-2017, 02:27 PM (This post was last modified: 07-08-2017, 07:17 PM by One More Try.)
#677
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Yay, thanks. I'll probably work on the town camera a little more then be done for now. Oh, also, the DPAD world camera mod seems to be a dolphin issue, since all the parts seemed to be working correctly. I don't know how to get geckoOS working to try it on that.

/edit Corrected a world map 30 fps issue in the code, will edit it into the above posted 60 fps code. Updated Arc Fantasia thread with new Camera code.
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07-09-2017, 06:34 AM
#678
LittleBigStereo Offline
so emulate, wow
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Anyone tried Monster Hunter Tri? While Tri is locked to 30fps for me (Though the wiki page said they were running at 37fps 60vps), I don't think animations are hard locked into the framerate through the engine since Ultimate for WiiU and 3DS have unlocked framerates.
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07-09-2017, 07:48 AM
#679
One More Try Offline
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It sounds like it wouldn't be too hard, but I don't know of anyone looking into Monster Hunter Tri.
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07-10-2017, 04:17 PM (This post was last modified: 07-10-2017, 04:24 PM by One More Try. Edit Reason: Answered part of it myself )
#680
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For Arc: I found some static values that affect the camera in what appears to be a more universal way than my other code.  I need some help looking at how it performs. The downside to this code is that it assumes the values are always constant, so it may not work in some areas atm (can fix later). I made it in Carbunculus, so it should work there.
$camera mod AR CODE
425321E8 0C9E4170
425321E8 0C9C42F0

The first value slows the camera movement the lower it gets and caps the speed so it doesn't move faster than that - usually.  You can change the last 4 characters to mess with the speed, but there should be no need.

The second value slows the acceleration of the camera the higher it gets, and modifies values where the first value doesn't override them. You can change the last 4 characters here too if you want to mess with it.
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