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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
02-16-2018, 05:29 AM
#751
JMC47 Offline
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Just use emulated CPU Clock rate...
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02-18-2018, 09:00 PM (This post was last modified: 02-18-2018, 09:00 PM by Nintendo Maniac 64.)
#752
Nintendo Maniac 64 Offline
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(02-16-2018, 02:01 AM)hyperspeed Wrote: F-Zero GX

F-Zero GX already drops to 30fps and I believe 45fps without any reduction in game speed if the game engine isn't capable of keeping a constant 60fps.

I discovered this when I tried making a 1080p 60fps video recording of the game on my old Athlon 64 x2 by locking the framerate to something really low (like 10fps) and then speeding up the final recording by 6x - turns out the game was actually running at 30fps with 1/3 speed rather than 60fps with 1/6 speed.
Dolphin 5.0 CPU benchmark

CPU: Pentium G3258 @ 4.5GHz 1.23v
GPU: Intel integrated
RAM: 4x4GB Corsair Vengence @ DDR3-1600
OS: Win7 SP1 x64 / Linux Mint 19.1 x64
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02-20-2018, 11:23 AM
#753
Super David Offline
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There was already a 30fps code for NTSC Double Dash, at least, based on the PAL code by KabutoKun.
$30fps
0448C388 00000002
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02-26-2018, 09:54 AM (This post was last modified: 02-26-2018, 09:56 AM by windwakr.)
#754
windwakr Offline
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I didn't like the broken cutscenes in Pikmin 2 with the existing 60fps patch, so I made this AR code. You can toggle between 60fps and 30fps with the dpad, so just switch it as a cutscene starts. I've only tested it for ~5 minutes, so I don't know if it breaks later on in the game. :S
Code:
$60fps toggleable with left/right on dpad
88507009 00000001
045D1028 3C888889
405D1020 00001D01
00000000 40000000
88507009 00000002
045D1028 3D088889
405D1020 00001D02
00000000 40000000
The existing 60fps patch worked by just modifying some assembly to load a 1 before a function call instead of a 2. I had to dig a little in the debugger to find exactly what those functions were updating in memory so I could make an AR code.
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02-26-2018, 01:11 PM
#755
Kolano Offline
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(02-26-2018, 09:54 AM)windwakr Wrote: I didn't like the broken cutscenes in Pikmin 2 with the existing 60fps patch, so I made this AR code. You can toggle between 60fps and 30fps with the dpad, so just switch it as a cutscene starts. I've only tested it for ~5 minutes, so I don't know if it breaks later on in the game. :S
Code:
$60fps toggleable with left/right on dpad
88507009 00000001
045D1028 3C888889
405D1020 00001D01
00000000 40000000
88507009 00000002
045D1028 3D088889
405D1020 00001D02
00000000 40000000
The existing 60fps patch worked by just modifying some assembly to load a 1 before a function call instead of a 2. I had to dig a little in the debugger to find exactly what those functions were updating in memory so I could make an AR code.

Is this for GameCube NTSC only?
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02-26-2018, 01:16 PM
#756
windwakr Offline
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(02-26-2018, 01:11 PM)Kolano Wrote: Is this for GameCube NTSC only?

Yeah. I should have mentioned that in the post.
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02-26-2018, 01:44 PM
#757
Zerowalker Offline
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Is cutscenes the only broken thing, thought dungeons also were broken?
And if cutscenes are broken, then it could work to do something like i did on Pikmin 1, basically turn it to 30fps automatically once the cutscene starts.
Problem is finding a function that's always called during a cutscene, and only during a cutscene xd
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02-26-2018, 01:51 PM
#758
gamemasterplc Offline
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what happens in cutscenes with 60fps
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
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02-26-2018, 03:25 PM
#759
windwakr Offline
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(02-26-2018, 01:51 PM)gamemasterplc Wrote: what happens in cutscenes with 60fps

The animations don't play back properly and are completely out of sync. In the opening cutscene, after a few seconds of the main characters flying outside their ship the screen goes black and stays like that until the cutscene is finished. In other cutscenes, they'll move around without animating or their eyes will separate from their bodies, etc.
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03-20-2018, 03:34 PM
#760
theboy181 Offline
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Barnyard (U)

60fps

040CB2E4 00000001

Note: need Overclock @ 400%
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