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Game Modification: 60 FPS Hacks and Patches
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Game Modification: 60 FPS Hacks and Patches
03-06-2015, 07:19 AM
#61
biolizard89 Offline
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(02-26-2015, 11:12 AM)JMC47 Wrote: It's not that, if the hacks were done properly they'd work on console even (save for slowdown due to console not being able to handle it.)  We want that; then use Dolphin to overclock it.

Would the method you propose even work at all for a 120fps hack? I was under the impression that it relied on making an interrupt trigger for both odd and even fields, which sounds like it's restricted to changing 30fps to 60fps, as opposed to the method currently in use which works for arbitrary slowdowns/speedups. Am I wrong on this?
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03-06-2015, 09:19 AM
#62
JMC47 Offline
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Biolizard: I dunno. For stuff like Oculus Rift/VR, the hacks may be a bit more complicated. I'd like to see 60 FPS hacks work without modification at least, as they're useful not only for stuff like VR, but just for playing normally.

That's just personal opinion though.
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03-06-2015, 03:19 PM (This post was last modified: 03-06-2015, 03:20 PM by cegli.)
#63
cegli Offline
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@Biolizard89 - Thanks for the AR Codes for Star Fox: Assault!  I added them to Dolphin VR (hopefully that's okay with you).  The 75fps one works great in the Oculus Rift DK2 by the way.

I also just added a way to slow down the audio to synchronize it to the frame rate.  It's a per game setting.  You just put in the multiplier of the frame rate (so 2 if it's a 60->120fps hack, or 1.25 if it's a 60->75fps hack), and the audio will match the speed of the game.  Should work for HLE/LLE with both XAudio2 and OpenAL.  Our Dolphin VR branch also works on 2D monitors, and we keep it up to date with the master, so feel free to use it if you like to play with these frame rate hacks.

The repository is here:
https://github.com/cegli/dolphin/commits/VR-Hydra

I'll release a build once the annoying AR code regressions are gone from the master branch.
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03-15-2015, 04:00 PM
#64
theboy181 Offline
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With the removal of Vbeam.. how do you get the audio to work correctly now?
int period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32 );

Field seems to be missing from the line, and multipling it by 2 no longer works .
int period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32 * ) * 2;

changing 4 / 32 to 2 / 42 seems to get the video playback to the correct speed, but the audio is still wrong..

any ideas?
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03-15-2015, 04:57 PM
#65
StripTheSoul Offline
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I don't know how to do this with a recent dev build (I think you need a patched build anyway), but Ishiiruka ( https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version ) has it kind of 'built in'. You just enable 'double video rate hack' in the game settings (right-click game -> properties). Also don't forget the 60FPS-Patch for the game and to enable cheats.
I don't know if this works for any other games than SMS, though, haven't tried any others.
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03-16-2015, 06:10 AM (This post was last modified: 03-16-2015, 07:11 AM by theboy181.)
#66
theboy181 Offline
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I checked the older source, and the fields portion of the old code was directly related to the vbeam hack. Since that is now been removed just multiplying this line by two only fixed half the issue with the audio. This hack will cut the FMV playback in half but the sound is still incorrect. The sound plays slower but is scratchy and somewhat garbled.

I'm wondering if the Vbeam hack had some sort of control of the audio speed.. Anyone here get the audio to sound correct while using 120FPS with 60fps hack in Sunshine?
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03-16-2015, 07:39 AM
#67
StripTheSoul Offline
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Didn't know you were talking about 120 FPS.
60FPS works fine for me with Ishiiruka, the sound also.
Scratchy and garbled sounds as if you just didn't reach full speed with your computer.
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03-16-2015, 07:55 AM (This post was last modified: 03-16-2015, 10:40 AM by theboy181.)
#68
theboy181 Offline
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(03-16-2015, 07:39 AM)StripTheSoul Wrote: Didn't know you were talking about 120 FPS.
60FPS works fine for me with Ishiiruka, the sound also.
Scratchy and garbled sounds as if you just didn't reach full speed with your computer.



OK just so you don't confuse anyone who might be reading my posts, or anyone that is able to point me in the right direction.

I'm using Dolphin 4.0-5852

GAME: Super Mario Sunshine
60FPS HACK: DWORD offset =804167B8 value = 3F800000
FPS: manually set to 120 in the configuration panel
SOURCE MODDED: period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32) * 2;
XAUDIO: used


(the VPS are not dropping below 120 on my computer so the issue is not related to performance)


The FMV is playing at the correct speed but the audio is not the right pitch.

Here is what I have been advised.

"you need to implement pitch corrected time-stretched audio in Dolphin"

Here is a post on the same issue in Brawl.
https://code.google.com/p/dolphin-emu/issues/detail?id=7629

The suggestion is to use OpenAL audio.. This doesn't seem to work, but supposedly this back-end supports time stretching.


I was also able to find a post from the guys that support the VR build of Dolphin. They are stating that they have made a solution for the audio playback speed using the game.ini's

Still haven't look to deeply into their source to figure out how it all works for their build yet.



Using Ishiiruka's current build does work, but it's not as fast as the official Dolphin build (yet),and has some GFX regressions (due to D3D9) so this is not the best option imho.



TLDDR:

Anyone figure out how to use the 60fps SMS hack working with pitch perfect audio and current Dolphin builds?


UPDATE:

VideoInterface.h
#define NTSC_FIELD_RATE 60 <----- change to #define NTSC_FIELD_RATE 120

This seems to help quite a bit, but if you listen for the paint strokes when he M is painted the audio is not quite in sync.

Thanks to JMC47 for the idea for the dirty hack.
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03-16-2015, 11:41 AM (This post was last modified: 03-19-2015, 04:06 AM by cegli.)
#69
cegli Offline
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Hi everyone,

You can use Dolphin VR (which works in normal mode) to adjust the audio.  We keep it synchronized with the master branch.  Here's a link to our latest build:

https://mega.co.nz/#!md03FBzA!ouOPFsDJ1KMR80CBr9iRGaKyPwxkzEh5_BJ3LRMl4mQ

https://mega.co.nz/#!PRdkETjL!4rn_35rTA6yQfxqHpo5DTSs9-ncgcenD5HsDTgsWLZo - New version fixes a Fifoplayer problem that Biolizard89 pointed out.

The directions are as follows:

Right click on Super Mario Sunshine (must be USA version), enable the 60fps patch, and put "Frame Rate Hack Audio Synchronization" to 2, then set the framelimiter to 120fps (found in config).  This will slow the audio rate 50%. Remember that you can't enter worlds with the 60fps hack enabled.  You have to disable it, go into a world, save your state, close the game, enable the patch, load your state, then you can play like normal.

This should work for any game with a frame rate hack.  Just put in the hack, then set the "Frame Rate Hack Audio Synchronization" to however many times you've multiplied the framelimiter by.  For instance a 60fps game to 75fps would need a value of 1.25.

Just to be clear no .ini editing, source code editing or anything else is needed.  It's all in the GUI.
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03-26-2015, 05:04 PM (This post was last modified: 04-02-2015, 04:28 AM by cegli.)
#70
cegli Offline
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I found this yesterday, while hacking around in Pikmin.  Haven't played the whole thing through with it, but it seems to work pretty well:

Pikmin NTSC-U (GPIE01)

$60FPS Hack - May Require CPU Override [cegli]
043988A0 00000001

The intro animation skips a bit, but gameplay seems fine so far.

Edit: It's been brought my attention that this stops the first Pikmin seed from being spit out of the onion on the first level, so you'd have to use it after that point. It might also make it so you occasionally need to reposition to throw Pikmin, but it seemed like it worked well most of the time. Any improvements to the code are welcome Smile

Edit 2: I actually think the glitches might be caused by the CPU override... I played for a while yesterday with no CPU override, and didn't see any animation glitches or have any problems throwing pikmin...
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