someone can do a 60fps hack for fatal frame 2 and 4
thanks
thanks
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
Game Modification: 60 FPS Hacks and Patches
|
01-18-2016, 10:12 AM
someone can do a 60fps hack for fatal frame 2 and 4
thanks
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
01-19-2016, 06:38 AM
How would i go about having the game "james bond everything or nothing" run at 60 fps?
Would love some replies! 01-26-2016, 07:06 AM
(This post was last modified: 01-26-2016, 07:11 AM by Knuckles500.)
I took a look at Wind Waker again the other day to see maybe there's something in the assembly that could be the key to getting the game running at 60fps.
As it turns out, I actually managed to get the game to run at 60fps - although it's not the 60fps you think it is and is basically on par with setting the emulation speed to 200% but with accurate audio timings that match what's going on in the game (in other words, the sound isn't sped up like it would've been if sped up by the emulator). I also couldn't pin point what specific changes were needed to make the game run like this again. However, I can at least say that it requires at least the following: 1.) The 'timing' data (which consists of values used for the renderer, stored at 803A0F5C in the NTSC-U version) holds a value from 803A0F76 to 803A0F78 that when altered changes the rendered geometry on the screen while (more importantly) increasing the number of VPS by a significant amount. This value is read exclusively by VIConfigure (80313ECC) and used in two places. At 80314618, VIConfigure is storing the value to 803F1284 while at 803142DC it loads the value stored at 803A0F76. 2.) One or multiple instances in the assembly code that loads an immediate 0x1e to a register (ex: li r4, 0x1e) needs to be changed to load 0x3c instead. I haven't pin pointed what exactly needs to be altered in order to allow the game to display 60fps but I have concluded that it could be in one of the JFWDisplay functions relating to beginning and ending the renderer/frame. The code that should be changed should only be executed during a "scene change" (map change), as that was needed for any change to happen at all. I imagine what I did in the long run was alter the timing data to allow the game to generate more frame render requests and altered a line of code to take advantage of those extra requests. Although in hindsight, since the game is already requesting 60 VPS, changing the timings is probably unnecessary and you only really need to change a line or two of code in the renderer to generate 60 (0x3c) rather than 30 (0x1e). What lines need to be changed however, I have no idea. But regardless, I think half of the puzzle has been solved and the only thing needed besides replicating what I've done so far I only need to find a value that will actually render the animations and camera movements in 60fps. Right now, the game itself is rendering 60fps but everything else is running "30 frames too fast", if you know what I mean. Kinda the opposite of Sunshine, where that was running 30 frames too slow. I'll keep looking at the game on and off to see if I can get somewhere again. PS: I wish I could get NiGHTS JoD running in 60fps. I tried doing this myself for a while but with no luck. 01-31-2016, 06:25 AM
03-24-2016, 02:29 AM
Someone know the Pointer for the Super Mario Sunshine PAL Version?
Or how to get this Pointer? 04-05-2016, 11:15 AM
So...how does one go about trying to create a 60fps patch? Is there some kind of program that lets you decompile the iso...?
I really want to play Monster Hunter at 60fps, and I'm willing to at least try making the patch myself, but reading the original Super Mario Sunshine patch thread (http://jul.rustedlogic.net/thread.php?id=17475) didn't give me any idea where to start, what resources I need, etc. I don't know whether this method can be redistributed as an AR code, or whether Ishiiruka is still required for 60fps patches in general, or... Can I get a step-by-step? Something like: 1. Get X progam, use it to decompile the game you want to patch. 2. Look though the decompiled code and figure out what changes need to be made (apparently super hard). 3. Export these changes as an AR code...somehow. 04-05-2016, 06:14 PM
(04-05-2016, 11:15 AM)Adamantium9001 Wrote: or whether Ishiiruka is still required for 60fps patches in general Ishiiruka has never been required for 60 fps patches in general. The only exception I know of is that the Super Mario Sunshine 60 fps hack can't play audio at the correct speed in regular Dolphin, but that's only because that 60 fps hack is broken. Ishiiruka has a built-in hack for that 60 fps hack specifically, so you're using a hack on top of a hack. 04-06-2016, 01:34 AM
(04-05-2016, 06:14 PM)JosJuice Wrote: Ishiiruka has never been required for 60 fps patches in general. The only exception I know of is that the Super Mario Sunshine 60 fps hack can't play audio at the correct speed in regular Dolphin, but that's only because that 60 fps hack is broken. Ishiiruka has a built-in hack for that 60 fps hack specifically, so you're using a hack on top of a hack. No advice on the main thrust of my post? How do I get started learning how to do this stuff? 04-06-2016, 05:27 AM
The best way to do that is to learn about how the Gamecube/Wii works, and then examine the games themselves and how they function. Reverse engineer them, learn to make minor modifications, learn how the game works. I guess some people use cheat engine to watch what the game is doing to various memory addresses, and you can find a lot of information online about the GameCube, libogc etc.
04-07-2016, 12:48 AM
(04-06-2016, 05:27 AM)JMC47 Wrote: The best way to do that is to learn about how the Gamecube/Wii works, and then examine the games themselves and how they function. Reverse engineer them, learn to make minor modifications, learn how the game works. I guess some people use cheat engine to watch what the game is doing to various memory addresses, and you can find a lot of information online about the GameCube, libogc etc. That's vague enough to be utterly useless to me. Okay, look: the original post about the Sunshine hack includes what looks like some assembly code from the game. HOW DO I FIND AND EXTRACT ASSEMBLY CODE FROM AN ISO/WBFS?* I'm sorry, it's just that I thought my question was straightforward, but so far I've gotten two "answers" with zero relevant new information. *Or if that's the wrong question to ask, then what's the right question? How do I do with any arbitrary game what was done with these games? The poster mentioned a "symbol mapping"; what's that? Etc., etc. |
« Next Oldest | Next Newest »
|