Could be a looooooong time before 60 FPS is real. Did you try the Extended Draw Distance code by any chance, it allows to see the entire stage at once, no loading or pop-in. It almost works perfectly, grouped coins and goomba's don't show for now... yet... Otherwise, check out the code section in the main post. Keep in mind that most codes only work for NTSC-U.
GhostlyDark's SM64 Reloaded Texture Pack V2.4.0 (2021-12-12)
|
07-16-2016, 07:13 PM
(07-16-2016, 06:40 PM)Admentus Wrote: Could be a looooooong time before 60 FPS is real. Did you try the Extended Draw Distance code by any chance, it allows to see the entire stage at once, no loading or pop-in. It almost works perfectly, grouped coins and goomba's don't show for now... yet... Otherwise, check out the code section in the main post. Keep in mind that most codes only work for NTSC-U. Yeah that seems like a doozie of a challenge - the 60FPS code in Zelda OOT feels amazing but it's bittersweet given all the bugs that happen. Just thinking aloud, I suppose you would need not only codes that adjust the FPS but also which change how the timings/math works for various parts of the game logic that rely on FPS. Anyway, yes I enabled all the suggested codes; with the extra draw distance + widescreen this a whole new game. I like what you did there in putting all the codes conveniently on this thread's initial post so we can apply the textures and codes too. The Zelda Collector's Edition HD thread should do the same. https://forums.dolphin-emu.org/Thread-ze...2016-04-02 07-18-2016, 11:22 PM
Admentus:
Thank you for sharing your work here. Your SM64 package, and codes compiled in the main post, really enhance the experience of playing this game in dolphin. This, combined with the multiplayer hack, is a must have.
Windows 11 | i7-9700K | NVidia RTX 4060 Ti 8GB | 32GB DDR4-3000
07-23-2016, 10:47 AM
I have found a way to further improve this game. There exists a remedy for the bad camera system (the stubborness, the beeping, the one corner in Wet-Dry World, etc). It allows for full range of 360 degree motion, but has only been made for...
Gameshark 8033C685 0005 8033C849 0002 D033AFA1 0010 8033C849 0000 D033AFA1 0008 8033C848 0030 Now if only somebody can make a Gecko/AR equivalent...
I tried out this code on Project64, and I must say this is not actually a 360 degrees camera code. Instead it just zooms out the camera (for which there already is a code for). There are some issues with this code however, the zooming is a bit awkward as it shows Mario from a isometric angle.
There are also quite a few out-of-boundaries issues with this code. For example, entering the staircase to the second floor or standing at the door before entering Peach's castle. When taking your example about Wet-Dry World. The starting location (where Mario lands on a wooden box besides the wooden boardwalk, preferably with a little bit of water so the box floats) indeed prevents Mario from using the camera completely in 360 degrees motion. This code however, just zooms out just far enough so that the wooden boardwalk does not block the camera. There are still plenty of locations where a 360 degrees camera motion is blocked. Could you try the Zoom Out Camera (AR Code) instead and check if the camera still annoys you as badly without the code? The Gameshark code above seems to do the same, only with the mentioned awkward isometric camera angle. Perhaps I am missing something with the Gameshark posted above. It is for NTSC-U I assume? (07-23-2016, 11:20 PM)Admentus Wrote: I tried out this code on Project64, and I must say this is not actually a 360 degrees camera code. Instead it just zooms out the camera (for which there already is a code for). There are some issues with this code however, the zooming is a bit awkward as it shows Mario from a isometric angle. This camera fix is actually not meant for Super Mario 64 itself, but the mods for it (SM64 Multiplayer, Star Road, & Star Road Multiplayer to name a few. Try it on those games and tell me what you think. ) For the record, I really only supplied the code as a basis, hoping somebody here can make a similar code for the official SM64. 08-10-2016, 08:18 AM
Super Hard Mode Gecko Code Super Mario 64 (VC) NTSC-U:
48000000 8019E450 DE000000 80008180 142541D4 272F0000 14254204 25B9F800 14254178 2719FFFD 142541A8 24100003 1425501C A16000AD 142701D4 10000003 14270258 10000011 1424F374 10000004 1425AAE8 00000000 1424D94C 10000002 1424EB14 00000000 142B53A0 00000000 142689BC 24190000 1424D9C8 00000000 1426EC90 00000000 14252FDC 10000008 14264360 1000000A 14276A00 292A0032 142769CC 29CF001F 14254428 00000000 142A72D8 2409000F 142C5E30 240D000F 1426CEE4 00000000 142F3C9C 25F80000 14260D4C 10000008 1425427C 10000006 143305F4 04040500 1424F028 10000032 142F8EC8 10000006 143050B4 2404004B 143050BC 24050014 E0000000 80008000 One hit kills you and you get a game over if you lose a life along with a variety of other stuff to make the game harder.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
08-10-2016, 06:18 PM
Awesome code, that is exactly the stuff that keeps haunting me in my dreams at night. Keep it up! In other words, I added your code to the main post.
08-14-2016, 08:12 AM
(07-16-2016, 06:40 PM)Admentus Wrote: Could be a looooooong time before 60 FPS is real. Sixty Frames (double speed) A0248113 0000 If lag happens,it slows down to normal game speed at 30/20fps. Other than porting it,all it needs is a code that makes the entire game's pacing run at half speed for Mario Galaxy style smoothness. Sixty Frames (Port Attempt) 010B2293 00000000 Also,a rough port attempt of the camera code posted to Gecko with basic hex calculation. (isn't AR impossible/impractical for N64 VC?) 011A6805 00000005 011A69C9 00000002 act 282085EA=Classic or 289F38B8=GCN 011A69C9 00000000 act 282085EA=Classic or 289F38B8=GCN 011A69C8 00000030 Rough,as in I don't know what to put for the button activator lines,as they use different locations and already existed for "Teleport" on Classic and "Moonjump" on Gamecube.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕ 08-14-2016, 05:21 PM
It is a start towards 60 FPS. I really appreciate the time you take making Gameshark (for Project64), AR and Gecko codes. Well, let's hope someday the dream for 60 FPS becomes real.
Sorry for the slow updates for this project. As most might probably know, I am currently working on porting Majora's Mask to HD. If you didn't know, well... you know it now. When I am finished I should really give this game a final check, and the Multiplayer edition too. Then I should just combine the main pack and update together into one download archive. Say, @retroben you wouldn't happen to have some wonderful codes for Majora's Mask ready on your sleeve right? Such as modifiers for damage taken, heart recovery and mana usage, Well... Anything that Ocarina of Time already has. |
« Next Oldest | Next Newest »
|
Users browsing this thread: 9 Guest(s)