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Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Cheats, Hacks, & Game Patches v
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NTSC/JP Xenoblade 60fps and other mods
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NTSC/JP Xenoblade 60fps and other mods
09-27-2017, 02:46 PM
#131
TheSpaceKing12 Offline
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Gotta say that despite the issue's that i'm having. This is some impressive work you guys are doing here. I feel almost compelled to help out. Though I know nothing of programming of hacking or any of that stuff yet. :/ I suppose i'd be up to help you all test some stuff out if I can get it all working, if you need or would want that. Though I must admit the fact that i'm struggling and am left asking for help leaves me rather embarrassed. I'm fairly new to PC gaming and emulation, i've only had this machine for 3 months, and it's my first PC that I built myself. Xenoblade is my favorite game of all time, my only issue's with it over on the wii are textures and frame rate, getting this all in 60fps with the HD textures is a dream for me tbh. Nintendo doesn't seem to be interested in a official remaster at this time though. Seeing as they're doing xenoblade 2 at this time and already have something else lined up for afterwards.

Currently i've played around with the settings and the codes. I had Final Beta, Camera Speed and Accel, and Object Draw distance loaded. Turning off XFB left me on the loading screen forever, so I se that to virtual. Setting it to virtual seemed to help. All 3 EFB hacks on helped. Setting the CPU clock to 200% also seemed to have helped some, as when I ran it at 125% it hovered around 57-58FPS, 200% made it try to stick around 60FPs. Turning uber-shaders to hybrid also seemed to help a little. I was generally able to get 60fps, but every 10 or so seconds i'd have a noticeable stutter, with accompanying music garble. Even when I turned off object draw distance the on again off again lag persisted. Also in battle I ran into this extremely strange moment when the game was running at 49FPS locked, including music from hell itself (is it even possible to separate those factors? Music and frame rate I mean), during a chain attack. According to MSI my GPU usage was hovering around 70%, though every time it lagged it sharply jumped to 100% instantly. Making the chart a literal freaking mountain range. I'll try and use Dolphin 5 proper as you suggested and get back on that one later.
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09-27-2017, 04:19 PM
#132
Helios Offline
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Dolphin 5.0 might actually be slower on your system because for some reason 5.0 was actually slower on ryzen and got faster when we switched to vs2017. Nobody has an explanation as to why.
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09-28-2017, 12:14 AM
#133
One More Try Offline
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(09-27-2017, 02:46 PM)TheSpaceKing12 Wrote: I was generally able to get 60fps, but every 10 or so seconds i'd have a noticeable stutter, with accompanying music garble. Even when I turned off object draw distance the on again off again lag persisted.

Did you try following the note at the top of my first post? To change the codehandler file to an older one?  Stutter every 10 seconds or so sounds like the issue that note fixes.  

The best thing you can do to help is to see if you can get your computer running it well. Also, I don't think you mentioned if the short, two line, 60fps code gave smoother fps than the long one.
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09-28-2017, 03:16 AM
#134
TheSpaceKing12 Offline
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(09-28-2017, 12:14 AM)One More Try Wrote: Did you try following the note at the top of my first post? To change the codehandler file to an older one?  Stutter every 10 seconds or so sounds like the issue that note fixes.  

The best thing you can do to help is to see if you can get your computer running it well. Also, I don't think you mentioned if the short, two line, 60fps code gave smoother fps than the long one.

Using the same settings I wrote out before, the small code made the game run at 60fps almost flawlessly. That includes in battles with a decent number of enemies, the over-world, and cut scenes. However due to several problems shown in the video I posted earlier, it's not exactly well...fun. The code handler had already been swapped out but i'll try that again. Dolphin 5 didn't help. In fact it made it a lot worse.
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09-28-2017, 07:15 AM (This post was last modified: 09-28-2017, 07:16 AM by One More Try.)
#135
One More Try Offline
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Ok, good. You're not expected to seriously play the game with any of these codes... it's just a quick test for you to help me narrow down what might be lagging.

Let's try some more codes between the short and long one. Just run around a bit and have a battle with each of them separately. Don't use any other codes or anything with them.

codes: (Show Spoiler)
test1: (Show Spoiler)
$60fps test 1
C20BAD8C 00000003 //Grass double value if fraction
EEA1082A FE810878
FC34A86E C01F2F48
60000000 00000000
C248C048 00000006 //waterfall pause 2
C3C2CE5C 3E808081
62949E68 82940000
2C140002 41820018
3E808000 82941824 //Gr1824
2C140000 41A20008
EFDEF028 00000000
C244B714 00000004
3E808000 62941824
80140000 68000001
90140000 38630001
60000000 00000000 //waterfall end
C244B468 00000001 //disable run speed update
60000000 00000000
C2137DE8 00000003 //UI Speeds Half
EC01082A EC000824
EC210024 C0030010
60000000 00000000
C205C414 00000002 //Climb fix
EC1FF82A EFFF0024
EC01EFFA 00000000
04819e78 0000001E //set run speed manually
04819e68 00000002
22CA54C0 00000000
04CA54C0 3F800000
22664244 00000002
04CA54C0 3F000000 //60 fps speed
04819e68 00000001 //60 fps
E0000000 80008000
test2: (Show Spoiler)
$60fps test 2
C244B468 00000001 //disable run speed update
60000000 00000000
C2137DE8 00000003 //UI Speeds Half
EC01082A EC000824
EC210024 C0030010
60000000 00000000
C205C414 00000002 //Climb fix
EC1FF82A EFFF0024
EC01EFFA 00000000
04819e78 0000001E //set run speed manually
04819e68 00000002
22CA54C0 00000000
04CA54C0 3F800000
22664244 00000002
04CA54C0 3F000000 //60 fps speed
04819e68 00000001 //60 fps
E0000000 80008000
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09-30-2017, 12:41 PM
#136
TheSpaceKing12 Offline
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(09-28-2017, 07:15 AM)One More Try Wrote: Ok, good. You're not expected to seriously play the game with any of these codes... it's just a quick test for you to help me narrow down what might be lagging.

Let's try some more codes between the short and long one. Just run around a bit and have a battle with each of them separately. Don't use any other codes or anything with them.

codes: (Show Spoiler)
test1: (Show Spoiler)
$60fps test 1
C20BAD8C 00000003 //Grass double value if fraction
EEA1082A FE810878
FC34A86E C01F2F48
60000000 00000000
C248C048 00000006 //waterfall pause 2
C3C2CE5C 3E808081
62949E68 82940000
2C140002 41820018
3E808000 82941824 //Gr1824
2C140000 41A20008
EFDEF028 00000000
C244B714 00000004
3E808000 62941824
80140000 68000001
90140000 38630001
60000000 00000000 //waterfall end
C244B468 00000001 //disable run speed update
60000000 00000000
C2137DE8 00000003 //UI Speeds Half
EC01082A EC000824
EC210024 C0030010
60000000 00000000
C205C414 00000002 //Climb fix
EC1FF82A EFFF0024
EC01EFFA 00000000
04819e78 0000001E //set run speed manually
04819e68 00000002
22CA54C0 00000000
04CA54C0 3F800000
22664244 00000002
04CA54C0 3F000000 //60 fps speed
04819e68 00000001 //60 fps
E0000000 80008000
test2: (Show Spoiler)
$60fps test 2
C244B468 00000001 //disable run speed update
60000000 00000000
C2137DE8 00000003 //UI Speeds Half
EC01082A EC000824
EC210024 C0030010
60000000 00000000
C205C414 00000002 //Climb fix
EC1FF82A EFFF0024
EC01EFFA 00000000
04819e78 0000001E //set run speed manually
04819e68 00000002
22CA54C0 00000000
04CA54C0 3F800000
22664244 00000002
04CA54C0 3F000000 //60 fps speed
04819e68 00000001 //60 fps
E0000000 80008000

Sorry for the semi delay. Anyways. The first code caused the emulator to crash instantly. On the other hand. The second code ran almost flawlessly. I did notice a couple minor hiccups in cut-scenes but when I was in the overworld, locked 60. In battle, even with a ton of monsters, locked 60. It was really surprising actually
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10-01-2017, 01:06 PM
#137
JershJopstin Offline
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Just noticed the note at the top of the OP - 4575 is actually the build that changed the codehandler. The codehandler should be grabbed from 4572 or older. Or just download it from here.
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10-01-2017, 02:40 PM (This post was last modified: 10-02-2017, 12:28 PM by One More Try.)
#138
One More Try Offline
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Ugh, thanks for the important correction.

@SpaceKing What size is your codehandler.bin file?
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10-04-2017, 01:50 PM
#139
TheSpaceKing12 Offline
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(10-01-2017, 02:40 PM)One More Try Wrote: Ugh, thanks for the important correction.

@SpaceKing What size is your codehandler.bin file?
The one the other guy mentioned. From before they changed out the code handler.
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10-05-2017, 04:48 AM
#140
Vermunds Offline
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Played with the code for a while, here are some bugs I found (Using the code in the first post):

-Sliding on ice is broken, it's twice as fast. I was also unable to get on top of Tree Sage Summit because of this.
-Some of the head movements are very fast, almost instant. Very noticeable in some cutscenes, but seems like it can also occur when talking with npcs. (When you accept a quest and a party member comments, he looks to the leader.)
-When using Wiimote+Nunchuck the "Z" button feels less responsive, there is a noticeable delay between pressing and registering it. You almost have to hold it down for a split second. When released too early, it won't register at all.
-Olga in Colony 6 looks bugged. She attempts to move inside the lamp post, not stand in front of it. (May not be related to this code, it should happen after she comes out from the HQ. Skipping time will force him to the right position.)
-Popup messages from the right side are twice as fast (Location name, item picked up, etc.).
-When multiple buffs/debuffs are applied, their icons cycle twice as fast.
-Main menu still in 30fps.
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