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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
11-12-2017, 10:45 AM
#211
One More Try Offline
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I don't know about versions, they all feel similar to me. Some people like the ishiiruka builds more: https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version

I sometimes get a bit of stutter randomly, which persists until I restart my computer.

Thanks for the avatar Wink
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11-12-2017, 11:17 AM
#212
XRI100 Offline
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Tried this and it works great on its own but whenever I try to use the cheat to reduce experience gain and turn off the 60 fps cheat, the whole emulator crashes
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11-12-2017, 12:02 PM
#213
DoWii Offline
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(11-12-2017, 04:57 AM)One More Try Wrote: Not sure about XFB. I think the devs still have plans to improve EFB stuff.

I meant, between disabled, virtual, and real, what is the differences?

LOL you got that Avatar... Tongue
[Image: HCmZUC0.png]
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11-12-2017, 12:56 PM
#214
Bighead Offline
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Amazing work on this. The additional fluidity that 60 fps brings makes this feel more like a modern day PC game. It's been awhile since I tried it out and it seems flawless to me so far. I haven't been following the progress, and I'd like to test it out by playing the game a bit. I'm going to go back and read everything eventually, but for now is there anything I should be looking out for in particular at this stage?

I did notice something peculiar about viewing maps, they seem to take a lot of emulated Wii CPU power depending on the map. Cranking up the clock override smooths it out.

Colony 9, 100% clock.: (Show Spoiler)
[Image: 2uGL2ph.png]
Colony 9, 195% clock.: (Show Spoiler)
[Image: sIj6hP3.png]
Another map took up to like 250% to run at 60 FPS. I was wondering if this is a side effect of 60 FPS or a problem on my end. At 100% they are always above 30 FPS, it's just something that the maps are requiring more horsepower than running around. Not that I mind needing to OC the vWii, as long as it doesn't cause any known issues.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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11-12-2017, 02:00 PM (This post was last modified: 11-12-2017, 02:18 PM by One More Try.)
#215
One More Try Offline
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@XR Yeah, if that causes issues just try to leave the code on. You may not notice a difference. It may work if you turn both on at once, with the XP cheat above the 60fps hack in the ini, then turn off the 60fps hack.
@DoWii I don't know. Doubly so for Xenoblade, because some times that option doesn't affect a game.

@Bighead Thanks! Unless you're interested in my comments on the various hack methods and a lengthy discussion on 60fps movies, there's no need to read this thread really. I almost made a new post when the code was done, but decided to just rename this one. I don't know of any bugs in this latest code version. The latest changes were less frequent global speed checks that keep things from moving too fast, and slowing the camera down - so you may want to watch for related bugs. Also, sliding on ice may feel different, but if you can make all the jumps I consider it accurate enough.

A quick test showed XFB enabled (I set it to virtual) lags the map. It was 60fps at 6x resolution with XFB disabled. I would be worried about random crashes the higher you OC the virtual cpu. If XFB was disabled maybe mess around with other options.
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11-12-2017, 07:08 PM
#216
DoWii Offline
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@One More Try, ok to Google I shall go, LOL... Smile

Thanks
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11-12-2017, 08:03 PM
#217
Bighead Offline
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Ice feels pretty good, it's definitely close enough. The jump at the end of the ramp feels perfect. Not using a Quick Step III means 95% of the time you'll miss the jump by a hair, and with it, it lands on the wall pretty much every time just like I remembered. The only thing I noticed is it's a lot easier to get your footing and turn around, but that can be considered an improvement. Plus ice is only something you encounter once in the whole game IIRC.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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11-13-2017, 04:13 AM
#218
One More Try Offline
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Cool, thanks for checking on that
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11-14-2017, 07:17 AM (This post was last modified: 01-10-2018, 02:16 AM by One More Try.)
#219
One More Try Offline
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For those of you interested in 60fps movies, I'll post a 99% correct code. The other 1% is annoying glitches. This code is built on old 60fps code and should NOT be used to play the game with. Just use it to play around with 60fps movies.

Movie 60fps, Enable both (Full movie and Interpolate Animation) and leave on. Use no other codes.: (Show Spoiler)
$full movie 60fps BUGGY CODE
A8000000 00000000
0416A9E8 60000000
0416A9EC 60000000
0416A9F0 60000000
C216AA30 00000002 //
3E608000 82731824
7C049A14 00000000
C216AA38 00000001
7C039A14 00000000
C2186224 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C218626c 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2186344 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C21846c4 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2181940 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2181978 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C21846c4 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2182974 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
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
E0000000 80008000
04819e78 0000001E //set run speed manually
04819e68 00000001 //60 fps
22CA54C0 00000000
04CA54C0 3F000000 //60 fps speed
E0000000 80008000
$Interpolate Animation
A8000000 00000000
C240D6A0 00000006
2C1D0003 40A20020
2C1B007B 4182000C
12E03090 48000014
C222CF74 10C6B82A
10C60472 F0C38000
60000000 00000000
C240D6B4 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13003090 48000010
10C6C02A 10C60472
F0C30004 00000000
C240D6BC 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13203090 48000010
10C6C82A 10C60472
F0C3000C 00000000
C240D6C4 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13403090 48000010
10C6D02A 10C60472
F0C30014 00000000
C240D6D0 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13603090 48000010
10C6D82A 10C60472
F0C3001C 00000000
C240D6D8 00000009 //
2C1D0003 40A2003C
2C1B007B 4182002C
3B60007B 10207090
10407890 10608090
13803090 94210010
7FE802A6 3BFFFFFC
7FE803A6 4E800020
10C6E02A 10C60472
F0C30024 00000000
C23E1954 00000002
FDC00090 EC000028
3BA00001 00000000
C23E19E4 00000002
FDE00090 EC000028
3BBD0001 00000000
C23E1A74 00000002
FE000090 EC000028
3BBD0001 00000000
C23E1A94 00000003
EC2007F2 EDC003B2
EDE003F2 EE000432
3B600000 00000000
E0000000 80008000

/edit The bugs happen when the code loads fractional values (for the extra 60fps frames) for the animation/rotation calculations. However, if the main animation calcs are set to ignore the fractions, the bugs still happen. I haven't been able to track down exactly where they occur, so I don't know if they can be fixed. The bug isn't related to other parts of the code as far as I can tell.

/edit2 Some of the bugs are in 803e0fb0 ->803e0fd4, which is based off the same frame counter for angles and is used if it's a fraction. Unfortunately there are other bugs besides that code, and some model pop-in seems to happen in a different area of code entirely.

The characters popping in for one frame are characters about to come onto the screen normally. Perhaps it's preloading the character and they are meant to be hidden until their location is set, or perhaps the location itself is just wrong for the first frame they are rendered. Maybe it just doesn't expect an extra frame. It appears it may happen on non fractional frames.

801846c4 sets the fractional frame counts, which feed into all animation values. I think all bugs are related to this counter, tested by following the gecko branch there and deleting the f1 = f1 +f29 line (forces it to only use whole numbers). Would have to track it quite thoroughly to find the other bugs. There are other fractional counters for the camera, particles (I think), etc. I don't think those get bugs.

/edit Movie fixes
Movie test code fixes only: (Show Spoiler)
C23E1020 00000005 //First
EC0200FA EC650028
FC601A10 C0E2CEF0
ECE739FA FC033840
40A10008 FC002890
60000000 00000000
C23E0D08 00000003 //Second
EC070028 FCC00210
C122CEF0 ED29482A
FC064840 00000000
C23E0D4C 00000002 //Second
EC24007A 40A10008
C0240004 00000000
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11-14-2017, 05:13 PM
#220
Kurausukun Offline
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Ooh, cool. Thanks for posting it, even if it's not 100% correct. Is this code for the US version only or does it work with either?
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