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Using N64 cheats forces 1 fps interpreter mode
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Using N64 cheats forces 1 fps interpreter mode
09-28-2016, 11:58 PM (This post was last modified: 09-29-2016, 12:00 AM by Tasoulios.)
#1
Tasoulios Offline
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Whenever i enable a gekko code on any N64 game, Dolphin goes unresponsively slow to the point i can't even exit it (i use task manager to kill the process). On the top of the window it says "interpreter" for some reason too. If i uncheck the cheats it's all normal again.

Are N64 cheats unusable with Dolphin or there's something wrong with this particular version (5.0-691)? I can't find completed saves anywhere so i thought the last chance would be using cheats for fast completion...
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09-29-2016, 12:12 AM (This post was last modified: 09-29-2016, 12:35 AM by Admentus.)
#2
Admentus Offline
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Yeah... It is a common issue for now. Since revision 5.0-619 (the CoreTiming cleanup) using Gecko Codes causes Dolphin to run the Interpreter64 mode (which is drastically slower) instead of the JIT64 Recompiler mode you are used too. You should use a version earlier than 5.0-619 or disable Gecko Codes in the current version. It affects every game when using Gecko Codes, so it is not exclusive to VC N64 games. For now, I am using revision 5.0-613 which still works correctly (5.0-615 works too). There is a fix in the works, but that might take a while. So hopefully when you check back in a few day, this issue has been fixed. As far as I am aware, using AR Codes still work normally.

That is the nature of having development builds, regressions can happen. Stable builds (Dolphin 5.0) are as implied tested for maximum stability, so you could always use Dolphin 5.0 if you are afraid to encounter issues. Just be aware of the fact that the latest development builds might have an issue sometimes. I did not update Dolphin yet since I am relying on save states for a while to port textures in HD. I usually update Dolphin when I am ready to port the next major area. So I have not seen the error myself yet. For now, I keep my version at 5.0-613 since I use Gecko Codes for quite a few games in my library to improve the overall quality.

Check out this PR for the upcoming fix: https://github.com/dolphin-emu/dolphin/pull/4216.
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09-29-2016, 01:00 AM
#3
Kurausukun Offline
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Someone should really merge that. A huge number of people have complained, and not being able to use Gecko codes at all is kind of a big deal.
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09-29-2016, 01:24 AM (This post was last modified: 09-29-2016, 01:25 AM by Admentus.)
#4
Admentus Offline
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All in due time my friend, those with patience shall be rewarded Smile. We should not give cause to rush development. Rushed development is nasty, very nasty.
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09-29-2016, 07:56 AM (This post was last modified: 09-29-2016, 07:57 AM by Tasoulios.)
#5
Tasoulios Offline
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Thanks for the replies.

I would use AR codes but i must be doing something wrong... it doesn't accept the codes.

For instance, i have this code: 810F8E5C 7FFF

I paste it in the "code" box and i get this message: "The resulting decrypted AR code doesn't contain any lines".

I get this error with all codes i have (and i know they work because i use them on PJ64)
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09-29-2016, 08:07 AM
#6
mimimi Offline
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What? You trying to use the codes from a n64 emulator directly in Dolphin? I highly doubt that this has a chance to work.
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09-29-2016, 08:20 AM
#7
Tasoulios Offline
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PJ64 emulator uses regular AR codes as well. I got these codes from various cheat sites that post AR codes. They are not exclusive PJ64 codes or something.
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09-29-2016, 09:51 AM
#8
Craftyawesome Offline
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When using AR codes in dolphin, you can patch the emulator and the rom. On N64 emus you just patch the rom. Since most AR codes are version specific them working in dolphin without changes is unresonable.
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09-29-2016, 03:42 PM (This post was last modified: 09-29-2016, 09:19 PM by Admentus.)
#9
Admentus Offline
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(09-29-2016, 08:20 AM)Tasoulios Wrote: PJ64 emulator uses regular AR codes as well. I got these codes from various cheat sites that post AR codes. They are not exclusive PJ64 codes or something.

Project64 uses the GameShark or AR formats. Dolphin uses the AR and Gecko formats. AR is not the same as GameShark and neither is Gecko. GameShark Codes should be ported to AR first. I believe Project64 is capable of translating GameShark into AR? I am not really sure. There should be codes available in the AR format for Project64. But there is another issue. The original N64 version and the Virtual Console version of the same game are not the same version, so both versions has different addresses for their codes. Take a look at Ocarina of Time for example. Ocarina of Time in NTSC-U has versions 1.0, 1.1 and 1.2. Each version requires different addresses if trying to use the same functional code. PAL and NTSC-J also have their own addresses. It get's even better on Dolphin. There are the Virtual Console, Master Quest and Collector's Edition versions in three different regions, the Master Quest also has two versions for Ocarina of Time within. And each version of Ocarina of Time available for Dolphin requires different addresses for basically the same code. You can see how different versions for each code there is within this thread: https://forums.dolphin-emu.org/Thread-ar...ora-s-mask.

While the addresses are different for each version, the value rang remains often the same between different versions. Although for Dolphin you must extend the value range to 8 digits (just add 4 zero's before the existing code value). So 7FFF should become 00007FFF. It seems you were trying to use the following code for Yoshi's Story on the N64. Is it NTSC-U? I suppose it is.

Code:
Yoshi's Story for the N64 (NTSC-U?)

Enable All Levels (Trial Mode)
810F8E5C 7FFF
810F8E5E FFFF
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09-29-2016, 04:06 PM
#10
Helios Offline
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(09-29-2016, 01:00 AM)Kurausukun Wrote: Someone should really merge that. A huge number of people have complained, and not being able to use Gecko codes at all is kind of a big deal.

Once it's properly reviewed and tested, it will be.

It touches a lot of very sensitive code. It needs careful review.
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