Ok, I got it working (I hope). The only downside is that it ignores diagonal presses on the dpad, so if your controller sucks like mine and can't do a perfect up/down/left/right then it might be a bit annoying. Bonus is that it's more responsive than the other code.
$World Camera DPAD
C21A2040 00000001 //nop rotate blocker
60000000 00000000
C21A2A34 00000001 //nop update
60000000 00000000
C21A2A2C 0000000D
3C608044 60632FC8
88830003 3C609193
6063B2DC 80A30000
2C040001 40A2000C
3CA5FFFD 48000038
2C040002 40A2000C
3CA50003 48000028
2C040004 40A20010
84A3FFFC 3CA5FFFD
48000014 2C040008
40A2000C 84A3FFFC
3CA50003 90A30000
60000000 00000000
Yeah now it works, shame it only works on one random build that I have here (ishiiruka r782) tried 5.0, 5.0-4607 and ishiiruka r957 and they don't work.
It fully works on ishiiruka r782 though, no issues.
The Camera mod works for me, sorry I can't get it working for you.
I finished the Arc Rise Fantasia 60 fps code and put the updated code on the game's wiki.
Thank you very much @One More Try, you even fixed the shake cam, didn't saw any here, though after severals tests I got one but now it happen less frequent, build i used was 5.0.
https://wiki.dolphin-emu.org/index.php?title=Arc_Rise_Fantasia
Additional 60 FPS tweaks:
The town/dungeon camera could not be modified to be exactly the same as the 30 fps one. The camera version 1 code included may feel too slow for some people. You can completely remove the camera version 1 segment of the code if you want. Here is another version that is between having no code and version 1. Either use it as a separate code (removing version 1) or replace version 1.
$Camera code version 2
C2039CE0 00000003
C01D1938 EE800024
EE94A02A EC000532
60000000 00000000
C2039E74 00000003
C01D193C EE800024
EE94A02A EC00A024
60000000 00000000
The Elevator event in Zeifellt Tower will appear to move too fast, but the timer for the event has the correct speed. If you want to fix the animation, use the following code then, after the tower, remove the code and save, reset, reload the game.
$Elevator
C2160234 00000001
EC210824 00000000
C21603c0 00000001
EC210824 00000000
C2160034 00000001
EC210824 00000000
Slow down: During a few areas with many sun rays, the dynamic character lighting may lag the game, especially in 60fps. I made an AR code to disable it. You can also re-enable it without reloading the game with the second code. Save before use, and don't use both at once. You only need to toggle the ReEnable code on for a moment.
AR code:
$Disable dynamic lighting
0407F520 60000000
$ReEnable
0407F520 40820008
Other Codes
Use the DPAD to zoom in/out and rotate up/down the world camera.
$World Camera DPAD
C21A2040 00000001 //nop rotate blocker
60000000 00000000
C21A2A34 00000001 //nop update
60000000 00000000
C21A2A2C 0000000D
3C608044 60632FC8
88830003 3C609193
6063B2DC 80A30000
2C040001 40A2000C
3CA5FFFD 48000038
2C040002 40A2000C
3CA50003 48000028
2C040004 40A20010
84A3FFFC 3CA5FFFD
48000014 2C040008
40A2000C 84A3FFFC
3CA50003 90A30000
60000000 00000000
AR Codes:
1. Draw Distance, somewhat. Try 4700 (~30,000. About x2 normal)
42409E50 61804660
2. Fog strength. Winter continent has C53B (-3000). Normal is 447A (1000)
42409E50 618C447A
3. Field of View. Vary between 3FA0 (1.309) and 3fC0.
42409E50 61983FA7
If anyone has a different version, PAL/JP/whatever, I'd like to know if my code works.
I found an issue with the bloom in Arc Rise Fantasia that seems to be related with efb scaled copy and IR.
Using 3xIR with efb scaled OFF or 1xIR native appears to fix this issue, I couldn't find any other options that affect this issue other than the IR and the efb scaled copy not even vertex rounding or the hybrid xfb build helps here.
This issue is present on both OpenGL and D3D11 and I'm using dolphin master 5.0-5356.
Here comparison with efb scaled ON and OFF, note the ghost arround the crystal (those ghost also appears on some dungeon arround L'Arc) and the bloom effect from the monster Coccinella:
http://screenshotcomparison.com/comparison/116387
Here a video showing the effect on the console:
https://www.youtube.com/watch?v=RfEERGeTboM
Edit: here a save file (#08 is the save slot you have to win seven battle for this monster shows up) and one save state too with the monster.
http://mir.cr/WWGM8IKT
Feel free to add this on the
Wiki and create an issue on the
issue tracker.
I believe bloom issues like this are known. If I remember, the bloom was thought to rely on the low default resolution to look correct / blurry. With high resolutions the bloom becomes sharper and loses the intended effect.
I only saw now that 5.0-4703 - Basic TMEM Support was a fix for one bloom issue, shame it doesn't fix arc rise.
I also tried out the lastest, 5.0-5620, and the bloom issue is present.
Is this serious?
People last and most replies here are about enhancements or silly minor graphical issues, while this:
https://www.youtube.com/watch?v=aPYVw7lOQkU still unfixed! Even 9 YEARS LATER no one even talk about the lag in every spell issue.
How can it be even in playable state?
Every damn Magic/Spell the game gives a huge fast lag + audio crackling for 1 second
that aside, the game runs all smooth without fps drops.
If not for this problem on something so important like every magic/spell you or enemies cast, yeah, i would have been playable!
Tested with dolphin stable, lastest beta, and latest development (currently using this one: 5.0 14708)
8700k + RTX 2060 + 32 GB 3200 + SSD NVMe + Windows 10 20H2 + latest nvidia driver
"Problems
There are no reported problems with this title. "
Are you guys serious in this site and emulator?