Is it possible to develop 60 FPS codes for other Gamecube/Wii games?
Sonic Riders Zero Gravity is 60, so that can be ignored.
Sonic Unleashed is capped at 30 (ugh), and so is Xenoblade.
Ocarina of Time (GameCube) is capped at 20.
(05-01-2015, 03:06 AM)Devina Wrote: [ -> ]Ocarina of Time (GameCube) is capped at 20.
I'm surprised they didn't take the time to make it 60FPS, especially considering it's an N64 port (unless they were just being lazy, which is unfortunate.)
(05-02-2015, 06:25 AM)yorkiesandskittles Wrote: [ -> ] (05-01-2015, 03:06 AM)Devina Wrote: [ -> ]Ocarina of Time (GameCube) is capped at 20.
I'm surprised they didn't take the time to make it 60FPS, especially considering it's an N64 port (unless they were just being lazy, which is unfortunate.)
They were, it's basically the exact same
Sonic Unleashed in 60fps is a dream...

(05-04-2015, 01:57 AM)Spit-Nick Wrote: [ -> ]Sonic Unleashed in 60fps is a dream... 
But it could be possible by the same method if we're lucky

Now if only I actually had the game...

Where do you put the 60FPS AR Code on Dolphin Emulator.
I was wondering whether Vsync needs to be disabled when you enable a 60fps code, or not?
I tried Sonic Colors @60fps without vsync, but the speed of gameplay is affected: it runs faster - not just with more frames per second for more fluid gameplay (like Mario Sunshine 60fps code).