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Curious if anyone's willing to take a stab at revising the experimental Chibi-Robo 60fps code? The code mostly works well as-is. It sets the framerate to 60 and moves it back to 30fps during cutscenes to prevent them playing at double-speed, however it seems that Chibi-Robo's physics for hopping up onto a ledge are tied to the framerate, leading to clipping through objects or walls. An easily duplicatable example is jumping up onto the ledge in the living room under the TV. You'll clip through the wall, and if you keep running after you land, you'll have the chance to explore the vast out-of-bounds (not a bad way to use that 15 minute timer).

This is noticeable pretty much right from starting the game. When you start the game and go get the rose for Jenny, it's hard to hop up the boxes normally without clipping through them a couple of times.



$Experimental 60fps [Minty Meeo]

C20157D4 00000004
3C608036 8063B7A4
2C030000 38600001
41A20008 38600002
60000000 00000000
* Requires Emulated CPU Clock Override
* Requires Speed Up Disc Transfer Rate
For PokéPark 2: Wonders Beyond (S2LE01)
I searched for the two values from the original PokePark Wii's Force 60FPS code that theboy181 made and I'm surprised that made it happen.
Code:
Force 60FPS
044B9C0C 000F7708
For vice versa, replace 0F7708 with 1EEE10 that way when playing the attractions will be at 30fps especially for low-end devices.
Wait, is the videoplayer at doublespeed on emulator with that on?
Star Wars: The Force Unleashed II [SFUE64]

$60fps
047086A8 42700000

I've already added this code to the wiki. Credit to Nick Reynolds for making that 60 FPS code for Ghostbusters, because I wouldn't have been able to make this one without it.

Btw, I tried to make 60 FPS patches for other Infernal engine games, but sadly couldn't make anymore of them due to them having different codebases, so this was a very lucky catch for me.
Don't know if this is the right place to ask, but the other forum seemed more inactive nowadays. I tried the code solitarius made for Call of Duty 2: Big Red One, and it was amazing, rocksolid 60 frames. The bummer is, it only works on the first level. If someone could check the code out of what could cause the issue I would be very very grateful.

Call of Duty 2: Big Red One GQCE52
60fps
0424EC14 60000000

Linx

Since there is a 60fps code for Mario Sunshine and this Blog post included the code for a 120fps (using the old hack, not for modern Dolphin) I created a test code (Mario Sunshine PAL, based on the wiki one):
Code:
0440DD10 40000000
042F4CB4 60000000
0440BE54 3CA3D70A
C20066EC 00000002
C2C28028 EC2105B2
FEC00890 00000000

The issue is the audio at doble speed, can someone help me with that?
Created a 60 FPS code for Skylanders: Spyro's Adventure. Tested on both NTSC and PAL, probably works on other versions too.
Requires a little overclocking for full speed.

Code:
04021248 60000000
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