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@Kyle, Thanks! I'll look into it.

/edit It was a value I found during the intro and I wasn't sure if it needed to be universally changed. Now that it causes issues, I've limited its effect to the intro, but this could cause some other bugs with 60fps if it's used much. I could trigger it just for 60fps, but since I'm not sure, I won't. Anyways, Movies fixed.

Can't give you any bugged values straight off. Sometimes when other values are going past 90, it'll negate something that is not changing much. I think one of these do that 92727748 or 9272fea8. Jumping to the negative may be related to camera glitches. I feel like trying to keep it from ever changing sign or going past a 90 increment during these extra frames may work best (have it conform to f28).

You can breakpoint negatives if you set f17 to be something like 10 or 20, then:
fneg f22, f0
fsubs f22, f22, f25
fabs f22, f22
fcmpo cr0, f22, f17 ;compares if they are close in value
bgt- loc_0x90 ;set to skip nop
nop ;breakpoint this
loc_0x90:

I put it after scaling down the angles, but also save the original f0 to somewhere that doesn't change, then you can compare f28 and f0's original value at the BP.

/edit Latest Final beta is going to the first post.

PyrusofImpetus

I'm thoroughly impressed by the work you've produced with this code. It's awesome! I just updated to the 'Final Beta' you have on the main post, and it runs great from playing to menus. The only major issue I've now noticed is the audio is glitching out as if its chugging behind while in some menus. Other small stutters appear here and there, but that's to be expected. The only other issue, albeit a tad unrelated, I can't seem to get the Monster/NPC draw distance code to appear on the Gecko tab. I've added the line to the .ini file, complete with its own header and everything. Or is it supposed to go in the same code as the 60fps code?
I would just add the draw distances as an AR code (just use the add code button rather than the ini file). It should work as a gecko code though, so not sure why it won't show up for you. Anything that has all lines starting with 04 can be an AR code.

I'll pay attention to menu audio. I also added a new warning to the monster draw distance: If it's too high, new enemies won't spawn because old enemies can't despawn (there's a limit).
00, 01, 02, 03, and 05 also work
Is it possible to run Xenoblade with the 60 FPS code + Draw Distance Patch made by Ricky123?
Also, how much emulation overclock i should use for both?
Both mods are great and make the game much better!
I'm not sure how it runs with the latest modifications Ricky made to his patch. You could try it, it'd run at least. There's also a Gecko draw distance code in my first post you can try. His patch probably covers more stuff though. Overclock isn't needed, so it's something you should only experiment with if you get too many framerate drops. I don't have any guidelines for it.
Fwiw, I believe Ricky recommends the draw distance patch or the 60fps code, but not both due to performance issues. He might've done something that changed that, but I doubt it's possible.
(09-14-2017, 01:12 PM)JershJopstin Wrote: [ -> ]Fwiw, I believe Ricky recommends the draw distance patch or the 60fps code, but not both due to performance issues. He might've done something that changed that, but I doubt it's possible.

I've been using both with no issue.
Had a fairly solid time in the either mine running the 60fps mod, increased monster distance, npc distance, and my object draw distance mods. The moving platforms seemed fine, but the lift at the end was a bit buggy, so I'll work on that. I did need 125% cpu overclock, but it ran almost completely smooth with that on. Quite happy so far.

/edit The buggy lift leading out of the Ether Mines is a bit difficult. It's checking to see if the character is falling and that bugs out. I can change the value of the constant checked against (0.01 -> 0.0025):
0466606c 3b23d000 feel free to test with this code added anywhere.
but it's used in other places, so I don't know if that's a good idea. Plus 1/4th feels like a random adjustment. I could increase the value of the variable being checked, but it seems to be used in multiple checks, so would I re-save it after increasing? For now I will just change the constant and see what happens.

There are a few stairs where the character has a hard time on the last step in 60fps. In 30fps, if you try to stand on the last step you slide down it. I assume the sliding is twice as strong in 60fps and that's causing the difficulty. I don't have to fix it, it's not a huge deal and is rare so far, but I'm looking into it a bit.
I was able to use Rickv123's draw distance patch simultanously with One More Try's 60fps, NPC and Monster draw distance codes. It's demanding but everything works well together! I have a slight stutter issue but it's unrelated (happens without the codes).

One More Try, just wondering - did you get a chance to look at grass draw distance at all? I noticed it has a kind of pop-in effect a little in front of your party as they run, is that what you were looking at or something else?
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