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Full Version: NTSC/JP Xenoblade 60fps and other mods
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I don't know about versions, they all feel similar to me. Some people like the ishiiruka builds more: https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version

I sometimes get a bit of stutter randomly, which persists until I restart my computer.

Thanks for the avatar Wink
Tried this and it works great on its own but whenever I try to use the cheat to reduce experience gain and turn off the 60 fps cheat, the whole emulator crashes
(11-12-2017, 04:57 AM)One More Try Wrote: [ -> ]Not sure about XFB. I think the devs still have plans to improve EFB stuff.

I meant, between disabled, virtual, and real, what is the differences?

LOL you got that Avatar... Tongue
Amazing work on this. The additional fluidity that 60 fps brings makes this feel more like a modern day PC game. It's been awhile since I tried it out and it seems flawless to me so far. I haven't been following the progress, and I'd like to test it out by playing the game a bit. I'm going to go back and read everything eventually, but for now is there anything I should be looking out for in particular at this stage?

I did notice something peculiar about viewing maps, they seem to take a lot of emulated Wii CPU power depending on the map. Cranking up the clock override smooths it out.

Colony 9, 100% clock.: (Show Spoiler)
Colony 9, 195% clock.: (Show Spoiler)
Another map took up to like 250% to run at 60 FPS. I was wondering if this is a side effect of 60 FPS or a problem on my end. At 100% they are always above 30 FPS, it's just something that the maps are requiring more horsepower than running around. Not that I mind needing to OC the vWii, as long as it doesn't cause any known issues.
@XR Yeah, if that causes issues just try to leave the code on. You may not notice a difference. It may work if you turn both on at once, with the XP cheat above the 60fps hack in the ini, then turn off the 60fps hack.
@DoWii I don't know. Doubly so for Xenoblade, because some times that option doesn't affect a game.

@Bighead Thanks! Unless you're interested in my comments on the various hack methods and a lengthy discussion on 60fps movies, there's no need to read this thread really. I almost made a new post when the code was done, but decided to just rename this one. I don't know of any bugs in this latest code version. The latest changes were less frequent global speed checks that keep things from moving too fast, and slowing the camera down - so you may want to watch for related bugs. Also, sliding on ice may feel different, but if you can make all the jumps I consider it accurate enough.

A quick test showed XFB enabled (I set it to virtual) lags the map. It was 60fps at 6x resolution with XFB disabled. I would be worried about random crashes the higher you OC the virtual cpu. If XFB was disabled maybe mess around with other options.
@One More Try, ok to Google I shall go, LOL... Smile

Thanks
Ice feels pretty good, it's definitely close enough. The jump at the end of the ramp feels perfect. Not using a Quick Step III means 95% of the time you'll miss the jump by a hair, and with it, it lands on the wall pretty much every time just like I remembered. The only thing I noticed is it's a lot easier to get your footing and turn around, but that can be considered an improvement. Plus ice is only something you encounter once in the whole game IIRC.
Cool, thanks for checking on that
For those of you interested in 60fps movies, I'll post a 99% correct code. The other 1% is annoying glitches. This code is built on old 60fps code and should NOT be used to play the game with. Just use it to play around with 60fps movies.

Movie 60fps, Enable both (Full movie and Interpolate Animation) and leave on. Use no other codes.: (Show Spoiler)

/edit The bugs happen when the code loads fractional values (for the extra 60fps frames) for the animation/rotation calculations. However, if the main animation calcs are set to ignore the fractions, the bugs still happen. I haven't been able to track down exactly where they occur, so I don't know if they can be fixed. The bug isn't related to other parts of the code as far as I can tell.

/edit2 Some of the bugs are in 803e0fb0 ->803e0fd4, which is based off the same frame counter for angles and is used if it's a fraction. Unfortunately there are other bugs besides that code, and some model pop-in seems to happen in a different area of code entirely.

The characters popping in for one frame are characters about to come onto the screen normally. Perhaps it's preloading the character and they are meant to be hidden until their location is set, or perhaps the location itself is just wrong for the first frame they are rendered. Maybe it just doesn't expect an extra frame. It appears it may happen on non fractional frames.

801846c4 sets the fractional frame counts, which feed into all animation values. I think all bugs are related to this counter, tested by following the gecko branch there and deleting the f1 = f1 +f29 line (forces it to only use whole numbers). Would have to track it quite thoroughly to find the other bugs. There are other fractional counters for the camera, particles (I think), etc. I don't think those get bugs.

/edit Movie fixes
Movie test code fixes only: (Show Spoiler)
Ooh, cool. Thanks for posting it, even if it's not 100% correct. Is this code for the US version only or does it work with either?
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