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Full Version: NTSC/JP Xenoblade 60fps and other mods
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(11-14-2017, 07:17 AM)One More Try Wrote: [ -> ]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)
Thanks, I plan on looking at this again after the semester. I never did get a look at your later attempts, so I'm a bit curious as to where your algorithm ended up.

I see you mentioned the old codehandler is no longer necessary - is that due to the 'run once' modification?
60fps movie is only for NTSC.

I made two modifications that prevent codehandler problems. One is that you can turn the code off, the other is the top line of the code only runs the code once so that codehandler doesn't write/overwrite it every frame.

For the movie code, it runs both frames through the sine calculation and then averages the values. If I modify it to only use one value and not average it, it looks like the glitches go away, but it's a little hard to tell because stuff will stutter. It suggests the glitches are from averaging two frames. Most likely it doesn't want an intermittent value for some things. It also normally stores the angles apart from the sine, which are from one frame and not averaged, but I don't think that is commonly used later in the code.
Ah, just skipped to the sine/cosine parts. If intermittent values aren't always right, it's likely due to the oscillating nature of sine/cosine; if the two angles fall on either side of a min/max of the function, just taking the intermediate of the output is going to be wrong. (For example, the intermediate angle of 45 and 135 is 90 with a sine of 1, but finding the intermediate of sin(45) and sin(135) will get you sqrt(2)/2.) That shouldn't come up very often, which is probably why it's 99% good, but unfortunately I don't think you can get to 100% with that approach.
Japan is also an NTSC country, but I'll assume you meant NTSC-U :P
lol thanks. I guess I should call it English version, but yeah not for JP.

@Jersh That's a good point. Monitoring glitches for a certain model on one frame is a huge pain too, so not sure if I'll get a chance to look for stuff like that.

/edit Took a closer look at movies. This time the bug seems to be there regardless of skipping the averaging/interpolating. Perhaps that means it's more likely to be fixable, but also it'd be much harder to find.
The Pal version can't handle the movie 60FPS code at all ? Sad
Since I used the last versions of Ishiruka, Dolphin, and you last 60FPS code, i encounter severe struttles in some places like Colony6 (fully restored). I had no problem with early May versions of all of those stuff. Is it normal?
If it's only in some places, it's more likely that you're limited by your hardware instead.
I don't have the PAL version, so it's completely untested. The movie 60fps code isn't meant to be played on, so use the code in the first post.

Rondomi

This is splendid! Fantastic work. My only minor grievance is that gem crafting goes at double speed. Any way to fix this?
I thought it was ok. I'll look at it again, thanks!
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