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Tasoulis
28th July 2015, 12:07 PM
Can someone please post a list of all codes that allow N64 games to play at 60fps? I remember Banjo-Kazooie and Tooie having one that worked great and now i see OOT also has one that doesn't work that great but it works in some areas:

Ocarina of Time 60fps:

D11C8680 0000
801C6F2D 009C
D11C8680 0000
801C6FA1 0003
D31C8680 0000
801C6F2D 00D8
D31C8680 0000
801C6FA1 0001

(credit to theboy181)

So what other games have these kinds of codes?

retroben
28th July 2015, 08:24 PM
Actually,eh...uhh,10 dollars,you love manual long time.

I was actually the one who made the jump and crawl fix addresses for it while HyperLamer found the "Game Execution Speed" code.
Someone mentioned having trouble in other areas because crawl still got stuck.

Dammit!,Deku Scrubs destroy their spit out deku nuts,making "23 is number one" unpassable.
This will need major hacking and rewrite an entire ROM in order to work correctly.

theboy181
30th July 2015, 06:46 AM
How did I get credited for that?

Anyway, I think that documenting 60FPS patches would be a great idea.

I would like to get started on helping find these types of codes, and ROM hacks to make these games come back to life.

Banjo Kazooie looks great at 60FPS, but there are a few issues with the game because of the code. I would like to help sort these issues out, but I cant find a good method of using cheat engine to create GameShark codes.

Ben, how are you making your codes? Do you have a place to start?

retroben
30th July 2015, 07:10 AM
I always use PJ64 1.7.0.50b23 directly to find what I want,but only because I am not advanced enough at all to use anything else.
Nemu64 would theoretically stand out with more debugging features,but that particular version of PJ64 can handle more codes without freezing or crashing.

Then there is a thing called Renegade 64 which is a mod of Mupen.

Edit: I'd like to see a 60fps code for DK64 since Jump Man and Jetpac run at 60fps,making a possible vantage point.
All of my attempts of finding this kind of DK64 code have failed miserably. :(

theboy181
31st July 2015, 05:49 AM
I need some help. Need to test some of the levels to find what else needs to get done..

Still looking for Mario HEX animation code so we can slow him down like the other objects.

retroben's FPS code seems edit: to work like a charm!

Don't forget to set

CF=1
sync using audio audio = off
FAT = off
VI refresh rate 2200

Super Mario 64 NTSC

set up the following cheat codes.

Please let me know what you think we can do for the rest of the hack.

60 FPS (retroben)
A024810C 0000

Slow Camera Speed (yoshielectron) great code!!
812893FE 3D00
8128941A 3D00

Slow Objects (yoshielectron) need improvements not all objects are there adjusted speed to 30 frames of animation, how about Mario too?

The 11th code can be adjusted to speed up and slow down the frames of animation. I have it set to 1 but I think it might still be too slow. Trying to achieve exactly 30fps since the frame-rate has been doubled.

8129D84E FFFF
8133D2D0 3C02
8133D2D2 8034
8133D2D4 8C44
8133D2D6 D3D0
8133D2D8 1480
8133D2DA 0004
8133D2DC 0000
8133D2DE 0000
8133D2E0 2405
8133D2E2 0001
8133D2E4 1000
8133D2E6 0004
8133D2E8 AC45
8133D2EA D3D0
8133D2EC 2484
8133D2EE FFFF
8133D2F0 AC44
8133D2F2 D3D0
8133D2F4 2404
8133D2F6 0040
8133D2F8 03E0
8133D2FA 0008
8133D2FC AC44
8133D2FE D480
810EE060 8033
810EE062 D2D0


Slow Mario Animations (unknown)

First place prize is "mad props!"


EXAMPLE:

This doesn't seem to work, but does control some aspects of Mario's movements. If movement speed was going to get used there would be quite a few codes to figure out for all Mario's animations.

Run Speed Modifier 19

81265366 ????
81265380 4604
812653A8 1000
812653CE XXXX
812653EE XXXX

19 ???? is your acceleration. I advise keeping between 4000 and 4400. XXXX and XXXX are Max Speed (Default 4240). They should both match.

retroben
1st August 2015, 02:46 AM
Name is wrong,it is "retroben" in all lower case.
Don't want to confuse anybody.

Where's the lag?
It might be the enemies and their frames looking bad.
I get slowdown in Mupen64Plus AE on FireTV,but never see any frame drops.
Cool,Cool Mountain looks amazing with the falling snow smoothness.

If only I could find a code like Banjo-Kazooie,Tooie,and Conker's that controls the game speed to the point of even being capable of (before briefly crashing) computing in reverse.

theboy181
1st August 2015, 03:28 AM
If only we could controll the animation speed of other objects in some of the other games u think 1080 would be amazing at 60fps.

Tasoulis
1st August 2015, 01:44 PM
If only I could find a code like Banjo-Kazooie,Tooie,and Conker's that controls the game speed to the point of even being capable of (before briefly crashing) computing in reverse.
Can you please post the Banjo and Conker codes here?

Also, is the CF-1 and the other options the same for all 60fps hacked games?

theboy181
1st August 2015, 02:47 PM
Banjo-Kazooie (U) (V1.0)

PJ64 2.2.X Settings
CF=1
sync using audio = off
FAT = off
VI refresh rate 2200

Unlock FPS @60FPS(retorben)
802808DC 0080

Unlock FPS Restore(theboy181)
802808DC 0000

Notes:

*Demo plays too fast
*Opening song and some cut scenes end prematurely
*Enemies move faster, and increase the difficulty
*Issues with the hack and crashing on some levels

I wonder if retroben can create this hack for V1.1 of the game to test the crash out.

If there are other issues I would like to know so that I can add them to the notes, so please PM me.

NES_player4LIFE
1st August 2015, 07:49 PM
I would like to see the score screen slowed down a bit.
http://i59.tinypic.com/1zbe22v.jpg

theboy181
4th August 2015, 06:05 AM
I would like to see the score screen slowed down a bit.
http://i59.tinypic.com/1zbe22v.jpg

What do you mean? Is there a 60fps code for mario kart?

retroben
4th August 2015, 07:43 AM
@theboy181: I sent you (via your YouTube) some SM64 codes I found earlier when the forums were down.
I found both the running and crawling animation speed codes and some others are listed.

I already ported "no frameskip" to B-K 1.1 because I got bored.

From my older thread after initially finding B-K 1.0 code.

Banjo-Kazooie v1.1 (U)

No Frameskip
8027F71F 0000

Alt No Frameskip
8027F71C 0080

Use normal versions of PJ64,or any 1964,or Nemu,or Mupen including lates Android Edition build and see what happens.
Please test and let me know the Treasure Trove Cove results.

theboy181
4th August 2015, 02:34 PM
@theboy181: I sent you (via your YouTube) some SM64 codes I found earlier when the forums were down.
I found both the running and crawling animation speed codes and some others are listed.

I already ported "no frameskip" to B-K 1.1 because I got bored.

From my older thread after initially finding B-K 1.0 code.

Banjo-Kazooie v1.1 (U)

No Frameskip
8027F71F 0000

Alt No Frameskip
8027F71C 0080

Use normal versions of PJ64,or any 1964,or Nemu,or Mupen including lates Android Edition build and see what happens.
Please test and let me know the Treasure Trove Cove results.


I will test some of these tonight after work. I can't seem to find where on YouTube you posted those cheats codes fro Mario. Do you have a link?

Thanks

HatCat
4th August 2015, 04:28 PM
kinda boring, how about codes to make games render to 640x480 frame buffers instead of 240p

retroben
4th August 2015, 04:33 PM
I went to your channel then hit the about button,which revealed
a "send message" button and proceeded to paste my saved txt file contents.
Not sure why you didn't get a message,maybe it links to another resource like email?

@HatCat: Because that would be really hard for games that don't have internal support for it,and because most emus can beautifully upscale games anyway.

Edit: The SM64 codes here...

Jump Gravity
8125699E xxxx
4080=Default
Already found by someone.

Jump Velocity?
81256B6E xxxx
4080=Default
One I found.

Run Animation Speed
81265A5E xxxx
4080=Default
4100=60fps

Crawl Animation Speed
812678EA xxxx
3F60=60fps
4000=Default
Idle and other animations are still faster.

Air Acceleration
8126AA8A xxxx
4240=Default

Air?
8126AA9A xxxx
4200=Default

Air Max Speed
8126AAFA xxxx
4200=Default

Another Air Speed?
8126AB2A xxxx
3FC0=Default
40C0=Real Fast

More is found...

Ground Pound Velocity?
8126CACE xxxx
4248=Slight Jump
4280=Big Jump
4348=Deadly Height
BD48=Slow
C248=Default
C348=Fast
C648=Instant

Dive/Dive Kick Recover Jump Velocity
8126DB76 xxxx
41F0=Default
4248=High
42F0=Higher
46FF=Maxed (fun for high views and no fall damage)

Slope Slide Recover Jump Velocity
8126DD16 xxxx
41F0=Default
4248=High
42F0=Higher
46FF=Maxed

NES_player4LIFE
4th August 2015, 11:31 PM
What do you mean? Is there a 60fps code for mario kart?

There is a code to slow down the camera in SM64.
Slow Camera Speed (yoshielectron) great code!!
812893FE 3D00
8128941A 3D00

I wanted to know if someone could hack the Mariokart64 cameras to produce similar results.
I don't know what codes are available.

theboy181
5th August 2015, 12:35 AM
retroben have you managed to create settings for SM64 that mach 30fps movement?

I have played around a little and I cant seem to figure out how to slow him down.

Slower Mario Speed and Animation code
8133B1C4 4180
81265A5E 4100

This code almost does it.. the speed and animation are correct, but Mario has no slow walking animations and gets stuck in a slide when you change directions.

hmmm.. thoughts?

retroben
5th August 2015, 03:35 AM
I can't even test other walk speeds for lack of a controller.
The run speeds and acceleration work well if adjusted cleanly enough,but I can't remember what values I used.
One issue,the last line is EE when it should be 812653EA instead,you messed up the alignment in that one address.

I do have a 60fps code for SM64DS as well that I found quickly today.

SM64DS v1.1 (U)

Sixty Frames
0208D6DC 00000001
It sadly acts just like the SM64 one but tends to lag more in some areas.
Only difference is that the main menu is natively 60fps on the DS,and that's how I found it so quickly.

For SM64,I think I am going to do a more direct approach via manual code hunting,wish me luck.

Marcelo_20xx
5th August 2015, 07:49 AM
retroben, I need help with the OoT codes:

Ocarina of Time 60fps:

D11C8680 0000
801C6F2D 009C
D11C8680 0000
801C6FA1 0003
D31C8680 0000
801C6F2D 00D8
D31C8680 0000
801C6FA1 0001

What these codes do? I mean I know "801C6FA1 0001" enables 60FPS, but what about the other ones? How the crawlfix code/codes works, I keep getting stuck in the first part of the game, because I cant get the Kokiri Sword...

Also I would want to toggle between 30FPS and 20FPS, so far I have this for the 1.2 rom (is easy to port the codes between versions):

Cheat0=D01C8D75 0010,801C7861 0002 //30 FPS Toggle Press L
Cheat1=D01C8D75 0020,801C7861 0003 //20 FPS Toggle Press R

Although it works I want to have the 30FPS enabled by default and only switch to 20FPS when there is the need to crawl. I had this but it doesn't work:

Cheat0=D01C8D75 0010,801C7861 0002 //30 FPS Toggle Press L
Cheat1=D01C8D75 0020,801C7861 0003 //20 FPS Toggle Press R
Cheat2=801C7861 0002 //30 FPS

Also maybe a workaround to this is making the 30FPS permanent by hex editing the rom, I know how to this on SNES roms but have no idea on N64 ones, it is possible?

theboy181
5th August 2015, 02:32 PM
retroben, I need help with the OoT codes:

Ocarina of Time 60fps:

D11C8680 0000
801C6F2D 009C
D11C8680 0000
801C6FA1 0003
D31C8680 0000
801C6F2D 00D8
D31C8680 0000
801C6FA1 0001

What these codes do? I mean I know "801C6FA1 0001" enables 60FPS, but what about the other ones? How the crawlfix code/codes works, I keep getting stuck in the first part of the game, because I cant get the Kokiri Sword...

Also I would want to toggle between 30FPS and 20FPS, so far I have this for the 1.2 rom (is easy to port the codes between versions):

Cheat0=D01C8D75 0010,801C7861 0002 //30 FPS Toggle Press L
Cheat1=D01C8D75 0020,801C7861 0003 //20 FPS Toggle Press R

Although it works I want to have the 30FPS enabled by default and only switch to 20FPS when there is the need to crawl. I had this but it doesn't work:

Cheat0=D01C8D75 0010,801C7861 0002 //30 FPS Toggle Press L
Cheat1=D01C8D75 0020,801C7861 0003 //20 FPS Toggle Press R
Cheat2=801C7861 0002 //30 FPS

Also maybe a workaround to this is making the 30FPS permanent by hex editing the rom, I know how to this on SNES roms but have no idea on N64 ones, it is possible?

There is no reason to hack this rom until all the other issues that make this game unplayable get fixed.

I haven't tested it yet, but if the objects freeze when link is reading signs there might be an animation hack just like in SM64. test it out and I will ask James Stuart if he would be willing to code hunt for us.

edit: looks like hearts and rupees stop their animations when you read a sign. I am unsure if this type of hack would work on other object.

theboy181
5th August 2015, 03:34 PM
I can't even test other walk speeds for lack of a controller.
The run speeds and acceleration work well if adjusted cleanly enough,but I can't remember what values I used.
One issue,the last line is EE when it should be 812653EA instead,you messed up the alignment in that one address.

I do have a 60fps code for SM64DS as well that I found quickly today.

SM64DS v1.1 (U)

Sixty Frames
0208D6DC 00000001
It sadly acts just like the SM64 one but tends to lag more in some areas.
Only difference is that the main menu is natively 60fps on the DS,and that's how I found it so quickly.

For SM64,I think I am going to do a more direct approach via manual code hunting,wish me luck.

You can use modifications in nrage to control the axis of the controler position. Then you can hold an alternate button to slow mario down.

Let me know if that works. And thanks for spotting the error j will test it later.

Marcelo_20xx
5th August 2015, 03:41 PM
I can't even test other walk speeds for lack of a controller.
Use N-Rage modifiers to simulate analog movement, lets say you want to walk in Mario 64, add a modifier, then put: under "Assigned to" your key of preference (mine is left-shift), "Type" Move and "Parameter" X:15%/Y15%

@theboy181
This game is totally playable with FPS toggles, you just need to toggle 20FPS before you crawl and toggle 30FPS after you are done, that's why I asked how to hex edit the rom. Because its only possible when you are on 20FPS mode but in this mode the game keeps automatically switching to 20FPS every time you change a zone. By making 30FPS mode the default I wont have to re-enable 30FPS every time I change a zone and just switch to 20FPS when I had the necessity.

Oh, one more thing, how can I map a cheat to the D-Pad keys in OoT or it is not possible?

retroben
5th August 2015, 05:41 PM
About the OOT 60fps,I now know that it has proven itself even more gameplay worthless because you get stuck on Gohma's door and other spots when Deku Scrubs shoot at you because their shots explode immediately.
I had forgotten this unfortunate issue and it is too irritating to attempt any further on fixing this myself,sorry.

I am dedicated to finding the one code in SM64 that can fix all issues with 60fps.
All I need is what can be found in most Rare games like Banjo-Kazooie,Tooie and Conker,hopefully other games also have this one thing.

theboy181
5th August 2015, 09:30 PM
Use N-Rage modifiers to simulate analog movement, lets say you want to walk in Mario 64, add a modifier, then put: under "Assigned to" your key of preference (mine is left-shift), "Type" Move and "Parameter" X:15%/Y15%

@theboy181
This game is totally playable with FPS toggles, you just need to toggle 20FPS before you crawl and toggle 30FPS after you are done, that's why I asked how to hex edit the rom. Because its only possible when you are on 20FPS mode but in this mode the game keeps automatically switching to 20FPS every time you change a zone. By making 30FPS mode the default I wont have to re-enable 30FPS every time I change a zone and just switch to 20FPS when I had the necessity.

Oh, one more thing, how can I map a cheat to the D-Pad keys in OoT or it is not possible?

Are you sure that the game is totally playable? Others would beg to differ. For example the deku sticks burn too quickly making it almost impossible to solve some of the dungeons, and some of the other physics (i only heard) prevent from progressing. I guess turning the game into a 20 fps via L button would work, but this doesn't seem like a solution to me. could you not map the function to 20 FPS when L is held and have 30fps when its not via cheat code?

theboy181
5th August 2015, 09:35 PM
About the OOT 60fps,I now know that it has proven itself even more gameplay worthless because you get stuck on Gohma's door and other spots when Deku Scrubs shoot at you because their shots explode immediately.
I had forgotten this unfortunate issue and it is too irritating to attempt any further on fixing this myself,sorry.

I am dedicated to finding the one code in SM64 that can fix all issues with 60fps.
All I need is what can be found in most Rare games like Banjo-Kazooie,Tooie and Conker,hopefully other games also have this one thing.

This seems like a mystery.. what can be found in those games?????

Also, I had mentioned that the ability to copy the sign post cheat for SM64 to Zelda is there, at least with some (hearts, and rupees)of the objects. This could lead to better animation timings in Zelda. Its hard to tell if other objects freeze animation when you read a sign, AKA the deku nut explosions. Worth a shot..

For SM64 you think that there is a master code to fix the animation speeds? What are you thinking? thoughts please.. Mario looks super smooth in 60fps. .

Marcelo_20xx
5th August 2015, 10:42 PM
Its totally playable, I haven't come to a gamestopping bug and I am at the water temple, its just annoying that the game keeps resseting the FPS to the default 20 (so that is why I need to hex edit the rom to make the 30FPS code permanent) , also I don't play on 60FPS (that is broken beyond fixing) but on 30FPS mode. The key is the following: If you find a bug, like retroben found the deku scrub's shots explode, just change to 20FPS mode before that part with a toggle (that's why I need to map cheats to the D-pad arrows and not use a key that the game is using) then after you pass that part you resume to 30FPS mode. Believe me its totally worthy, you can experience at last a fluid gameplay in OoT.

The deku sticks DOES burn fast, but it doesn't prevent you from finishing a particularly puzzle SINCE you can move faster too, so the game logic is at the same speed too, you only need to react more quickly...

The only thing that I found was in need of a code was the cycle between day and night, hopefully I found a timespeed modifier...

theboy181
6th August 2015, 12:10 AM
Its totally playable, I haven't come to a gamestopping bug and I am at the water temple, its just annoying that the game keeps resseting the FPS to the default 20 (so that is why I need to hex edit the rom to make the 30FPS code permanent) , also I don't play on 60FPS (that is broken beyond fixing) but on 30FPS mode. The key is the following: If you find a bug, like retroben found the deku scrub's shots explode, just change to 20FPS mode before that part with a toggle (that's why I need to map cheats to the D-pad arrows and not use a key that the game is using) then after you pass that part you resume to 30FPS mode. Believe me its totally worthy, you can experience at last a fluid gameplay in OoT.

The deku sticks DOES burn fast, but it doesn't prevent you from finishing a particularly puzzle SINCE you can move faster too, so the game logic is at the same speed too, you only need to react more quickly...

The only thing that I found was in need of a code was the cycle between day and night, hopefully I found a timespeed modifier...

interesting.. what happens to the jumping physics when you switch back to 20fps? and what consequences will happen to the pause screen when you use hex lock it to 30fps?

Marcelo_20xx
6th August 2015, 12:20 AM
I haven't 30FPS hex locked the game yet (since I don't know how to find the hex address from the AR codes on N64 roms) but I finally made a Hold L key to go back to 20FPS mode when needed. But with the softlock 30FPS mode (via cheat entries) it doesn't happen anything bad when you enter the Pause Menu, also the crawling animation to enter Hyrule's Castle doesn't get you stuck (maybe we can study this code and made it function like this on the other crawling events, I mean make it automatic so Link doesn't have to manually crawl the holes).

When you switch to 20FPS you just jump higher and further, but I never use 20FPS beside for crawling, so its not a problem. One thing that needs desperately fixing is the jumping slash animation, its physics got screwed on 30FPS since you cant jump just high enough to hit anything and the enemies almost always hits you.

The Deku Scrubs shots doesn't explode on 30FPS it must be that 60FPS is too much for this game, so I have passed the first dungeon with no problems.

Overall I am enjoying replaying OoT at 30FPS...

theboy181
6th August 2015, 01:44 AM
I haven't 30FPS hex locked the game yet (since I don't know how to find the hex address from the AR codes on N64 roms) but I finally made a Hold L key to go back to 20FPS mode when needed. But with the softlock 30FPS mode (via cheat entries) it doesn't happen anything bad when you enter the Pause Menu, also the crawling animation to enter Hyrule's Castle doesn't get you stuck (maybe we can study this code and made it function like this on the other crawling events, I mean make it automatic so Link doesn't have to manually crawl the holes).

When you switch to 20FPS you just jump higher and further, but I never use 20FPS beside for crawling, so its not a problem. One thing that needs desperately fixing is the jumping slash animation, its physics got screwed on 30FPS since you cant jump just high enough to hit anything and the enemies almost always hits you.

The Deku Scrubs shots doesn't explode on 30FPS it must be that 60FPS is too much for this game, so I have passed the first dungeon with no problems.

Overall I am enjoying replaying OoT at 30FPS...


Run these two codes on Zelda OOT 1.0 and let me know how it works.

60 FPS part 1
801C6F2D 00D8
801C6FA1 0001



60fps part 2
D11C8680 0000
801C6F2D 009C
D11C8680 0000
801C6FA1 0003
D31C8680 0000
801C6F2D 00D8
D31C8680 0000
801C6FA1 0001

theboy181
6th August 2015, 01:57 AM
I confirmed that the rolling rock when you get the 1st sword can be stopped by reading the sign. This would mean that the slow animation code from SM64 could be used to slow down important animations.. might even work for the deku sticks.

retroben.

the code I listed above has some weird effects.. it makes all teh cut scenes play at 20 fps, but the game play is at 60fps..
\
thoughts?

Marcelo_20xx
6th August 2015, 04:40 AM
So technically it is possible to slow down the CRAWLING animation? that sole thing could make the whole game playable right there! Gonna test ASAP the codes you posted and report back.

One question though, How can I enter those codes? as two batch of codes? or individual lines for each code?

retroben
6th August 2015, 07:33 AM
Terribly sorry about my absence,I got another painful stomach flu/virus,and the more depressive kind. :(
I am fine now as of this post,but can't do anything yet.

theboy181
6th August 2015, 07:38 AM
8129d84e ffff
8133d2d0 3c02
8133d2d2 8034
8133d2d4 8c44
8133d2d6 d3d0
8133d2d8 1480
8133d2da 0004
8133d2dc 0000
8133d2de 0000
8133d2e0 2405
8133d2e2 0001
8133d2e4 1000
8133d2e6 0004
8133d2e8 ac45
8133d2ea d3d0
8133d2ec 2484
8133d2ee ffff
8133d2f0 ac44
8133d2f2 d3d0
8133d2f4 2404
8133d2f6 0040
8133d2f8 03e0
8133d2fa 0008
8133d2fc ac44
8133d2fe d480
810ee060 8033
810ee062 d2d0
812893fe 3f00
8128941a 3f80
81265366 3f80
81265380 4604
812653a8 1000
812653ce 4170
812653ea 4170
81265a5e 4100
812678ea 3f60
8126aa9a 4180
8126aa8a 41c0
8126ab2a 3f40
8126dd16 4170
8126db76 4170
a024810c 0000

theboy181
6th August 2015, 07:39 AM
So technically it is possible to slow down the CRAWLING animation? that sole thing could make the whole game playable right there! Gonna test ASAP the codes you posted and report back.

One question though, How can I enter those codes? as two batch of codes? or individual lines for each code?

you would create a new code for each set.

theboy181
6th August 2015, 07:42 AM
Terribly sorry about my absence,I got another painful stomach flu/virus,and the more depressive kind. :(
I am fine now as of this post,but can't do anything yet.

no problem, i figured something was up. .

I have some of the speeds correct for Mario, but there are a lot of variables that will need to get hacked in order to get it right..

If you are able to figure out more of the animation speed for Mario's other movements I will be able to match them up to 30fps game play.

Marcelo_20xx
6th August 2015, 08:07 AM
Sorry to hear that retroben, can you please find a time speed modifier for OoT 1.2 if you are in the mood? I found this for the Debug rom:

Time speed Modifier:
8011FB40 xxxx
default 0xA

I want to half the speed of the time advance. Thanks in advance

retroben
6th August 2015, 08:10 AM
Edit: Nice find! Can't search until 12hours from now. Universal time scale ftw.
Edit3: Zelda's 60fps is a completely different beast,the physics get all messed up,whereas SM64's code just runs faster with unaltered physics.
I was correct when I said the Banjo games technically run at 60fps,that's why the 30fps is so cruddy compared to other 30fps games,just look at DK64 emulated decently with CF=1.

@theboy181: It may take some time,as I am at the end of the week where I lose out on two days.

For the code posted,I reccommend placing the addresses for the codes in numerical order from lowest to highest,and to use caps on all A-F spots,just because it is cleaner and may respond faster.
Edit2: The running is messed up,stopping you from doing front flips and long jumps,and general slowness.
I mentioned that using the sweet spot run acceleration and max speeds turned out perfect,so adjusting jump velocity,height,gravity,and axis speeds would finish the job on that version of the code.

theboy181
6th August 2015, 08:36 AM
Edit: Nice find! Can't search until 12hours from now. Universal time scale ftw.

@theboy181: It may take some time,as I am at the end of the week where I lose out on two days.

For the code posted,I reccommend placing the addresses for the codes in numerical order from lowest to highest,and to use caps on all A-F spots,just because it is cleaner and may respond faster.
Edit2: The running is messed up,stopping you from doing front flips and long jumps,and general slowness.
I mentioned that using the sweet spot run acceleration and max speeds turned out perfect,so adjusting jump velocity,height,gravity,and axis speeds would finish the job on that version of the code.

Do you have a polished version you wish to share?

retroben
6th August 2015, 04:31 PM
I never had a chance to combine one since the forum's downtime,so no improved version as of yet.
I may just forget it until this Sunday so I can recover from the sickness. :(
I'm worth nothing when feeling this down from the pain it caused.

theboy181
6th August 2015, 04:39 PM
I never had a chance to combine one since the forum's downtime,so no improved version as of yet.
I may just forget it until this Sunday so I can recover from the sickness. :(
I'm worth nothing when feeling this down from the pain it caused.

all right retroben, you take care and I look forward to whats next..

theboy181
6th August 2015, 06:33 PM
Hey Guys,

I stole this idea from the Dolphin 60fps hacks and its needs some testing

enable cheats and use this code:

Slow Motion 1/2 Speed
81371E20 3F00

Per Game Settings:
CF=1
VI refresh rate=2200
Fixed audio timing=off
sync using audio=off

Audio Plugin = no sound ( this is due to the sync to audio issues that occure with most plugins, and the audio will be too fast)

project64.rdb entry addition:

add this line to the RDB for the correct ROM "Banjo-Kazooie (U) (v.10)"
screenhertz=120

EDIT: retroben has stated that this didnt work for him either, but I am unsure of what version of PJ he is running. retroben has stated that you can use the -/= sign to adjust the VI/s by 5 to acheive the 120 hertz too.


This will double the frame rate and maintain the correct animation speeds. I tested the clam animation jump heights, and they were all correct. No crashing on their stage either.

NEXT STEP:

1.) Find a code that changes the pitch and frequencies of the audio, or have a developer implement these things to their audio plugin.

2.) Find other games that have slowmotion codes to exploit the 60fps hacks.



Please let me know if anyone is able to finish the game with this exploit.

If you don't mind the sound being too fast you can use some plugins with the auto sync functions turned off. Just turn on FAT=1

Marcelo_20xx
6th August 2015, 10:28 PM
Interesting, sadly 120hz is a Jabo plugin only feature and I only use the Glide64Final plugin...

I have the time speed modifier for OoT 1.2 adjusted to the 30FPS mode in case anyone wants it:

D10F1C90 000A //If value=000A at address 0F1C90 then execute following line
810F1C90 0005 //Speed Time Modifier (default 000A)

Worth noting is that these codes needs Protected Memory off, you can play in selfmod "Start Changed" though I did not run extensive testing of this selfmod mode

theboy181
7th August 2015, 01:47 AM
Interesting, sadly 120hz is a Jabo plugin only feature and I only use the Glide64Final plugin...

I have the time speed modifier for OoT 1.2 adjusted to the 30FPS mode in case anyone wants it:

D10F1C90 000A //If value=000A at address 0F1C90 then execute following line
810F1C90 0005 //Speed Time Modifier (default 000A)

Worth noting is that these codes needs Protected Memory off, you can play in selfmod "Start Changed" though I did not run extensive testing of this selfmod mode

Why is it Jabo only?

You can add the 120 to the RDB for any game.

What does this speed time modifier do? does it slow the game down or speed it up? any codes that do that can be made into 60fps hacks.

Marcelo_20xx
7th August 2015, 03:05 AM
You can add it to the rdb but only the Jabo plugin will read it...

The time speed modifier, modifies the speed of the day night cycle, the conditional is there so it doesn't activate in areas that aren't supposed to advance the cycle, e.g. Kokiri Forest...

theboy181
7th August 2015, 03:14 AM
You can add it to the rdb but only the Jabo plugin will read it...

The time speed modifier, modifies the speed of the day night cycle, the conditional is there so it doesn't activate in areas that aren't supposed to advance the cycle, e.g. Kokiri Forest...

gotcha.

I believe that you are wrong about the screenhertz=120 command. I am using it with all my video plugins.

Did you try it ?

theboy181
9th August 2015, 04:23 AM
Hey Guys,

I stole this idea from the Dolphin 60fps hacks and its needs some testing

enable cheats and use this code:

Slow Motion 1/2 Speed
81371E20 3F00

Per Game Settings:
CF=1
VI refresh rate=2200
Fixed audio timing=off
sync using audio=off

Audio Plugin = no sound ( this is due to the sync to audio issues that occure with most plugins, and the audio will be too fast)

project64.rdb entry addition:

add this line to the RDB for the correct ROM "Banjo-Kazooie (U) (v.10)"
screenhertz=120

This will double the frame rate and maintain the correct animation speeds. I tested the clam animation jump heights, and they were all correct. No crashing on their stage either.

NEXT STEP:

1.) Find a code that changes the pitch and frequencies of the audio, or have a developer implement these things to their audio plugin.

2.) Find other games that have slowmotion codes to exploit the 60fps hacks.



Please let me know if anyone is able to finish the game with this exploit.

If you don't mind the sound being too fast you can use some plugins with the auto sync functions turned off. Just turn on FAT=1

I'm unsure if anyone else has tested out the Banjo-Kazooie ALT hack I mentioned on the forums or not. I wanted to point out something that really doesn't make a whole lot of sense.

The game looks like it plays perfect with the slow motion code, while doubling the speed of the emulator except during the demo mode, the characters run too slow. If you let the demo run trough a few times it eventually puts you into the game.

Entering into the game from just watching the demo is weird, but what I am trying to understand is why the demo part of this game either plays at x2 the speed with the 60fps hack, or too slow with the ALT slow-motion hack.

I wonder if there is some sort of secret laying there? Normal mode without these hacks seem no different to me, it runs at he correct speed.. I'm failing to understand why.

Thoughts?

retroben
9th August 2015, 07:31 AM
The 120 hertz didn't trigger for me either,so I used the "+ =" hotkey to reach 60 DL/s and it still looks smooth but without the enemy glitch.

theboy181
9th August 2015, 07:58 AM
The 120 hertz didn't trigger for me either,so I used the "+ =" hotkey to reach 60 DL/s and it still looks smooth but without the enemy glitch.

Can you test with latest pj64 build. It works here so that is weird.

ExtremeDude2
9th August 2015, 01:43 PM
Random googling got me this:

https://www.youtube.com/watch?v=v72CdQcgdS4

HatCat
9th August 2015, 03:16 PM
^ Re: wrong thread

and it says in that video
"Depending on if your offset is larger or smaller than 245000 determines which way you will subtract."

because that's exactly how a single type of GameShark cheat, works in a single game :D that's just the way the game pads the data on into one possible static memory structure...doesn't make it a universal rule for converting cheats into ROM hacks.

retroben
9th August 2015, 09:20 PM
@theboy181: Revert to Windows 7 before it's too late,Windows 10 is a piece of shit when it comes to running PJ64.
I hate it and 8/8.1 SO MUCH!!! :mad: (times three)
Those two fucking versions and Intel nonsense (also AMD GPUs) are keeping me from getting a functional laptop in the future because the high chance of it not running PJ64 or other issues.
They should of just went to Windows 9 and remade a better version of Windows 7 with the task manager hotkeys being immediate like in xp,optimizing performance,and bringing back a fully functional gpedit.

Getting that out of the way,I found the Yoshi code in only a few minutes!

Yoshi's Story (U) (M2)

Sixty Frames
800A8520 0001
Adds to where it is missing in the menus,obviously makes the menus move faster.

Found Star Fox!!!

Star Fox 64 (U) (V1.0)

Sixty Frames
80133488 0000
00=logo default
02=game default
Edit:Nevermind 'bout the slowdown,had the silly thing on CF=2. :/
Lesson learnt,before trying to find/use a 60fps code,set CF=1.
I think it might be too damn fast again,but that game is pretty hard usually.

theboy181
9th August 2015, 10:43 PM
@theboy181: Revert to Windows 7 before it's too late,Windows 10 is a piece of shit when it comes to running PJ64.
I hate it and 8/8.1 SO MUCH!!! :mad: (times three)
Those two fucking versions and Intel nonsense (also AMD GPUs) are keeping me from getting a functional laptop in the future because the high chance of it not running PJ64 or other issues.
They should of just went to Windows 9 and remade a better version of Windows 7 with the task manager hotkeys being immediate like in xp,optimizing performance,and bringing back a fully functional gpedit.

Getting that out of the way,I found the Yoshi code in only a few minutes!

Yoshi's Story (U) (M2)

Sixty Frames
800A8520 0001
Adds to where it is missing in the menus,obviously makes the menus move faster.

Found Star Fox!!!

Star Fox 64 (U) (V1.0)

Sixty Frames
80133488 0000
00=logo default
02=game default
Edit:Nevermind 'bout the slowdown,had the silly thing on CF=2. :/
Lesson learnt,before trying to find/use a 60fps code,set CF=1.
I think it might be too damn fast again,but that game is pretty hard usually.


Great Stuff!!!! Star Fox Finally!!! double speed, but I'm sure that will trip on the slow motion code.. Did my observation help?


I noticed that the game drops to 30fps during the briefing, and the planet map. Must be pretty demanding..

retroben
9th August 2015, 11:15 PM
You forgot the pickles.

It needs to be set to Counter Factor 1 to stay at 60fps,no issues so far besides the faster/more difficult pace.

theboy181
9th August 2015, 11:33 PM
You forgot the pickles.

It needs to be set to Counter Factor 1 to stay at 60fps,no issues so far besides the faster/more difficult pace.

The Audio for the briefing carries over the to the stage select screen (planets) and during that transition the game slows down tremendously for me..

The speed is very challenging! But this game looks like it was meant for 60fps..

theboy181
10th August 2015, 01:27 AM
You can add it to the rdb but only the Jabo plugin will read it...

The time speed modifier, modifies the speed of the day night cycle, the conditional is there so it doesn't activate in areas that aren't supposed to advance the cycle, e.g. Kokiri Forest...

Waht version of Pj are you using? retroben has told me he was able to use the -/= keys to adjust the VI/s for the game to achieve the same results.

Let me know if Banjo responds correctly. We should be able to find other slowdown codes to improve the other games too.

theboy181
10th August 2015, 02:18 AM
You forgot the pickles



http://youtu.be/fcDAQxDFusQ

Marcelo_20xx
10th August 2015, 05:52 AM
I am using 2.2 version since it let me save per game settings and retroben I assume is using 1.7 since it doesn't crash on the debugger...Star Fox doesnt slowdown on the map menu for me, I am using Glide64Final and Q9660

theboy181
10th August 2015, 05:53 AM
I am using 2.2 version since it let me save per game settings and retroben I assume is using 1.7 since it doesn't crash on the debugger...Star Fox doesnt slowdown on the map menu for me, I am using Glide64Final and Q9660


GLideN64 over here.. its really slow..

I cant get 60 FPS in Banjo-Tooie with the FPS hack..

theboy181
10th August 2015, 05:57 AM
Banjo-Tooie (U)

8107913E 0001
81125D1C 3C87

Using the following will fix the into screen timing, and unlock the frame limit. I would like to thank retroben for his awesome work once again!

I think that this code is the best 60 fps hack I have seen for N64 so far. It makes Banjo-Tooie play like a modern game.

* Demo to fast
* Might be other issues???

ExtremeDude2
10th August 2015, 08:01 PM
^ Re: wrong thread


NOICE! I thought it was.

theboy181
10th August 2015, 08:09 PM
NOICE! I thought it was.

;) Thanks..

retroben
10th August 2015, 10:29 PM
Okay found this one as the 2nd result in my search list. :p

WWF - War Zone (U) [!]

Sixty Frames
8011969B 0001
Goes fast like others,any special moves or defeats that use slow motion?

theboy181
10th August 2015, 10:31 PM
Okay found this one as the 2nd result in my search list. :p

WWF - War Zone (U) [!]

Sixty Frames
8011969B 0001
Goes fast like others,any special moves or defeats that use slow motion?

Sweet!!!!
I am unsure if slow motion code is in this game. Still waiting for another breakthrough from James Stuart. He was the author from the SM64 Slow Object codes. If you could figure out how he did that you could take advantage of the pause menus for most games. I'm hoping that he can figure it out and share his methods.

Were you able to figure out Shadowgate 64? I find it hard to believe that it runs at 15fps in game.. I bet that one has a frameskip

retroben
11th August 2015, 01:36 AM
I am currently struggling to find one for Body Harvest.

I already attempted to find one for Shadowgate 64,and the end result...
http://forum.pj64-emu.com/showpost.php?p=62270&postcount=158

Edit: Fuckin' storms!!! SMH

No more code stuff for today because of that DAMN storm,I get real stressed out and build anger because the easy chance of a power outage.
That's the very first thing I think of when it decides to storm.
I still forgot to get a battery backup for my FireTV (there is one for use with the PC),which is keeping me stressed until I can get one because I will get stuck all night unable to use it per chance the power goes out.

Tasoulis
11th August 2015, 01:08 PM
I am currently struggling to find one for Body Harvest.
How did you get past the clipping issues?

retroben
11th August 2015, 05:16 PM
I did not fix it,I can still search for the 60fps code by switching to the menu and going in-game at the beginning,so I don't need to fix it for that.
I wouldn't know how anyway,sorry.

Edit: Found out why I was having so much trouble finding some 60fps codes,some games force the value back quickly,but if you add it as a code and enable it,the framerate goes to 60fps.
I did this with Space Station Silicon Valley,but it is sadly way too fast.

Space Station Silicon Valley (U)

Sixty Frames
80204291 0001

It beat me,I just can't find a code for Body Harvest.

Here's something I did find for it though.

Always Sparks
8013FD85 0028
From swimming in water.

And just this!!!

Swim Forever
8015931B 0000

Partially Fixed Moon Jump
D0047588 0080
8104DD04 414C
D0047588 0080
80157A0F 0000
Uses animation tweak,still have to hit slopes,hold A to moon jump.

May only work on 1st level only or may randomly stop working? :(

retroben
13th August 2015, 03:12 AM
No good for Ridge Racer,but here is a mini-game toggler.

RR64 Ridge Racer 64 (U)

Galaga Minigame (LRZ)
D103E1D0 2030
800351EB 0001
Press L,R,and Z to immediately reach the minigame,it has an odd effect with racing results when done at boot time,or other random times.

retroben
13th August 2015, 09:04 PM
Realization breakthrough!

I found out that 020D is a VERY common value used for handling counter factor,meaning you can now get 60fps ON CONSOLE!!! :D
The code for Tooie works on the highest Counter Factor setting of 6.
Now there is no need for setting Counter Factor to 1,use 2 instead.

Banjo-Tooie (U)

Sixty Frames Hack
8003F4F2 000C
8007913F 0001
MAY WORK ON CONSOLE!!! :D

Someone PLEASE PLEASE test this on a real console!
If someone does,please record it if successful,even if the game slows down like Sonic '06.
Then I can send another message to Grant Kirkhope of this accomplishment.
Even though the game has cutscene issues on emulation,cross your fingers for the console to not softlock.

theboy181
13th August 2015, 10:25 PM
Realization breakthrough!

I found out that 020D is a VERY common value used for handling counter factor,meaning you can now get 60fps ON CONSOLE!!! :D
The code for Tooie works on the highest Counter Factor setting of 6.
Now there is no need for setting Counter Factor to 1,use 2 instead.

Banjo-Tooie (U)

Sixty Frames Hack
8003F4F2 000C
8007913F 0001
MAY WORK ON CONSOLE!!! :D

Someone PLEASE PLEASE test this on a real console!
If someone does,please record it if successful,even if the game slows down like Sonic '06.
Then I can send another message to Grant Kirkhope of this accomplishment.
Even though the game has cutscene issues on emulation,cross your fingers for the console to not softlock.


I tried this with AngryLion's RDP and the game would not load. I asume that this will have the same results on the real HW too..

retroben
14th August 2015, 01:39 AM
I got the angrylion running without the code,then turned it on,which caused the video to stop,so I then changed it back to 020D,and the game was still running,then I tried 0D0D which had the game still running.
YAY!

Try this one...

Sixty Frames Hack
8003F4F2 000D
8007913F 0001

It may need and can have a toggle button to switch back to the 02 value,and you can bypass the cutscene softlocks while on Counter Factor 2 with this code!!!
I did it after getting the alien escape softlock (JRL) and switched to 02 then to the 0D value,and the cutscene played (rather oddly) thus allowing me to regain control! :D

A button activator...

D1081084 00xx
08,04,02,01=D-pad Directions

Sixty Frames Hack 2.0
8003F4F2 000D
8007913F 0001
D0081084 0008
8003F4F2 0002
Press D-pad up during a problematic cutscene to finish it and regain control.

Edit: New option to fix challenge.

Repaired Challenge Lagfix
D311AE60 FFFF
8003F4F2 000D
D111AE60 FFFF
8003F4F2 0002
Keeps the timer from going too fast in JiggyWiggy's Challenge,hopefully not triggered in other areas.

theboy181
14th August 2015, 01:55 AM
I got the angrylion running without the code,then turned it on,which caused the video to stop,so I then changed it back to 020D,and the game was still running,then I tried 0D0D which had the game still running.
YAY!

Try this one...

Sixty Frames Hack
8003F4F2 000D
8007913F 0001

It may need and can have a toggle button to switch back to the 02 value,and you can bypass the cutscene softlocks while on Counter Factor 2 with this code!!!
I did it after getting the alien escape softlock (JRL) and switched to 02 then to the 0D value,and the cutscene played (rather oddly) thus allowing me to regain control! :D

A button activator...

D1081084 00xx
08,04,02,01=D-pad Directions

Sixty Frames Hack 2.0
8003F4F2 000D
8007913F 0001
D0081084 0008
8003F4F2 0002
Press D-pad up during a problematic cutscene to finish it and regain control.

I may be misunderstanding the signifigance of this hack. Can you explain what it does differently ?

theboy181
14th August 2015, 02:09 AM
Any Hope for Shadowgate64?

retroben
14th August 2015, 02:57 AM
Hard to explain...
The way this hack works is that the particular 020D value seems to be a universally used one for all of the games,and the way my code is set up for Banjo-Tooie is to fix the cutscene softlocks by reverting the Counter Factor conditions so that it drops frames causing the game to react and resume the next step of the stalled/softlocked cutscene.
The cutscene softlocks are moving ones,meaning the game did not even freeze.
When on 0D,the fps should be a consistent 60fps max aside from system lag on an actual N64,but at least it will be smooth.

By the way,a Banjo-Kazooie (U) (V1.0) version for actual consoles,provided it works.

Sixty Frames Hack
80275C92 000D
D23835D7 0007
802808DF 0001
D03835D7 0007
802808DF 0002
Forces the main TTC area on 30fps to hopefully avoid the freezing issue.

It uses the level number to change the fps as a sacrifice to make the game run hopefully freezeless at 60fps.
I may try on Mupen64Plus AE sometime sooner or later.

Edit: If it still freezes from the other rooms,I will come back and add those to the code as well.

Edit2: Here is one for the 1.1 version of Banjo-Kazooie as an incentive to have someone test it on an actual console.

Sixty Frames Hack
80274A92 000D
D23827F7 0007
8027F71F 0001
D03827F7 0007
8027F71F 0002
For the 1.1 version.

I still just can't get a result on Shadowgate 64,sorry. :(

Donkey Kong 64 (U)

Framerate Fix?
8000EFD2 000D
Not sure if this works on console,but it makes a Counter Factor of 6 run smoothly when emulated.
If this game even allows one Gameshark code with an actual console this one should stop lag unless the console is the culprit in some way.
Too bad there is no 60fps code.

theboy181
14th August 2015, 03:31 AM
Hard to explain...
The way this hack works is that the particular 020D value seems to be a universally used one for all of the games,and the way my code is set up for Banjo-Tooie is to fix the cutscene softlocks by reverting the Counter Factor conditions so that it drops frames causing the game to react and resume the next step of the stalled/softlocked cutscene.
The cutscene softlocks are moving ones,meaning the game did not even freeze.
When on 0D,the fps should be a consistent 60fps max aside from system lag on an actual N64,but at least it will be smooth.

By the way,a Banjo-Kazooie (U) (V1.0) version for actual consoles,provided it works.

Sixty Frames Hack
80275C92 000D
D23835D7 0007
802808DF 0001
D03835D7 0007
802808DF 0002
Forces the main TTC area on 30fps to hopefully avoid the freezing issue.

It uses the level number to change the fps as a sacrifice to make the game run hopefully freezeless at 60fps.
I may try on Mupen64Plus AE sometime sooner or later.

Edit: If it still freezes from the other rooms,I will come back and add those to the code as well.

Edit2: Here is one for the 1.1 version of Banjo-Kazooie as an incentive to have someone test it on an actual console.

Sixty Frames Hack
80274A92 000D
D23827F7 0007
8027F71F 0001
D03827F7 0007
8027F71F 0002
For the 1.1 version.

Good Job!! I like the use of your knowledge of this ROM! too bad that 60FPS cant be achieved with this game in TTC. do the demo's have a similar LEVEL ID that could be used to force 30fps too?

You say 020D seems to be universal. Do you mean for the Banjo series, or other games too ?

retroben
14th August 2015, 04:09 AM
The demos utilize the same address,but the 07 Level ID is never used.

All games seem to have it,but unfortunately some games just run way faster instead of doing the desired effect.
You could give me a list of games that drop frames so I can make them play smoothly throughout the entire game like an emulator does on a Counter Factor of 1.
For example,Super Mario 64 is said to lag,and seen lagging at the sub on SGDQ when they did a 120 stars run.

Super Mario 64 (U)

Lag Fix
803350C2 000D
Should hopefully fix the Boarding Bowser's Sub lag issue.

YAY! An easy way is to use a Counter Factor of 6 to find these. :D
They are always found near other results in the 2 position.
The best part about these is that games load stuff faster.
Tell me other games you know that have frame drops or "lags" in them,and I will find their 020D value for fixing it.

theboy181
14th August 2015, 04:15 AM
I think that revolt could be a candidate for this.

retroben
14th August 2015, 04:21 AM
Darn,sorry,I forgot to mention I tried Revolt and the game ran way too fast. :(
No luck with that game.
Sadly other games that have a 60fps default may have the same fate.

The kind of games I am looking for are the ones that drop frames and/or lag on the console while they stay at consistent framerates when emulated using a Counter Factor of 1.
So,knowing they drop frames/lag on the console can help me to test that point of the game emulated while on CF=1 to see if it does not lag,that way I can find the right 020D value to change for that game if it shows consistent fps compared to the known lag on an actual console.

theboy181
14th August 2015, 04:28 AM
PK sp what was the Goldeneye variant of this code?

retroben
14th August 2015, 04:33 AM
But Goldeneye 64 ran at 60fps on console and dropped frames the same exact way as an emulator does on CF=1 though,right?
The 020D value for it also made it run way too fast.
No way to tackle this game in that fashion.

theboy181
14th August 2015, 04:35 AM
But Goldeneye 64 ran at 60fps on console and dropped frames the same exact way as an emulator does on CF=1 though,right?
The 020D value for it also made it run way too fast.
No way to tackle this game in that fashion.

I believe so..

So what type of game do you think would take advantage of this type of hack?

theboy181
14th August 2015, 04:45 AM
Conkers Bad Furday starts at 60 FPS then drops to 30 when you first load the ROM. Have you checked this are for a 60FPS hack?

theboy181
14th August 2015, 05:09 AM
DKR has quite a few slow downs. Will this fix it ?

retroben
14th August 2015, 05:19 AM
I am at the end of a week and can't check now,sorry.
Unless friday is a lucky day again,you'll have to wait until Sunday for me to be able to do something.

If you tell me a precise moment where a game lags,I can test that in emulation on various counter factors then provide a code if it doesn't end up with the game going too fast.
Can't do anything until later though.

No luck this time,waiting until Sunday. :(

Edit: Turns out Banjo-Kazooie V1.1 doesn't freeze on TTC with 60fps!!! :D
I completed the whole level in one go and no freezing ever occurred.
Have fun with the 1.1 version of the game,but you won't be able to cheese the termite mound.

Sixty Frames Hack (V1.1)
80274A92 000D
8027F71F 0001
Works fine on TTC.

retroben
16th August 2015, 08:35 PM
Can someone make a mod of 1.6 with memory viewer and cheat search so I can actually run Zelda without the DAMN pause errors/crashing! :mad:

It sucks that it is the only version that works right while not having the extremely useful memory viewer.
(yes,I tried 2.2.0.3 but got the same issue,also noting savestates DON'T work,as Banjo-Tooie had a virtual call error when trying to load a savestate,crashing the emulator)

Anyway,here is the lag fix address for the 1.0 version of Zelda OOT...

Lag Fix
80007EC2 000D
Should hopefully work on actual console,tested with angrylion's RDP without freezing.

And here is one for Majora's Mask (U)...

Lag Fix
8009B252 000D
More places to test this in like a certain horrendously laggy temple.
A common place for this address type is before a lot of 80xxyyyy values indicating locations to various things.

theboy181
16th August 2015, 09:20 PM
Can someone make a mod of 1.6 with memory viewer and cheat search so I can actually run Zelda without the DAMN pause errors/crashing! :mad:

It sucks that it is the only version that works right while not having the extremely useful memory viewer.
(yes,I tried 2.2.0.3 but got the same issue,also noting savestates DON'T work,as Banjo-Tooie had a virtual call error when trying to load a savestate,crashing the emulator)

Anyway,here is the lag fix address for the 1.0 version of Zelda OOT...

Lag Fix
80007EC0 000D
Should hopefully work on actual console,tested with angrylion's RDP without freezing.

And here is one for Majora's Mask (U)...

Lag Fix
8009B252 000D
More places to test this in like a certain horrendously laggy temple.
A common place for this address type is before a lot of 80xxyyyy values indicating locations to various things.

Please explain the nature of this hack further. What do you mean lag fix? I have an everdrive and could test these codes soon as I understand what I am looking for.

What is the concept?

retroben
16th August 2015, 10:45 PM
An actual console has points where games will slow down,drop frames,lag,or all at once.
That's the cycle rate changing,an example is SM64 with Bowser's Sub.

The console has what emulators use named Counter Factor.
(CountPerOp if using Mupen)
The actual console is possibly more complex with the cycles from it.
I don't understand how it works myself,but knowing the value is common in all games,I can manipulate it to remove dropped frames and lag.
The reason I chose 0D0D to replace 020D is because Banjo-Tooie was the strongest offender for dropped frames along the lagging since even using Bill Drill or Clockwork eggs while a lower value is used,it still dropped and lagged,then trying 0C as a value,it stopped doing frame drops and lag,but after you mentioned angrylion's RDP not running it,I tried 0D as a value to great success.
It also greatly speeds up area load times,try Cloud Cuckooland's entrance for a short 3 seconds instead of much longer.

Edit: In some situations,the game can still slow down,but with the codes,they actually make the game stay smooth instead of dropping the frames,though this makes them a bit slower.

theboy181
16th August 2015, 11:06 PM
An actual console has points where games will slow down,drop frames,lag,or all at once.
That's the cycle rate changing,an example is SM64 with Bowser's Sub.

The console has what emulators use named Counter Factor.
(CountPerOp if using Mupen)
The actual console is possibly more complex with the cycles from it.
I don't understand how it works myself,but knowing the value is common in all games,I can manipulate it to remove dropped frames and lag.
The reason I chose 0D0D to replace 020D is because Banjo-Tooie was the strongest offender for dropped frames along the lagging since even using Bill Drill or Clockwork eggs while a lower value is used,it still dropped and lagged,then trying 0C as a value,it stopped doing frame drops and lag,but after you mentioned angrylion's RDP not running it,I tried 0D as a value to great success.
It also greatly speeds up area load times,try Cloud Cuckooland's entrance for a short 3 seconds instead of much longer.

Edit: In some situations,the game can still slow down,but with the codes,they actually make the game stay smooth instead of dropping the frames,though this makes them a bit slower.


I'm sure that the games were setup this way to fight the slow downs. so this code would just slow the game to a crawl which could be just as annoying as the loss of frames.

I think that Marshal stated that he OC'd a console and ran hacks like these to find that the RAM was the issue with the console.

We are still waiting for some person to install a lower latency RAM that can actually make these type of hacks worthwhile.

Marcelo_20xx
17th August 2015, 01:26 AM
I don't know if that is even possible, as far as I know there is no 1.6 source

retroben
17th August 2015, 02:10 AM
Apart from OC'ing it,there was also someone who made a 12MB expansion "work" kinda.

DaMan69
17th August 2015, 06:57 AM
1.6 was leaked years ago.
code.google.com/p/project64

Marcelo_20xx
18th August 2015, 02:11 AM
@retroben
This code is the cause for the PAUSE menu crash on OoT 1.2:
801DAE8B 0002 //Subscreen Delay Fix

If you are using 2.2.0.3 and use VI 2200
Try changing to:
801DAE8B 0004 //Subscreen Delay Fix

No more crashes, also if you want to use older PJ versions, just disable it in the RDB. By the way, did you find a lagfix code for Mario Kart 64, I am sure this game drops frames in at least DK Jungle Park and Yoshi's Valley...

retroben
18th August 2015, 10:05 PM
I would like to have someone with an actual console plus Gameshark test these in normally laggy and frame drop areas.

Mario Kart 64 (U)

Lag Fix
800EA6D2 000D

ExtremeDude2
19th August 2015, 01:13 AM
Gib mk64 cart plox

Marcelo_20xx
23rd August 2015, 04:42 PM
retroben, I came across this page, the codes fix the lag frame situation, your code act similar? http://tasvideos.org/GameResources/N64/MarioKart64/Patches.html

theboy181
23rd August 2015, 11:44 PM
retroben, I came across this page, the codes fix the lag frame situation, your code act similar? http://tasvideos.org/GameResources/N64/MarioKart64/Patches.html

Great find! This page gives a solution to fix where the game plays too fast in multiplayer!

Thanks for sharing..

It would be neat to see people take the 60 FPS hacks one stage further, and compile an audio plugin that would play at 1/2 the speed. Animation speeds of the various objects would also need to be corrected.

This game plays great now!!

W00t!

retroben
24th August 2015, 12:02 AM
Sorry for not responding,I am fighting yet another stomach sickness.
I tried hastily searching SM64 but had no luck.
ALL it needs is the one or more lines of code to slow down all of the physics so 60fps runs at normal speed! ;)

theboy181
24th August 2015, 12:07 AM
Sorry for not responding,I am fighting yet another stomach sickness.
I tried hastily searching SM64 but had no luck.
ALL it needs is the one or more lines of code to slow down all of the physics so 60fps runs at normal speed! ;)

drool!!!!!

theboy181
29th August 2015, 05:26 PM
I would like to have someone with an actual console plus Gameshark test these in normally laggy and frame drop areas.

Mario Kart 64 (U)

Lag Fix
800EA6D2 000D

Just testing this code on CF=2 (default PJ settings) the game drops to 25 fps during 2player special cup 50cc

What should hte desired result be?

retroben
29th August 2015, 07:28 PM
Could this be a Banjo-Kazooie instance where a frame skipper is implemented?
I wonder if Mario Kart is actually even more demanding than the most intense Banjo-Tooie testing?
(like if I use 7 Kazooie clones at once with the lag fix code enabled)

Try using 0F as a value to see if it bypasses the framedrop.
Or was there an issue for CF=1 on Mario Kart where it STILL doesn't stay at a solid 30fps in some places,ignoring the too fast multiplayer?

Forgot about the other stuff in games,tell me what games take a while to load areas,and I can later attempt lag fix codes for them to see if it shortens the load times.
For example.Banjo-Tooie takes a while to load CCL,even on CF=1,but if the lag fix code is used,it loads quite a bit faster.
Banjo-Kazooie takes a short moment to load areas,but with the lag fix,they load REALLY fast.

Edit: Using audio sync or other audio timing fixes can mess with framerates on some games.

Marcelo_20xx
30th August 2015, 05:54 AM
Ermmm... Widescreen anyone? Here is one for Mario Kart 64 for all modes:

Cheat0=D00DC533 0000,81150148 3FDF,D00DC533 0001,81150148 4060,D00DC533 0003,81150148 3FDF,D00DC533 0004,81150148 3FDF

I tested your no lagfix and CF=1 with my compiled Glide64 plugin and Mario Kart 64 runs beautifully smooth. I haven't experience the 25 FPS that theboy181 is mentioning...

For even a better experience, has anyone tried running this game with the Glide64 variable clip_zmax = 0? It allows to disable the far plane culling which for this particular game works wonders...Just run a test lap on Rainbow Road...

theboy181
30th August 2015, 07:19 AM
Ermmm... Widescreen anyone? Here is one for Mario Kart 64 for all modes:

Cheat0=D00DC533 0000,81150148 3FDF,D00DC533 0001,81150148 4060,D00DC533 0003,81150148 3FDF,D00DC533 0004,81150148 3FDF

I tested your no lagfix and CF=1 with my compiled Glide64 plugin and Mario Kart 64 runs beautifully smooth. I haven't experience the 25 FPS that theboy181 is mentioning...

For even a better experience, has anyone tried running this game with the Glide64 variable clip_zmax = 0? It allows to disable the far plane culling which for this particular game works wonders...Just run a test lap on Rainbow Road...
Theboy is experiencing a drop in fps when the lag fix cheat is applied with any cf greater than one. ;).

This is to be expected with the game as the real he would be as brutal with DK jungle.


Are you able to use GLideN64 plug? Yes it's still a resource hog but when you use the 30fps hack that counters the multiplayer developer hacks. It looks and plays like you would expect.

My question is what does lag fix mean?
On cf =2 and lag fix this doesn't seem to fix the slow downs this game will endure.

retroben
30th August 2015, 07:23 AM
Some games must react differently for whatever reason,even if the fix kinda works.

Marcelo_20xx
30th August 2015, 03:00 PM
I assume the lagfix disables the default frameskip function that every game has as an option by default, some games as retroben stated may use different methods to deal when they need to drop frames (like Mario Kart 64 pacing modifier based on number of players and course complexity)...

But you are right, your lagfix codes make at least totally skip or mitigates any loading the game has...

I don't use GlideN64 for the moment, because as you pointed is a little resource intensive, so I get random pauses here and there every once in a while ( I guess is my video card choking or something, whereas on Glide64Final, for the games I play I don't see any kind of hiccups)...And I almost forgot, GlideN64 doesn't have forced bilinear filtering, which makes any 2D sprites pixelated...

retroben, both Castlevanias are also in need of a Lagfix code, both have long loading pauses and heavy slowdown on some areas...

theboy181
30th August 2015, 05:39 PM
I assume the lagfix disables the default frameskip function that every game has as an option by default, some games as retroben stated may use different methods to deal when they need to drop frames (like Mario Kart 64 pacing modifier based on number of players and course complexity)...

But you are right, your lagfix codes make at least totally skip or mitigates any loading the game has...

I don't use GlideN64 for the moment, because as you pointed is a little resource intensive, so I get random pauses here and there every once in a while ( I guess is my video card choking or something, whereas on Glide64Final, for the games I play I don't see any kind of hiccups)...And I almost forgot, GlideN64 doesn't have forced bilinear filtering, which makes any 2D sprites pixelated...

retroben, both Castlevanias are also in need of a Lagfix code, both have long loading pauses and heavy slowdown on some areas...


So I understand. Does the mario kart lag fix makes the loading portions of the game load quicker? If that's the case when I turned CF=6 there were long delays between tracks still. Would the lag fix just shorten the amount of time it takes?

theboy181
30th August 2015, 05:44 PM
I forgot to ask, but does your widescreen hack you posted work for all player modes?

Marcelo_20xx
30th August 2015, 08:23 PM
Yep, Its an improvement over the first Widescreen code. This automatically check the "Player Mode" and modifies the RDRAM accordingly...

The lagfix coupled with 2.X's VI set to 2200 makes Mario Kart 64 almost skip any loading so often the audio must stop abruptly to keep with the gameplay between loading screens on capable hardware...

retroben
30th August 2015, 09:54 PM
Castlevania (U) (V1.0)

Lag Fix
800A10C2 000D
Too bad this game requires a setting (TLB Unmapping) that makes it chug immensely on older HW,when without the setting it guarantees a random crash.

Castlevania - Legacy of Darkness

Lag Fix
800BA702 000D
It was an 020C instead,but still the same thing in nearly the same area.

Does Castlevania 1.2 not need that setting,or is it even worse?

Edit: It (1.0) gave me a crash message after I closed PJ64 when I stopped testing with TLB Unmapping disabled.

Marcelo_20xx
30th August 2015, 10:12 PM
Both Castlevanias gave me a random crash with TLB unmapping unchecked :( . They ran a little better on PJ1.6. Is there a reason you prefer 2.2 over 1.6 for this particular games? because I had modified a 1.6 core to set the VIs to 2200...

retroben
30th August 2015, 10:48 PM
I am using 1.7.0.50b23 as usual.
The 1.6 version lacks debugging tools like memory viewer and memory search.
Savestates yield a virtual error crash for me on the 2.2 version.

I have a sore throat/cold right now,so don't expect me to respond nearly as fast or to get quick results. :(

Marcelo_20xx
30th August 2015, 11:15 PM
Sorry to hear that, take care...

retroben
15th December 2015, 03:27 AM
Banjo-Kazooie (U) (V1.1)

Fixed Physics (with 60fps)
80274A92 000D
8027F71F 0001
80378181 009A
803781A9 0081
Fixes the clam jump but sadly does not fix faster enemies,looks nearly identical to the half speed and double VI method,though auto demos are broken so avoid viewing the RBB interior demo.

No,I am not typing the 1.0 version because it is useless since 60fps triggers a crash in TTC and clams are only in that stage anyway.

retroben
17th December 2015, 11:10 PM
Look at what I found!

Conker's Bad Fur Day (U)

Sixty Frames
8103B238 0000
Unfortunately in slowmo and still at 30DL/s and also cutscene are desynced.
You'll need to have it at 120VI/s for the full speed effect.

Use these two as well for a consistent fps.

Lag Fix
8102ABA2 0D0D

Framerate Fix
8102BE42 0671

retroben
22nd December 2015, 12:03 AM
Diddy Kong Racing (U) (M2) (V1.0)

Sixty Frame Pace
80126309 0000
80126310 0001
Unfortunately can't find the one for 60DL/s as this is at half rate like Conker.

Diddy Kong Racing (U) (M2) (V1.1)

Sixty Frame Pace
801268A9 0000
801268B0 0001
A quick port just because.