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  #481  
Old 27th January 2016, 08:46 PM
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Donkey Kong 64 (U)

Bleeding Color Flickering
805FD153 0010
Switch back to the default to keep some color changes.
14=Default

Radiation Colors
805FD1AB 0004

Another Aiming Scope Fix
805FD36F 00F0

Another Fading Exits
805FD3DB 0034
In case the other code has issues.

Displaced Texture Sizes
805FD6DB 0005
Creepy looking eyes,Chunky looks adorable.

Cutscene Bars Always Active
805FD7DF 0004

Glitched Lighting
805FD7FB 0093
Also,if rolling into some exits,you can break them temporarily by being able to walk around afterward.

Extended Screen Height
805FD9BF 00F4
Sadly not letting it completely fill like you'd want it to.
F5=Top Half Filled/Bottom Mostly Filled

Broken Frame Rendering
805FE589 0004
Also at 15fps to be even more broken looking.

Crazy Boundaries
805FEAE4 2400

Later past 0x805FEB00 address.

Last edited by retroben; 28th January 2016 at 04:26 AM.
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  #482  
Old 28th January 2016, 03:14 AM
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Default Star Fox U 1.1

Any chance you could share a Half Frame code for Star Fox 1.1?
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  #483  
Old 28th January 2016, 03:21 AM
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Here's the 1.0 version's code for reference since I don't have the 1.1 version.

Star Fox 64 (U) (V1.0)

Half Frames
800C3A63 00xx
800C3A93 00xx
01=Default
02=Half
20=Strong

Search on the 1.1 version in 32bits for 0x00190001 at the Nintendo logo and it should be the only two results.

Edit: It actually stays at 00190001 for the entire intro,so it should be easy to find in a search.

Last edited by retroben; 28th January 2016 at 03:24 AM.
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  #484  
Old 28th January 2016, 03:30 PM
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Thanks for the 1.0 code. I used it for testing. I didn't get the desired effect, but was hoping so.

This code is really only good for load times I guess.
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  #485  
Old 28th January 2016, 06:55 PM
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What was your goal with it then?
It really only works well enough on Mupen64Plus AE with audio sync disabled.
A version of the 1964 emulator for Windows can do it too and shows what really happens by displaying 1000+ VI/s which is interesting.

If someone can eventually fix the bone data RDRAM issue for DK64,the half frames code would work even better for it,the code currently increases likeliness of warping out from trees despite removing the frame drops from the picture taking and most orange lags.
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  #486  
Old 28th January 2016, 08:02 PM
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I was hoping the hack would free up some CPU time so explosions didn't bring the game to a crawl while using angrylions RDP. I think it may help a little bit not bought to make explosions nit lag the emulator.
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  #487  
Old 28th January 2016, 08:10 PM
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These codes are not for making the emulator itself not lag,but to make games not lag including the removal of load times and for example,DK64 staying at 30fps when pictures are taken with the fairy camera.

They actually make games MORE performance/CPU intensive and can more likely cause it to slow down.
Paper Mario did on this single core PC with Half Frames maxed out with 20 as the value in the 1964 emulator.
These codes also remove shader stuttering from GLideN64 at least on Android.
Still waiting on the Android port of PJ64 whenever it can be done.
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  #488  
Old 28th January 2016, 09:10 PM
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Donkey Kong 64 (U)

No Enemies or NPCs
805FEBE3 00A4
Fun for exploration including full access to Cranky's,Funky's,and Candy's places with walking around.
A8=Default

Alt No Enemies or NPCs
805FEBF5 0044
Donkey Kong clone does not appear with this one but you can still explore Cranky's Funky Candy.

Respawning Collectables
805FF0A7 002B
May corrupt save,only basics like small bananas and coins and the "quit game" option is there instead of the "exit level" option.

Coin Delivery (D-pad up/down=on/off)
D0014DC4 0008
805FF16F 0020
D0014DC4 0004
805FF16F 0024
Makes a respective coin appear with a task completed jingle for it,gets stuck on the portal doors in an infinite loop until you change it to the default,then it is fine.

Exit Logo Speed
815FF43A xxxx
3D80=Painfully Slow
3F00=Slow
3F80=Default
4480=Instant

Blacked Out Areas
806000E3 0003
07=Default
Unfortunately removes level entrances,try using it with the activator address on Mupen64Plus AE to see if it changes between areas so you can explore levels with it active.

Level Names Are Kamikaze Kremlings
806004A3 0004

Levels Names All Jungle Japes
806004AD 00C7

Sparkling Entrance
80600525 00E4
Pretty sparkles center the screen on every entrance!

Insane Animation Speeds
80600913 0004
8060092B 0004
Crazy fast running and get to a buddy barrel for the silliest stuff!

Later past 0x80601200 address.

Last edited by retroben; 29th January 2016 at 04:34 AM.
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  #489  
Old 31st January 2016, 09:18 PM
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It is with great joy that I present this following code for...

Super Smash Bros. (U)

Frame Speeds Mod
800454B9 00xx
800454BB 00xx
0000=Maybe Better
0101=Default
0201=Half Speed/Default
0102=Normal Speed/One Skip
0301=Slow
0103=Skippy
0303=Slow and Skippy
First line is frame speed,second line is frame skip,it even persists globally.
Now you can semi-TAS around with slower speeds.

Edit: Fix found for "Half Frames" code on PJ64.
Simply use an audio plugin with audio sync checked in that plugin and disable Limit FPS to keep full speed.
Edit2: Unfortunately not working on 2.x builds for some stupid reason.
Also still getting stuttering from the emu itself on the 1.7 version despite using Rice with Banjo-Tooie,why is it stuttering so badly since there is no shaders behind this plugin?

Last edited by retroben; 1st February 2016 at 03:40 AM.
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  #490  
Old 2nd February 2016, 02:52 AM
darkludx darkludx is offline
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Quote:
Originally Posted by retroben View Post
Super Mario 64 (U)
Half Frames
803359C3 0002
803359F3 0002
For this game too in case someone asks for it.
SOLUTION FOUND!!! for PJ64.
Simply use an audio plugin that syncs audio,and disable Limit FPS in System,also done by pressing F4.
Thanks for this, retroben.
Your SM64 Half Frames GS Code works very well, almost no load time for the levels.
Is time to play some Super Mario 64 Hacks!!!

Do you have a Half Frames GS Code for Ocarina of Time?

Edit:

Your SM64 Half Frames GS Code is working here:
EmuCR-Project64-20151226-x86 and EmuCR-GLideN64-20151217

Go to Options>Configure Graphics Plugin>Emulation Tab>Buffer swap mode: On VI origin change
or Buffer swap mode: On color buffer change>OK

Seems that works better on Buffer swap mode: On color buffer change

What a wonderfull code!!!

Last edited by darkludx; 2nd February 2016 at 06:13 AM.
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