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#81
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Its a nice gesture, but there are several GFX bugs with that hack. I hope that someone takes the time to add the missing animation frames to the models, and sort the camera bugs out.
Loads of work still left for Kaze. I hope that there was enough of a response from the community to have him sort through the issues. |
#82
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Hello to everyone
![]() Can someone make a code to force 60 fps on the game "Tsumi to Batsu - Hoshi no Keishousha" (Sin and Punishment: Successor of Earth) ? Playing this game at 60 fps would be amazing ![]() ![]() EDIT: You can unlock an option (when you complete the game) to play at turbo speed, (the fps meter says 60 fps) but the game goes double speed. It would need a slowdown code to accompany its overly-fastness . Master Code: F1046150 0000 F1046152 0000 Unlock All Options: 81075DD8 FFFF . . Last edited by pepodmc3; 1st May 2018 at 11:04 PM. |
#83
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Now you can see why it never made it to PS3 and Xbox360. Wii U has 1gig of ram compared to Xboxs 512 and PS3 256. PS3 would have 6 cars on track to run at 30FPS.
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#84
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Bad luck,its another one of those games that uses software functions to make it 30fps.
Mega Man 64 is another one of those cases,also seems to appear a lot on many other Japanese exclusive games. You can observe this with the cheats below. TSumi No Batsu - Hoshi no Keishousha (J) Frame Rate Timing Control? 80060C03 00xx 80060C33 00xx 01=Fast 60fps 02=Default (30fps) 03=20fps (makes audio lag,unless correct settings are used,then it becomes a lag removal code with oddball fps inaccuracies) |
#85
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Sin and Punishment and Wave Race at 60fps would be a dream come true…
I have some requests mainly for racing games, since I feel that this is probably the genre that benefits the most from 60fps. Hydro Thunder (this would actually be a very big deal because no version of HT runs at 60fps, even the Dreamcast version is locked at 30fps!) ![]() Extreme-G WipEout 64 Ridge Racer 64 1080 Snowboarding San Francisco Rush 2049 Beetle Adventure Racing Goemon's Great Adventure Star Fox 64 Doom 64 |
#86
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Sin and Punishment - no (hard-coded)
Wave Race - no (hard-coded) Hydro Thunder - revisit (but believe its hard-hardcoded) Extreme-G - Yes WipEout 64 - revisit ( needs pacing hard-coded) Ridge Racer 64 - no (hard-coded) 1080 Snowboarding - no (hard-coded) San Francisco Rush 2049 -revisit - (no luck) Beetle Adventure Racing - Already 60fps Goemon's Great Adventure - no (hard-coded) Star Fox 64 - no (hard-coded) Doom 64- Yes (demo input issues) |
#87
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I recently played this game the past week and can confirm that this is not 60 FPS. This game has a very unstable FPS Rate too. But when it´s stable, then the highest it seems to be under 30 or so.
It would defenitly need a 60 FPS Code. |
#88
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I recently saw the Youtube video of Kaze's 60FPS patch for SM64 and really got impressed at how he achieved this. Sadly there are still minor and some major bugs, mostly visually. The thing is that he uses a bsp patch that cant be applied on anything except the vanilla (U) edition while most of us use the extended version because is simply more easy to mod or hack or cheat or whatever. So though I would like to help and sink hours on helping fix the remaining bugs I cant do anything, there is also no post or dev notes how he did it.
Perhaps our seasoned master cheater Retroben can help us here, the remaining list of bugs in order of importance are: *Glitched effects on the ending sequence (too distracting and the only thing I want to be fixed) *Flickering letterboxing bars at ending sequence (may be easily fixed by applying same method as OoT removing the bars via a cheat code) *Camera Bug at Dire Dire Docks course, when you pass through the underwater tunnel, the lakitu camera just make a 360ºC suddendly change leaving you disoriented for a few secs *Glitched Menu Options subscreens (really really minor, I never use the options in this game so I mostly reporting it for the sake of it) *Half-speed duration for the underwater shell boost item (again really minor but the bug is there) *Some glitched animations here and there, Bowser's fight tail spin at half frame rate, lava bubbles seems static not animated because double speed and some Mario animations still ran at 30FPS Last edited by Marcelo_20xx; 14th March 2019 at 06:34 PM. |
#89
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Unfortunately,I don't know much about SM64's internal workings so I don't have any idea how to tackle those issues because I don't even understand how his 60fps hack works.
All the same for wishing there was an attempt at a 30fps or 60fps hack for Zelda OOT using the same method done in SM64 or something similar since the fast speed is achieved differently on Zelda OOT with 3 addresses that control frame rate regardless of the game's pace which causes a super speed 60fps with working physics but audio bugs when entering some areas if starting at 60fps. A possible solution to fix that would be delaying the 60fps until after you enter an area like lost woods bridge in the day from Hyrule Field but you still don't have the pacing fix via interpolation using ASM hacks. |
#90
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From what I understood he started with the normal 60FPS method that doubles the speed of everything on the game, then he started to correct manually every "entity" on the game to half speed (these are the names of every enemy or interactive object on the level editors for SM64) and finally he "interpolated" some frames of Mario's animation for giving the illusion of 60FPS while at the same time fixing a global timer bug which at first caused that some stars crash the game when generated or picked.
As for the ending bug I suspect it can be fixed by disabling the black rects commands on the ending sequence, because for the few secs of every course they are correctly showed. If you want I can send you a savestate at the ending sequence right before the game draws the black rects so you can disable them... Last edited by Marcelo_20xx; 14th March 2019 at 07:05 PM. |