#31  
Old 23rd March 2017, 11:52 PM
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Default 60 FPS all modes

MK 64 (WIP 60 FPS hack)

81001890 2419
81001892 0001
81001894 2419
81001896 0001
80000FE3 0000
800014CF 0001
81001C90 240A
81001C92 0001
81001C94 240A
81001C96 0001
81001A38 2409
81001A3A 0001
81001A3C 2409
81001A3E 0001
80122CBB 001C or 0003C (not confirmed)

Thanks to retroben, Nintendo VC, and Sullivan - the 60FPS codes finally get their spotlight.

There are still places that the pacing needs to be addressed, and I am hoping that some debugging will eliminate some of the length of this code.

End credits, and winning cup play at double speed.

Great day to be interested in 60FPS cheats!! retroben ROCKS!!
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Last edited by theboy181; 24th March 2017 at 07:36 AM.
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  #32  
Old 25th March 2017, 05:52 AM
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Another miracle just a day after MKart,now DKR has 60fps!

Diddy Kong Racing (U) (V1.0)

Sixty Frames
80079A2B 0003
May freeze at some points,physics can get wonky with slopes on both codes.

Alt Sixty Frames
80079A2A 0003
A friend informed me this didn't freeze.

Diddy Kong Racing (U) (V1.1)

Sixty Frames
80079E7B 0003
Same but for 1.1 as the primary test version.

Alt Sixty Frames
80079E7A 0003
Same as above notes.
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  #33  
Old 29th March 2017, 04:16 AM
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Mickey's Speedway USA (U)

These require Counter Factor 1 to work properly.
I recommend setting the VI Refresh Rate to 2200 or 3000 for a smoother experience.

Sixty Frames (simplified)
8003137F 0004
800D2F9C 0001
Sadly prone to crashing normally,needs Interpreter to avoid the known crashes.

Sixty Frames (smoother?)
8003137F 0004
80033E0B 0000
8007A24B 0001
800D2F9C 0001
Also prone to the same crashes,so use Interpreter to avoid those.
Forces pacing to run closer to frame-by-frame instead of going faster on lag.
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  #34  
Old 30th March 2017, 03:02 AM
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I am RETROBEN!

Turok Dinosaur Hunter (U) (V1.0)

Sixty Frames
8000A13F 0001
8000A2FF 0001
8000A68F 0001

Turok 2 - Seeds of Evil (U)

Sixty Frames
80087CE7 0001
80087D6B 0001
80087E3B 0001
80087F37 0001
80087FBB 0001

Turok 3 - Shadow of Oblivion (U)

Sixty Frames
8008590B 0001
800859D7 0001
Seems Turok 3 doesn't use 20fps.

Honorable mention:

Monopoly (U)

Double Frames
8002ADAB 0001
Sadly only 30fps when playing but at least its not the SLOW 15fps rate.

Edit: Turok 2 multiplayer fix added.

Last edited by retroben; 5th October 2017 at 07:09 PM.
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  #35  
Old 4th April 2017, 01:53 PM
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On your next 60fps code hunt, could you look at Body Harvest? It runs at 20fps in game, 60fps on the title/intro.
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  #36  
Old 4th April 2017, 08:29 PM
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Sorry,I have actually been trying that game for a while,but the best I could get was one that runs too fast as per usual with many games.

But its a cheap hack with five lines changing a set of 03E00008 to 03E00004 in order to make it work,will edit the post sooner or later with that code for testing...

Edit:

Body Harvest (U)

Sixty Frames WIP?
8001B48F 0004
8001B497 0004
8001B49F 0004
8001B4A7 0004
8001B4AF 0004
Too fast but looks nice I guess.

Last edited by retroben; 4th April 2017 at 08:55 PM.
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  #37  
Old 5th April 2017, 02:03 PM
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Doesn't work in Project64 2.4 here, FPS still stuck at 20 in game.
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  #38  
Old 5th April 2017, 04:57 PM
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If "Protect Memory" is on,try disabling that on 2.4,as 1.7 defaults to it being off and that option kills ASM code access for some reason.

Otherwise,try Interpreter to see if anything looks different,or I assume you are already on Interpreter because of the collision issues this game's emulation is known for.

Edit: I am able to activate/deactivate it in real-time via memory viewer on 1.7 when on Recompiler by changing one of the 04s to 08 and back again,so its seems to most likely be another case of Protect Memory being on.

Last edited by retroben; 5th April 2017 at 05:00 PM.
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  #39  
Old 5th April 2017, 05:06 PM
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Quote:
Originally Posted by retroben View Post
If "Protect Memory" is on,try disabling that on 2.4,as 1.7 defaults to it being off and that option kills ASM code access for some reason.

Otherwise,try Interpreter to see if anything looks different,or I assume you are already on Interpreter because of the collision issues this game's emulation is known for.

Edit: I am able to activate/deactivate it in real-time via memory viewer on 1.7 when on Recompiler by changing one of the 04s to 08 and back again,so its seems to most likely be another case of Protect Memory being on.
Protect Memory is off by default in 2.4.

I'm not using Interpreter as game is 99.99% perfect collision with GLideN64 since about 3 weeks (Interpreter never helped anyway). I got upto America level without any problems with collision detection. Get the latest WIP here, and it's finally fully playable. No more collision detection problems.
https://github.com/gonetz/GLideN64/i...ment-291160301

The only option I've changed is FAT off. I'm using my own build of Azimer's new audio code with an added option to disable audio thread sleep, which really helps the 60fps hacks be much smoother video with Intel graphics. I check all options in audio plugin. You can try my build here. FAT must be off for body harvest.
https://www.dropbox.com/s/czgzz9z14e...Audio.dll?dl=1

Last edited by Frank74; 5th April 2017 at 05:26 PM.
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  #40  
Old 6th April 2017, 12:18 AM
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I literally just added the code and it works upon starting the game with it already enabled and not changing a single setting other than enabling debugger which I had disabled for some reason.
Also tested with debugger disabled and after closing then re-opening it first.
Really not sure why its failing for you unless you enabled the code with the game already running which is what any later PJ64 version despises.

You will need to enable the code from "edit cheats" in order to make sure it works as intended.
Its not gonna be full 60fps because of lag and its too fast for normal gameplay speeds.
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