#121  
Old 18th August 2018, 07:19 AM
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retroben retroben is offline
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Quote:
Originally Posted by demilich View Post
@Retroben

Thanks for the helpful explanation and sharing your updated code. I actually had found your old code on this thread. "My 60fps Compendium"

I'm using your 60fps code on an N64 console and Gameshark, so far no issues with your updated code!
It physically can't maintain 60fps on console in anything besides maybe the menus a few seconds after they load,so there is no particular benefit of using it on a console unless you have some special customized N64 with stable overclocking in the way that it doesn't speed up everything beyond normal speed.
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  #122  
Old 18th August 2018, 08:07 AM
daninthemix daninthemix is offline
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Are there any lag fix / framerate fix codes for Jet Force Gemini? I wonder if these Rare games all use similar frame-pacing code?
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  #123  
Old 18th August 2018, 07:56 PM
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I managed to come up with some kind of 60fps code but with issues in both emulation and possibly other problems I do and don't know about.
(one problem being performance intensity greatly increasing system requirements to sustain full speed)
The game is a mess on recompiler because of requiring protect memory to avoid crashes which prevents you from using codes and,as expected,the crashes can happen if game settings are edited to disable "protect memory" and enabling all other self mods excluding cache and TLB unmapping.

Jet Force Gemini (U)

False Sixty
80002237 0004
81045288 2404
8104528A 0001
Use 200% emulation speed and an overclock/VI Refresh Rate of 3000+,the first line is an audio adjustment which makes it play normal speed audio when using 200% emulation speed and the last 2 lines are a pacing mod which puts it on 60fps pace (half speed due to still technically being 30fps,hence needing 200% emu speed).
Game still technically runs 30fps but at half speed/no skipped frames.

Trivia; Jet Force Gemini was surprisingly built off of Diddy Kong Racing.
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  #124  
Old 24th August 2018, 03:14 AM
zaca11 zaca11 is offline
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would any cheat be possible for that games for 60 fps?
san francisco rush (U)
san francisco rush 2 (U)
san francisco 2049 (U)
Mystical Ninja Starring Goemon (60 FPS in menu) (U)
Mystical Ninja Starring Goemon 2 (U)
Mario party 1, 2 3 (U)
Cruis`n USA (U)
Cruis`n World (U)
Cruis`n Exotica (U)
Bomberman 64 - The Second Attack! (U)
Duke Nukem 64 (U)
Top Gear Rally (U)
Top Gear Rally 2 (U)
Tony Hawk`s Pro Skater (U)
Tony Hawk`s Pro Skater 2 (U)
Tony Hawk`s Pro Skater 3 (U)
Wave Race 64 (U)

Thanks a lot if you can get these codes, sorry for the English, I'm writing for google.
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  #125  
Old 24th August 2018, 07:31 PM
daninthemix daninthemix is offline
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Could you take a look at Shadow Man? It's one of those annoying games that runs at an unlocked frame-rate, but I think with some sort of built-in v-sync because it fluctuates from 60 to 30 fps a lot.

Can you remove the frame-skipping, or if possible lock it to 30fps?

BTW changing the overclock factor causes the game to not read input, so that's not an option.
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  #126  
Old 28th August 2018, 05:32 PM
demilich demilich is offline
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@retroben

Thanks for the clarification on the using 60fps codes. I would imagine this would apply to any 60fps code running on original console correct?
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  #127  
Old 29th August 2018, 03:04 PM
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For the most part on games that already lag anywhere,but they can still be nice for the nostalgic cool slow-motion "just like the matrix" effect instead of being sped up.

Even without 60fps,just limiting a game to run at 30fps regardless of conditions may be nice as well.
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  #128  
Old 30th August 2018, 02:28 AM
zaca11 zaca11 is offline
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@retroben, is it possible to use codes for games that I spoke at 60 fps? Sorry to ask about all these games.
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  #129  
Old 11th September 2018, 08:01 PM
SubCog SubCog is offline
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Waverace at 60fps would be pretty amazing to behold!

I'd love to see the Tony Hawk games as well.
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