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#461
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Donkey Kong 64 (U)
Skin Complexion 8000666A 00xx 3F=Pale 42=Default C2=Shiny Another Assy Camera 800068AC 00E7 C7=Default Tilting Camera 800068C0 00E7 May cause mild nausia. Portrait View 800068D0 00E7 Camera Image Freezer (D-pad up/down=on/off) D0014DC4 0008 80006948 0024 D0014DC4 0004 80006948 000C This freezes a static view of the last camera position at the time of viewing. Spazzy Visual Effects 800069F0 00E7 Dust,ammo,and other 2d images freak out. See Effects Through Walls 80006B0A 0044 Waterfalls,items,and other stuff. Gun Aim Fix 80006CB7 0001 Fixes the tiny lines outside of the scope view. Weird View 80006CC4 00E7 Alt Gun Fix 80006CF7 007F Odd Gun Fix 80006D54 00E7 Not sure how this one does it. Painful Audio 80006E6F 0001 The crackling! Cool Echo 80006ECF 0054 50=Default Corrupted Audio 80006F47 002C Finally! The first working corruption code!!! Cartridge Tilted Audio 80006FC0 0024 No crashing! Cool Tilt Audio 80006FC9 0044 Sadly likely to crash,so much cool music,listen to the exit area sound,rolling caused a crash. More Corrupted Audio 80006FD3 00xx Can be changed in realtime! 00=Nice 1C=Neat 20=More 24=Corrupt 28=Default 2C=Another Corrupt Fantasy Audio? 80006FD4 0024 0C=Default Rotated Objects 80008628 00E4 Jail gates can be turned in a way you can simply walk past. Distorted Objects 80008700 00E7 Later past 0x80008700 address. Last edited by retroben; 18th January 2016 at 04:19 AM. |
#462
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Crazy Distorted Objects
80008918 0066 Some collisions are actually real,such as K.Rool's crashed ship being really tall. Lost Orange Bombs 80008A68 0024 They appear far away instead of where you throw. Noisy Static Audio 80008FCF 00FB Later OVER 0x80009000 ND address! |
#463
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Sixty Frames
800093DB 0003 00=Alternate Value (in case other one crashes) Oddly also affects audio unfortunately-ish. Missing Stuff 8000A854 0024 Glitchy bits too. Oversized Stuff 8000AA2F 0004 Object floor collision can even outstretch them. Super Massive Stuff 8000AAAD 0006 02=Default The large platform has REAL floor collision! Oddly Sized Some Areas 8000AB37 0044 K.Rool's ship is really odd. Moving Changing Objects 8000AB38 0066 Very strange. More Massive Insanity 8000ABE4 0066 You can change rock sizes by lifting them with Chunky. More Corrupt Audio 8000ACCF 0008 10=Default May erase save game like many other codes can,so keep a good savestate handy,switch between the values to make other sounds fill the corrupted audio,you can get voices mixed into the music. Another Audio Corrupt 8000ADA3 0000 Similar but some cooler sounds at times. Later past 0x8000B000 address. Last edited by retroben; 20th January 2016 at 03:56 AM. |
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Not a surprise, this game is known to make use of audio to sync somehow.
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#465
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Stuff's Height Oddity Mod
8100BA5A xxxx Also changes unique buildings sizes like Funky's. 3F40=Small 3F80=Default 4000=Big BF40=Small Invert BF80=Invert (odd rotation) C000=Big Invert Real Framerate Mod 80010133 00xx 80010163 00xx Unfortunately can't make it 60fps,includes bad laggy audio on speeds less than 30. Interestingly enough,doubling the VI speed makes audio sound clean again on 15fps to make it 30fps and it also removes lag from the picture taking and oranges,creating a flawless 30 frames! 01=30fps 02=15fps 03=10fps 04=7.5fps? 05=6fps Later past 0x80010520 and 0x80012600 addresses. Last edited by retroben; 21st January 2016 at 04:31 AM. |
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A new thing to do,it seems the real framerate codes are universal style since other games like Super Mario 64 also have it.
So in the fact that it is,I will now go through several games to find their equivalent as exploits for lag fixes,hopefully Goldeneye will run at a full 60fps from it. Edit: It seems to be a great success!!! Goldeneye 007 (U) Half Frames 80027FE3 0002 80028013 0002 Use double VI speeds (e.g 120VI instead of 60VI),don't forget to set the Counter Factor to 1. Might also need VI Refresh Rate underclock to sync the speed,seems a little too fast. Banjo-Tooie (U) Half Frames 800414E3 0002 80041513 0002 Do the same as the previous code says excluding the underclock. Similar oddity,may actually need less than 60VI for some reason. Banjo-Kazooie (U) (V1.0) Half Frames 802773A3 0002 802773D3 0002 Super Mario 64 (U) Half Frames 803359C3 0002 803359F3 0002 For this game too in case someone asks for it. Conker's Bad Fur Day (U) Half Frames 8002BD83 0002 8002BDB3 0002 Super Smash Bros. (U) Half Frames 8003D553 0002 8003D583 0002 Kinda useless for this game IMO. Paper Mario (U) Half Frames 80095973 0002 800959A3 0002 You can use 4 and increase the VI speed even more to compensate,despite being a 30fps game,this one is at 60DL/s on PJ64. Mario Kart 64 (U) Half Frames 800EB3D3 0002 800EB403 0002 Will possibly make multiplayer too fast on Counter Factors higher than 1. Banjo-Kazooie (U) (V1.1) Half Frames 802761F3 0002 80276223 0002 You can use 20 as a value,but it takes a really long time to increase the VI speed using + on the keyboard. Diddy Kong Racing (U) (M2) (V1.0) Half Frames 800E4813 0002 800E4843 0002 Makes character selection too fast and music instruments of it combine at 20 value. Diddy Kong Racing (U) (M2) (V1.1) Half Frames 800E4DA3 0002 800E4DD3 0002 Same issues. SOLUTION FOUND!!! for PJ64. Simply use an audio plugin that syncs audio,and disable Limit FPS in System,also done by pressing F4. Last edited by retroben; 1st February 2016 at 03:13 AM. |
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#468
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Okay,something extra was found out.
Mupen64Plus AE runs at full speed with those codes despite what they do. The reason behind it is because of not having audio sync enabled,so they are even more useful since I don't have to increase the VI speed. I will have to figure out how to get PJ64 to work that way later. The usefullness of these codes is for removing lag without speeding up timers from stuff such as DK64's challenge timers running too fast like they do with the "lag fix" code. So these slow down the games in such a way that the game never hits a moment where the system reacts and drops more frames,looking at DK64 not lagging on the camera film shots or oranges explains this effect. Getting it like it is on Mupen64Plus AE would allow shorter load times with the values set to 20. Using 20 as the values makes Conker and Banjo-Tooie's load times amazingly non-existant,even better than the "lag fix" code load times. Maybe a really high value works even better. ![]() |
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Amazing findings retroben, this would improve the overall experience in those games, if only the N64 didn't have a 30 or in reality, say a 5FPS cap it wouldn't be necessary to go into such troubles in the first place, sigh...
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#470
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Bad news,PJ64 won't let it do what Mupen64Plus AE does with audio,thus the frame rate still moves slow and can't jump high.
I tried using various audio plugins,HLE mode audio,and disabling "fixed audio timing" too,but nothing worked. Such a shame while Mupen64Plus AE handles it so well that it even kills the stutter from GLideN64's 2.0 variant and the loading is non-existant. Super Smash Bros. has incredibly fast loading even compared to the lag fix code. |