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  #461  
Old 17th January 2016, 09:23 PM
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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.
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  #462  
Old 19th January 2016, 03:51 AM
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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!
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  #463  
Old 19th January 2016, 08:53 PM
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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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  #464  
Old 20th January 2016, 01:22 PM
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Quote:
Originally Posted by retroben View Post
Sixty Frames
800093DB 0003
00=Alternate Value (in case other one crashes)
Oddly also affects audio unfortunately-ish.
Not a surprise, this game is known to make use of audio to sync somehow.
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  #465  
Old 20th January 2016, 11:09 PM
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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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  #466  
Old 21st January 2016, 04:57 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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  #467  
Old 21st January 2016, 07:18 AM
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Quote:
Originally Posted by retroben View Post
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.
What benefits are you getting from these cheats? please explain.
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  #468  
Old 21st January 2016, 08:13 AM
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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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  #469  
Old 21st January 2016, 06:50 PM
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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  
Old 21st January 2016, 08:56 PM
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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.
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