#31  
Old 6th August 2015, 01:57 AM
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I confirmed that the rolling rock when you get the 1st sword can be stopped by reading the sign. This would mean that the slow animation code from SM64 could be used to slow down important animations.. might even work for the deku sticks.

retroben.

the code I listed above has some weird effects.. it makes all teh cut scenes play at 20 fps, but the game play is at 60fps..
\
thoughts?
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Old 6th August 2015, 04:40 AM
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So technically it is possible to slow down the CRAWLING animation? that sole thing could make the whole game playable right there! Gonna test ASAP the codes you posted and report back.

One question though, How can I enter those codes? as two batch of codes? or individual lines for each code?
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  #33  
Old 6th August 2015, 07:33 AM
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Terribly sorry about my absence,I got another painful stomach flu/virus,and the more depressive kind.
I am fine now as of this post,but can't do anything yet.
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Old 6th August 2015, 07:38 AM
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Default TEST Mario U v1.0 60fps hack

8129d84e ffff
8133d2d0 3c02
8133d2d2 8034
8133d2d4 8c44
8133d2d6 d3d0
8133d2d8 1480
8133d2da 0004
8133d2dc 0000
8133d2de 0000
8133d2e0 2405
8133d2e2 0001
8133d2e4 1000
8133d2e6 0004
8133d2e8 ac45
8133d2ea d3d0
8133d2ec 2484
8133d2ee ffff
8133d2f0 ac44
8133d2f2 d3d0
8133d2f4 2404
8133d2f6 0040
8133d2f8 03e0
8133d2fa 0008
8133d2fc ac44
8133d2fe d480
810ee060 8033
810ee062 d2d0
812893fe 3f00
8128941a 3f80
81265366 3f80
81265380 4604
812653a8 1000
812653ce 4170
812653ea 4170
81265a5e 4100
812678ea 3f60
8126aa9a 4180
8126aa8a 41c0
8126ab2a 3f40
8126dd16 4170
8126db76 4170
a024810c 0000
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Old 6th August 2015, 07:39 AM
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Quote:
Originally Posted by Marcelo_20xx View Post
So technically it is possible to slow down the CRAWLING animation? that sole thing could make the whole game playable right there! Gonna test ASAP the codes you posted and report back.

One question though, How can I enter those codes? as two batch of codes? or individual lines for each code?
you would create a new code for each set.
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Old 6th August 2015, 07:42 AM
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Quote:
Originally Posted by retroben View Post
Terribly sorry about my absence,I got another painful stomach flu/virus,and the more depressive kind.
I am fine now as of this post,but can't do anything yet.
no problem, i figured something was up. .

I have some of the speeds correct for Mario, but there are a lot of variables that will need to get hacked in order to get it right..

If you are able to figure out more of the animation speed for Mario's other movements I will be able to match them up to 30fps game play.
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Old 6th August 2015, 08:07 AM
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Sorry to hear that retroben, can you please find a time speed modifier for OoT 1.2 if you are in the mood? I found this for the Debug rom:

Time speed Modifier:
8011FB40 xxxx
default 0xA

I want to half the speed of the time advance. Thanks in advance
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Old 6th August 2015, 08:10 AM
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Edit: Nice find! Can't search until 12hours from now. Universal time scale ftw.
Edit3: Zelda's 60fps is a completely different beast,the physics get all messed up,whereas SM64's code just runs faster with unaltered physics.
I was correct when I said the Banjo games technically run at 60fps,that's why the 30fps is so cruddy compared to other 30fps games,just look at DK64 emulated decently with CF=1.

@theboy181: It may take some time,as I am at the end of the week where I lose out on two days.

For the code posted,I reccommend placing the addresses for the codes in numerical order from lowest to highest,and to use caps on all A-F spots,just because it is cleaner and may respond faster.
Edit2: The running is messed up,stopping you from doing front flips and long jumps,and general slowness.
I mentioned that using the sweet spot run acceleration and max speeds turned out perfect,so adjusting jump velocity,height,gravity,and axis speeds would finish the job on that version of the code.

Last edited by retroben; 6th August 2015 at 08:36 AM.
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  #39  
Old 6th August 2015, 08:36 AM
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Quote:
Originally Posted by retroben View Post
Edit: Nice find! Can't search until 12hours from now. Universal time scale ftw.

@theboy181: It may take some time,as I am at the end of the week where I lose out on two days.

For the code posted,I reccommend placing the addresses for the codes in numerical order from lowest to highest,and to use caps on all A-F spots,just because it is cleaner and may respond faster.
Edit2: The running is messed up,stopping you from doing front flips and long jumps,and general slowness.
I mentioned that using the sweet spot run acceleration and max speeds turned out perfect,so adjusting jump velocity,height,gravity,and axis speeds would finish the job on that version of the code.
Do you have a polished version you wish to share?
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Old 6th August 2015, 04:31 PM
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I never had a chance to combine one since the forum's downtime,so no improved version as of yet.
I may just forget it until this Sunday so I can recover from the sickness.
I'm worth nothing when feeling this down from the pain it caused.
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