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#331
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PAL would (usually) be 50fps so that request would be even harder if literally that. If you can pull that off for better fps on SM64,it would finally make it more of a perfect game. I had found out that a few addresses trigger 60fps but the game runs too fast. These addresses were technically found in the early years but I ended up with a simpler version that allowed double speed 60fps. This and both Zelda games would be amazing with proper 60fps with correct physics but it has been a travesty of never finding a working solution. SM64 just needs the game to slow down its pace and so does both Zelda games. An alternate result for the Zelda games would be to use the physics breaking address for fps but hack the reads to force 20fps physics in 60fps mode for flawless engine harmony. The problem is how hard this is to accomplish. |
#332
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you can modify the VI_V_SYNC_REG value to the NTSC one for 30fps with black bars in SM64. Its just like setting emulator speed to 120%
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#333
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Would it be possible to enable the ability to run fast with the bunny hood like you can in Majora's mask, but do that in Ocarina of time?
Perhaps with a Gameshark code? |
#334
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I would like to request for a widescreen code for Ocarina of Time JP v1.1
thanks! |
#335
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The US 1.1 code works for it. they are literally the same executable
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#336
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Here is the Bunny Hood code for (U) V1.0 and (U) V1.2 as well.
Sorry for lack of a 1.1 code unless that happens to match the locations of 1.0's code which would mean you could simply use that code on 1.1 if true. Sadly can't set speed any faster because of a forward speed cap. Zelda Ocarina (U) (V1.0) Bunny Hood Makes Link Faster D01DAB7F 0004 811C6EF0 0258 D01DAB7F 0004 811C6EFE 044C D21DAB7F 0004 811C6EF0 0190 D21DAB7F 0004 811C6EFE 0226 D11DB258 40D2 811DB258 4104 Checks if Bunny Hood value is used then changes some values for running speed to make Link faster and otherwise checks if Bunny Hood is NOT active and sets the default values. Should hopefully work without speeding up when using other masks. Edit: Check added to make the speeds closer to how fast it makes Link run on Majora's Mask. Zelda Ocarina (U) (V1.2) Bunny Hood Makes Link Faster D01DB43F 0004 811C77B0 0258 D01DB43F 0004 811C77BE 044C D21DB43F 0004 811C77B0 0190 D21DB43F 0004 811C77BE 0226 D11DBB18 40D2 811DBB18 4104 Same as note above,including the edit. To find the code for other versions,make a few searches for addresses... Its too hard to explain in great detail,we really need some highly informative stock videos for N64 via PJ64 code searching tutorials. Search for 8bits 0x04 when wearing the Bunny Hood and then 00 when not wearing it. The correct address may end with an F so that would be what you append D0 onto for activators and then D2 for alternate activators. The location will usually have a 12 on the left of the active mask byte,so if that is visible at any point,you should have the correct address. After that,search 32bits for 0x00000226 and a result ending in C might be the correct one. To figure these out,you need to view the address in memory but replace the last number with 0 to align it where you should see 01 90 00 00 as the first chunk in the memory location,this is your running animation speed and the part for running speed is at the E of this aligned location if all of these apply to other versions like any PAL version for example. Last edited by retroben; 18th November 2017 at 12:35 AM. |
#337
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Holy cow! This is awesome retroben.
I'll be honest you lost me with the finding it for other versions. Unfortunately I only have Ocarina of Time v1.1 japanese version! Any way they could work for the version I have. I guess I have to try it. I'm using physical cartridges + gameshark v3.3 Thanks! |
#338
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if he ever makes a US 1.1 code it will be compatible with JP 1.1
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#339
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@gamemasterplc
The v1.1 widescreen worked for the japanese cart I have. Thanks for that info! Is this the same case for Majora's mask? v1.0 NTSC U works for v1.0 NTSC J? |
#340
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nope for majoras mask
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