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  #1  
Old 18th July 2013, 09:56 PM
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retroben retroben is offline
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Default Banjo-Tooie no frameskip gameshark code!

I have found the code that sets the frameskip in Banjo-Tooie (U).

Here it is.

No Frameskipping
8007913C 0080

You can find it by searching equal to... 0/4 before/after getting hurt in the cloud-cuckooland cheese room.

I used this cheat in the emucr leaked v1.7.0.50 b23 (yes,I know 2.0/2.1 is out).

Edit:IT ALWAYS WORKS!!!!!

UPDATE:Many new codes!

master
81092BE0 0804
81092BE2 8000
81120200 03E0
81120202 0008

Never Slide On Slopes
81120000 3C0E
81120002 0000
81120004 AC8E
81120006 07C8
Requires the master code.

Other codes that require the master code like this one are on pages 12 and higher.

Last edited by retroben; 19th February 2014 at 11:47 PM. Reason: AWESOMENESS!!!
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  #2  
Old 18th July 2013, 10:16 PM
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Frame skipping?

Like, that option in Rice's Video Plugin that says "Skip frame", for skipping every other video drawing frame?

I'm amazed you can actually have a GS code for something like that lol, if I'm reading you properly.
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  #3  
Old 19th July 2013, 12:52 AM
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Quote:
Originally Posted by FatCat View Post
Frame skipping?

Like, that option in Rice's Video Plugin that says "Skip frame", for skipping every other video drawing frame?

I'm amazed you can actually have a GS code for something like that lol, if I'm reading you properly.
Banjo-Tooie has an internal frame skipper,which means it gets choppy in large levels.
This crappy frame skipping is well known on the actual physical game in your N64 console when talon trotting in jinjo village with Super Banjo enabled.

This code's hex address is very close to the beta devil bottles code found by RWP.
If you ever entered the CCL cheese room on PJ64,you would notice very fluid skipless animation,at least until you get hurt on the spiked onion,which causes the frame skip to be set to four (how I found the code).

I recommend using the old 1.5.2 Jabo D3D plugin for flawless 60fps.
The code also works on v1.6 of PJ64,it runs even smoother than 1.7.
Add/enable the cheat in the BT's edit cheats context menu then start the game,and you will notice how smoothly the title sequence moves.
It will also be extremely noticable in Banjo's house,and whenever you get launched by a CCL flower.

If you want to,you can set it to any higher number like 9 to make it look like your computer sucks at emulation.

This code improves the overall playability of Banjo-Tooie.

I would love to see someone make a YouTube video of this Gameshark code in action on an actual N64 console,if there is anyone that has Banjo-Tooie and an N64 gameshark willing to make that video.

Or at least someone make a video of it in action in PJ64.
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Old 19th July 2013, 01:14 AM
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Also have you tried setting the pointed address value to 0x99999999, or 0x9999, instead of just 9 at the lowest byte, to make sure the cheat code is targeting only an 8-bit field instead of maybe a 16-bit one?
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  #5  
Old 19th July 2013, 03:41 AM
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???

I think 09 would make it skip nine frames in one digit.

I am sure there is only one digit space for this code to work on since the next byte on the right is normally an eighty like so--->04 80 ## ##

LOL byte,and right
I am rhyming!

*me making dummy voice*--->duugh me coonfewsd uhbowte poynter theeng yuu arr tawlkeeyng uhbowte.

All I can say is that the code works perfectly fine for me in its current state.

Please tell me about your experiences with it after you try it out.

To me,with the code on,it looks like
a high end,fast motion w/machine guns,First Person Shooter game.

I can't think of any specific game with smooth high speed gameplay.

Fact?:Banjo-Kazooie does not have BT's frame skipping issue.
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Old 19th July 2013, 09:18 AM
Tasoulis Tasoulis is offline
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Wow... this actually works indeed! I just put that code in PJ v2.1 with Glide and checked fps counter to see the exact frame rate and... BAM! 60fps! (in fact, fps counter isn't needed, anyone can see it with his own eyes how smooth it actually is)

Problem is, my computer is a Pentium 4 3.0ghz so after the title screen (which runs at 60fps) the rest of the game runs in slow motion and my CPU at 100% but i still get 40-50fps from the game. Which means if my computer was faster, i would definitely get 60fps.

This is awesome and i wonder if this can be done in other games. I know that Goldeneye and Perfect Dark can be run at 60fps using 1964 ultrafast, so i am thinking that maybe something similar can be done with a gameshark code? And what would happen if someone sets this code on a real N64? I don't think it would work since the frame limit was there in the first place because the console can't handle smoother frame rate with this game and its there to maintain the frame rate at a steadier, but lower frame rate with no huge ups and downs. Also, do you know if this messes up the timing in the game overall (time limit games, etc)?

Anyway, great job Retroben. This is indeed very interesting.


Quote:
Originally Posted by retroben View Post
I can't think of any specific game with smooth high speed gameplay.
You mean on the N64? At 60fps? F-Zero X is the only one i know.

Last edited by Tasoulis; 19th July 2013 at 09:29 AM.
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Old 19th July 2013, 01:52 PM
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Quote:
Originally Posted by retroben View Post
???

I think 09 would make it skip nine frames in one digit.

I am sure there is only one digit space for this code to work on since the next byte on the right is normally an eighty like so--->04 80 ## ##

LOL byte,and right
I am rhyming!

*me making dummy voice*--->duugh me coonfewsd uhbowte poynter theeng yuu arr tawlkeeyng uhbowte.
I don't mean from left-to-right.

I mean from right-to-left.

MIPS is a big-endian machine, so your code:
8007913F 0000
writes 8 bits, 0x00, to *(DRAM + 0x07913F).

However, this is an un-aligned byte address.
It's very likely that 0x7913E is also part of the data segment you're writing to.

So if you set 0x07913F to 0x00, it does not always guarantee frame skip is set to 0.
If you set 0x07913E to 1, 2 or whatever, then it's 256 TIMES the value at ...3E, plus whatever you put in 3F.

I haven't had a chance to try out the code yet since I'm not at my home computer, but I'll try it eventually. Good work regardless.
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Old 20th July 2013, 01:33 PM
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Wally123 Wally123 is offline
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Quote:
Originally Posted by retroben View Post
I have found the code that sets the frameskip in Banjo-Tooie (U).

Here it is.

No Frameskipping
8007913F 0000

You can find it by searching equal to... 0/4 before/after getting hurt in the cloud-cuckooland cheese room.

I used this cheat in the emucr leaked v1.7.0.50 b23 (yes,I know 2.0/2.1 is out).

Edit:IT ALWAYS WORKS!!!!!
Did you try Right Clicking on the game, clicking on Edit Game Settings, and then uncheck the box next to "Fixed Audio Timing"? That might dissolve the frame skipping issue a bit.
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Old 20th July 2013, 05:12 PM
Tasoulis Tasoulis is offline
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Quote:
Originally Posted by Wally123 View Post
Did you try Right Clicking on the game, clicking on Edit Game Settings, and then uncheck the box next to "Fixed Audio Timing"? That might dissolve the frame skipping issue a bit.
"fixed audio timing" and all the other options and settings in the menus, help a game to reach its maximum VI/s. When you reach the maximum VI/s (60 for US and 50 for PAL roms) you get the maximum frame rate a particular game has (the frame rate you get on the real N64). Most games have maximum frame rate of 30fps (so you get 30fps at 60VI/s). Only F-Zero X runs at 60fps (60fps at 60VI/s). Some run lower than 30, like the Zelda games (20fps at 60VI/s). Banjo Tooie also runs at a sub 30fps with some ups and downs. Normally, you can't increase the maximum frame rate a game has.

This particular gameshark code however does exactly that for Banjo Tooie. It changes the game's default behavior and actually unlocks the maximum frame rate so you can actually run it at 60fps (60fps at 60VI/s) if your PC can handle it, in the same way F-Zero X runs at 60fps normally. Its the only code i've seen that has such a huge effect in any game. Normally, i believe that you need to heavily mod a rom in order to achieve something like that or use a hacked emulator to exploit a couple of games that have their frame rate unlocked (like Goldeneye and Perfect Dark). You can play these games at 60fps using 1964 ultrafast.

The only other option i know that slightly improves frame rates is counter factor. By setting it to "1" some games will benefit and have a steadier frame rate. But still, it wont increase the maximum "locked" frame rate, it only improves slowdown a bit, mostly on RARE's games.

If you want to check a game's actual frame rate (not VI/s) you can enable the option in the Glide graphics menu.

Last edited by Tasoulis; 20th July 2013 at 05:31 PM.
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  #10  
Old 20th July 2013, 11:03 PM
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I know that smash bros. 64 has 60fps in the info bar on pj64,but I am unsure if it truly runs at 60fps.

I think it runs perfectly smooth as it is.

Also,the code only uses one byte
obviously--->8007913F 00xx
xx=number of frames skipped

Has anyone that can run BT at a constant 60fps
with Jabo 1.5.2 D3D6 tried using Daddy T-Rex in Terrydactyland yet?

My computer only has one core and has been through a lot.

Compaq Presario Desktop
2GB RAM
Nvidia Geforce nforce 430
AMD Sempron Processor

I have registry speedhacks (RAM access speed hack,program open time speedhack,and etc.),overclocked RAM chip,overclocked Processor,and slightly overclocked GPU driver.

All of this gets me perfect full speed 60fps/60VI on Banjo-Tooie.

I still hope to see someone post an HD YouTube video of a Banjo-Tooie cartridge running in an actual N64 while using the no frame skipping code in a gameshark cartridge preferably using any analog/non-digital television (analog TVs have smoother/skipless response time than most digital TVs according to Game Grumps).

If anyone knows anybody with these things that can make this video please tell them about it so we all see how much more awesome Banjo-Tooie can really be.

I just hope it works on the console.
If not,you can get a button activator and hold it the entire time after getting past the save files.

Otherwise,I will have to search for a decent "the game is playing" code to use as an activator.

This is a long reply,I have some other codes that I will post in a bit.
I found two codes that tell the game to instantly pause/unpause physically/visually.
You can even have it "paused and still unseeingly move banjo to another spot while it is "paused" LOL.

I also once found an action modifier,but sadly it is a pointer code that needs the not yet made pointer or pointer engine.

If someone is good at making gameshark pointers or pointer engines on N64 games mainly BT,you could help out after I find some well known action numbers and list them on here so they can be easily found again and again in debugger memory search.
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