#41  
Old 6th August 2015, 06:33 PM
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Default Banjo Kazooie (U) (v1.0) 60FPS hack TESTING

Hey Guys,

I stole this idea from the Dolphin 60fps hacks and its needs some testing

enable cheats and use this code:

Slow Motion 1/2 Speed
81371E20 3F00

Per Game Settings:

CF=1
VI refresh rate=2200
Fixed audio timing=off
sync using audio=off

Audio Plugin = no sound ( this is due to the sync to audio issues that occure with most plugins, and the audio will be too fast)

project64.rdb entry addition:

add this line to the RDB for the correct ROM "Banjo-Kazooie (U) (v.10)"
screenhertz=120

EDIT: retroben has stated that this didnt work for him either, but I am unsure of what version of PJ he is running. retroben has stated that you can use the -/= sign to adjust the VI/s by 5 to acheive the 120 hertz too.


This will double the frame rate and maintain the correct animation speeds. I tested the clam animation jump heights, and they were all correct. No crashing on their stage either.

NEXT STEP:


1.) Find a code that changes the pitch and frequencies of the audio, or have a developer implement these things to their audio plugin.

2.) Find other games that have slowmotion codes to exploit the 60fps hacks.



Please let me know if anyone is able to finish the game with this exploit.

If you don't mind the sound being too fast you can use some plugins with the auto sync functions turned off. Just turn on FAT=1
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Last edited by theboy181; 10th August 2015 at 01:25 AM.
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  #42  
Old 6th August 2015, 10:28 PM
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Interesting, sadly 120hz is a Jabo plugin only feature and I only use the Glide64Final plugin...

I have the time speed modifier for OoT 1.2 adjusted to the 30FPS mode in case anyone wants it:

D10F1C90 000A //If value=000A at address 0F1C90 then execute following line
810F1C90 0005 //Speed Time Modifier (default 000A)

Worth noting is that these codes needs Protected Memory off, you can play in selfmod "Start Changed" though I did not run extensive testing of this selfmod mode

Last edited by Marcelo_20xx; 6th August 2015 at 10:36 PM.
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  #43  
Old 7th August 2015, 01:47 AM
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Quote:
Originally Posted by Marcelo_20xx View Post
Interesting, sadly 120hz is a Jabo plugin only feature and I only use the Glide64Final plugin...

I have the time speed modifier for OoT 1.2 adjusted to the 30FPS mode in case anyone wants it:

D10F1C90 000A //If value=000A at address 0F1C90 then execute following line
810F1C90 0005 //Speed Time Modifier (default 000A)

Worth noting is that these codes needs Protected Memory off, you can play in selfmod "Start Changed" though I did not run extensive testing of this selfmod mode
Why is it Jabo only?

You can add the 120 to the RDB for any game.

What does this speed time modifier do? does it slow the game down or speed it up? any codes that do that can be made into 60fps hacks.
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  #44  
Old 7th August 2015, 03:05 AM
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You can add it to the rdb but only the Jabo plugin will read it...

The time speed modifier, modifies the speed of the day night cycle, the conditional is there so it doesn't activate in areas that aren't supposed to advance the cycle, e.g. Kokiri Forest...
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  #45  
Old 7th August 2015, 03:14 AM
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Quote:
Originally Posted by Marcelo_20xx View Post
You can add it to the rdb but only the Jabo plugin will read it...

The time speed modifier, modifies the speed of the day night cycle, the conditional is there so it doesn't activate in areas that aren't supposed to advance the cycle, e.g. Kokiri Forest...
gotcha.

I believe that you are wrong about the screenhertz=120 command. I am using it with all my video plugins.

Did you try it ?
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  #46  
Old 9th August 2015, 04:23 AM
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Quote:
Originally Posted by theboy181 View Post
Hey Guys,

I stole this idea from the Dolphin 60fps hacks and its needs some testing

enable cheats and use this code:

Slow Motion 1/2 Speed
81371E20 3F00

Per Game Settings:

CF=1
VI refresh rate=2200
Fixed audio timing=off
sync using audio=off

Audio Plugin = no sound ( this is due to the sync to audio issues that occure with most plugins, and the audio will be too fast)

project64.rdb entry addition:

add this line to the RDB for the correct ROM "Banjo-Kazooie (U) (v.10)"
screenhertz=120

This will double the frame rate and maintain the correct animation speeds. I tested the clam animation jump heights, and they were all correct. No crashing on their stage either.

NEXT STEP:


1.) Find a code that changes the pitch and frequencies of the audio, or have a developer implement these things to their audio plugin.

2.) Find other games that have slowmotion codes to exploit the 60fps hacks.



Please let me know if anyone is able to finish the game with this exploit.

If you don't mind the sound being too fast you can use some plugins with the auto sync functions turned off. Just turn on FAT=1
I'm unsure if anyone else has tested out the Banjo-Kazooie ALT hack I mentioned on the forums or not. I wanted to point out something that really doesn't make a whole lot of sense.

The game looks like it plays perfect with the slow motion code, while doubling the speed of the emulator except during the demo mode, the characters run too slow. If you let the demo run trough a few times it eventually puts you into the game.

Entering into the game from just watching the demo is weird, but what I am trying to understand is why the demo part of this game either plays at x2 the speed with the 60fps hack, or too slow with the ALT slow-motion hack.

I wonder if there is some sort of secret laying there? Normal mode without these hacks seem no different to me, it runs at he correct speed.. I'm failing to understand why.

Thoughts?
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Last edited by theboy181; 9th August 2015 at 04:29 AM.
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  #47  
Old 9th August 2015, 07:31 AM
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The 120 hertz didn't trigger for me either,so I used the "+ =" hotkey to reach 60 DL/s and it still looks smooth but without the enemy glitch.
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  #48  
Old 9th August 2015, 07:58 AM
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Quote:
Originally Posted by retroben View Post
The 120 hertz didn't trigger for me either,so I used the "+ =" hotkey to reach 60 DL/s and it still looks smooth but without the enemy glitch.
Can you test with latest pj64 build. It works here so that is weird.
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  #49  
Old 9th August 2015, 01:43 PM
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Random googling got me this:

https://www.youtube.com/watch?v=v72CdQcgdS4
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are you american or something
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  #50  
Old 9th August 2015, 03:16 PM
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^ Re: wrong thread

and it says in that video
"Depending on if your offset is larger or smaller than 245000 determines which way you will subtract."

because that's exactly how a single type of GameShark cheat, works in a single game that's just the way the game pads the data on into one possible static memory structure...doesn't make it a universal rule for converting cheats into ROM hacks.
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