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Overclock feature in PJ 64 ?

 
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Fillerthefreak
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 PostPosted: Tue Nov 03, 2015 2:04 pm    Post subject: Overclock feature in PJ 64 ? Reply with quote Back to top

I know 1964 has an overclock variant, but does PJ 64 have one?

I did a search, and I cannot find anything. Since PJ 64 is more accurate, I'm surprised non exists.

And yes, PJ64 is Open Source, it has been like that for awhile.
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Sogun
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Posts: 659
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 PostPosted: Sat Nov 07, 2015 4:04 am    Post subject: Reply with quote Back to top

I've been messing with N64 emulators lately and I read comments about an overclocking feature beeing under development for Project 64 2.0 and above, but I couldn't find any more info.

However, I found this video that claims running GoldenEye at 60 fps:
https://www.youtube.com/watch?v=ydqSdZ_ds4Y
It's not really 60 fps, but it runs smoother than your normal GoldenEye on Project 64 v1.6. Although it seems to me Project v2.2.03 runs at the same speed if not a little bit faster.
There's a link in the description for this guy's configuration but I didn't find anything very special. He is using Project64 v1.6 and the only change I spotted was setting Counter factor to 1 instead of 2. I tried that on v1.6 and it runs just like his.
If you want to try it yourself I recommend playing Jungle with Glide64 plugin, which can display FPS.

Anyway, the best way to play emulated GoldenEye is stolen's 1964 variant which can be found in these forums and the graphic plugin GLideN64 release 1.2.
Although Glide64 final is certainly easier to set than the other plugin and performs better. Sometimes GlideN64 slows down or bugs the gun-fire for no reason.
If GlideN64 shows a black screen while loading your roms, update your graphic card drivers and try again. That was what was happening to me. Razz
 
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Fillerthefreak
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Location: Canada

 PostPosted: Sat Nov 07, 2015 9:28 am    Post subject: Reply with quote Back to top

Ah. Thanks for the info.

I do use Ultrafast for PD and GE emulation. But there seems to be issue involving cic chip emulation when playing Banjo-Tooie (PJ 64 2.2 Seems to be the only emulator to support it from what I've played it through)
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Sogun
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Location: Valencia, Spain

 PostPosted: Sun Nov 08, 2015 3:33 am    Post subject: Reply with quote Back to top

Speaking of Banjo Tooie. There's a force 60 fps GS code that seems to work almost flawlessly (the demo plays in the intro are accelerated, but ingame it plays at the right pace).

retroben wrote:
Sixty Frames and Washer Fix
8003F4F2 000D
D0081084 0008
8003F4F2 0002
D0127096 0007
8007913F 0002
D2127096 0007
8007913F 0001
Fixes washing machine form by switching to 30fps.


I think there's a similar code for Banjo Kazooie too. I'll edit this message if I found it.

EDIT:
retroben wrote:
By the way,a Banjo-Kazooie (U) (V1.0) version for actual consoles,provided it works.

Sixty Frames Hack
80275C92 000D
D23835D7 0007
802808DF 0001
D03835D7 0007
802808DF 0002
Forces the main TTC area on 30fps to hopefully avoid the freezing issue.

It uses the level number to change the fps as a sacrifice to make the game run hopefully freezeless at 60fps.
I may try on Mupen64Plus AE sometime sooner or later.

Edit: If it still freezes from the other rooms,I will come back and add those to the code as well.

Edit2: Here is one for the 1.1 version of Banjo-Kazooie as an incentive to have someone test it on an actual console.

Sixty Frames Hack
80274A92 000D
D23827F7 0007
8027F71F 0001
D03827F7 0007
8027F71F 0002
For the 1.1 version.

...

Edit: Turns out Banjo-Kazooie V1.1 doesn't freeze on TTC with 60fps!!!
I completed the whole level in one go and no freezing ever occurred.
Have fun with the 1.1 version of the game,but you won't be able to cheese the termite mound.

Sixty Frames Hack (V1.1)
80274A92 000D
8027F71F 0001
Works fine on TTC.
 
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Fillerthefreak
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Location: Canada

 PostPosted: Sun Nov 08, 2015 9:44 am    Post subject: Reply with quote Back to top

The game does run smoothly, but it's def not 60 FPS (Glide says it more around 40-ish)

I know there's a CIC patch for Banjo-Tooie, I may try that out.
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