 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Dec 23, 2017 2:09 pm Post subject: An attempt at PAL output in NTSC GoldenEye - need help |
 |
|
Please test. If it works, we can start PAL-ifying ROMs on release. Probably are a bunch more issues though...
Last edited by SubDrag on Thu Dec 28, 2017 4:56 pm; edited 3 times in total |
|
|
|
|
|
 |
 |
 |
 |
 |
pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
 |
Posted: Sat Dec 23, 2017 2:18 pm Post subject: |
 |
|
I haven't done much researching but I know the game tickrate is read @ 7F0BEBD0 from 80048498. I hope this helps. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Dec 23, 2017 5:31 pm Post subject: |
 |
|
You sure you got the right spot - just seeing a constant 00000001 there. |
|
|
|
|
|
 |
 |
 |
 |
 |
pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
 |
Posted: Sat Dec 23, 2017 5:35 pm Post subject: |
 |
|
This will hardcode the game to run at 15fps
Code: | 7F0BEBD0:
lw $t7, 0x8498, $t7
replace with
addiu $t7, $zero, 0x0004
ROM:
0xF3700: from 8DEF8498 to 240F0004 |
|
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Dec 23, 2017 5:47 pm Post subject: |
 |
|
Thanks, very helpful! I already have two leads from this value. |
|
|
|
|
|
 |
 |
 |
 |
 |
pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
 |
Posted: Sat Dec 23, 2017 6:24 pm Post subject: |
 |
|
Glad to have helped. Just wondering, which locations where changed for the max fps? |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Dec 23, 2017 6:26 pm Post subject: |
 |
|
It isn't max fps I was going for, but 60 hz to 50 hz. The tick value you found is used on these calculations
Here's the 60 value (42700000 is 60.0). I put to 50.0 (4248). I'm not sure if you raise this value to like 120 hz what happens.
7F0BF1F0: 3C014270 LUI $at, 0x4270 #
Another similar value I also found, is the sound adjustment by frequency.
80001C0C: 3C014270 LUI $at, 0x4270 |
|
|
|
|
|
 |
 |
 |
 |
 |
pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
 |
Posted: Sat Dec 23, 2017 6:35 pm Post subject: |
 |
|
Thanks for the notes! |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Dec 23, 2017 7:01 pm Post subject: |
 |
|
There might be a lot of these 60 hz....found another one at:
7F0BF24C
It's still running slower though...dang...I guess I need to keep looking. It must be related to this counter somehow. |
|
|
|
|
|
 |
 |
 |
 |
 |
AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Dec 23, 2017 7:46 pm Post subject: |
 |
|
Does that mean that it could have more stable framerate (less noticable slowdown) since the higher possible framerate is slower ? _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Dec 24, 2017 4:52 am Post subject: |
 |
|
There's more to it than the ticks it seems, even setting at 0, it still moves the game along in intros...we still need to somehow find the master rate related to n64 clock.
Did anyone find that? It's so close, yet so far. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Dec 24, 2017 6:48 am Post subject: |
 |
|
I found the master clock division:
Takes the COUNT register (which is 2 cpu cycles per tick), and divides by this value. PAL is double the value.
800484B0 counter var
80006474: 3C010005 LUI $at, 0x0005 #
80006478: 3421EB61 ORI $at, $at, 0xEB61 #(*CONSTANT) 0005EB61
7F0C0B68: 3C120005 LUI $s2, 0x0005 #
7F0C0B78: 3652EB61 ORI $s2, $s2, 0xEB61 #(*CONSTANT) 0005EB61
7F0C0B6C: 3C13000B LUI $s3, 0x000B #
7F0C0B74: 3673D6C3 ORI $s3, $s3, 0xD6C3 #(*CONSTANT) 000BD6C3
The GoldenEye eye intro is screwy, it may do something funky. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Dec 24, 2017 10:59 am Post subject: |
 |
|
I just can't figure it out - clock adjustment helped, but it's not quite right. PAL just seems like too much changed, reliant on hertz.
I uploaded the latest patch - the problem is sluggishness and too slow. I think have to give up...but if someone else wants to try. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Dec 24, 2017 6:23 pm Post subject: |
 |
|
How does overclocking mupen double the fps to 60 fps but not double speed of game. That info may be useful here |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Thu Dec 28, 2017 4:56 pm Post subject: |
 |
|
Kind of gave up on why the VI V Sync is causing slowdown in the game. Confusing, because it seems tied to the main clock only and ticks, which should not matter the VI timing.
Anyways, instead of trying to figure that out, I just compensated by increasing the turn and movement rates. The editor now can convert a ROM to PAL, by loading a 7 meg ROM, then clicking in Stage Setup - Make ROM PAL. There could be some bugs, so treat this as experimental. The only known bug so far is that the intro bond walk/eye is not timed properly (because this is not tied to cycle counter, just individual counters, it's difficult to fix, and PAL made a lot of parameter changes to fix). |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
 |