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An attempt at PAL output in NTSC GoldenEye - need help
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SubDrag
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 PostPosted: Sat Dec 23, 2017 2:09 pm    Post subject: An attempt at PAL output in NTSC GoldenEye - need help Reply with quote Back to top

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
 
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pavarini
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 PostPosted: Sat Dec 23, 2017 2:18 pm    Post subject: Reply with quote Back to top

I haven't done much researching but I know the game tickrate is read @ 7F0BEBD0 from 80048498. I hope this helps.
 
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 PostPosted: Sat Dec 23, 2017 5:31 pm    Post subject: Reply with quote Back to top

You sure you got the right spot - just seeing a constant 00000001 there.
 
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 PostPosted: Sat Dec 23, 2017 5:35 pm    Post subject: Reply with quote Back to top

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
 
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 PostPosted: Sat Dec 23, 2017 5:47 pm    Post subject: Reply with quote Back to top

Thanks, very helpful! I already have two leads from this value.
 
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 PostPosted: Sat Dec 23, 2017 6:24 pm    Post subject: Reply with quote Back to top

Glad to have helped. Just wondering, which locations where changed for the max fps?
 
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 PostPosted: Sat Dec 23, 2017 6:26 pm    Post subject: Reply with quote Back to top

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
 
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 PostPosted: Sat Dec 23, 2017 6:35 pm    Post subject: Reply with quote Back to top

Thanks for the notes!
 
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 PostPosted: Sat Dec 23, 2017 7:01 pm    Post subject: Reply with quote Back to top

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.
 
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 PostPosted: Sat Dec 23, 2017 7:46 pm    Post subject: Reply with quote Back to top

Does that mean that it could have more stable framerate (less noticable slowdown) since the higher possible framerate is slower ?
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 PostPosted: Sun Dec 24, 2017 4:52 am    Post subject: Reply with quote Back to top

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.
 
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 PostPosted: Sun Dec 24, 2017 6:48 am    Post subject: Reply with quote Back to top

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.
 
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 PostPosted: Sun Dec 24, 2017 10:59 am    Post subject: Reply with quote Back to top

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.
 
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 PostPosted: Sun Dec 24, 2017 6:23 pm    Post subject: Reply with quote Back to top

How does overclocking mupen double the fps to 60 fps but not double speed of game. That info may be useful here
 
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 PostPosted: Thu Dec 28, 2017 4:56 pm    Post subject: Reply with quote Back to top

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).
 
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