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[Discussion] 60FPS patches for PSP games that run at 30FPS
08-05-2013, 08:54 PM
Post: #61
RE: 60FPS patches for PSP games that run at 30FPS
Is it possible to run both GTA games at 60 FPS using CWcheats? (It currently runs at 30 FPS)
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08-05-2013, 10:24 PM
Post: #62
RE: 60FPS patches for PSP games that run at 30FPS
(08-05-2013 06:53 PM)vnctdj Wrote:  I tested what you said and I found that the game always run at around 30 FPS... Undecided

Does it mean that this is impossible to run this game at 60 FPS ? Sad

Atleast it means that I'm unable to help. :/
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08-06-2013, 01:28 PM
Post: #63
RE: 60FPS patches for PSP games that run at 30FPS
(08-05-2013 10:24 PM)VIRGIN KLM Wrote:  
(08-05-2013 06:53 PM)vnctdj Wrote:  I tested what you said and I found that the game always run at around 30 FPS... Undecided

Does it mean that this is impossible to run this game at 60 FPS ? Sad

Atleast it means that I'm unable to help. :/

Oh... What a pity... Sad

But I thank you for the work you provide on this thread though Smile

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08-12-2013, 10:11 PM (This post was last modified: 08-12-2013 10:12 PM by VIRGIN KLM.)
Post: #64
RE: 60FPS patches for PSP games that run at 30FPS
(07-12-2013 12:25 AM)[Unknown] Wrote:  In some cases, games may use sceDisplayWaitVblankMulti(). In these cases, the parameter it sends would need to be changed.

-[Unknown]

Digimon World Re:Digitize (20fps cap) uses that:
sceDisplayWaitVblankStartMultiCB

In what way do I have to modify those?
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08-13-2013, 06:05 AM
Post: #65
RE: 60FPS patches for PSP games that run at 30FPS
You'll want to change a0 to be a lower number, e.g. 1.

-[Unknown]
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08-13-2013, 06:24 AM (This post was last modified: 08-13-2013 06:26 AM by aki21.)
Post: #66
RE: 60FPS patches for PSP games that run at 30FPS
how about harvest moon heroes of leaf valley?,it cap on 21.7 fps to 22 fps,i just use cpu clock to 333 mhz and enable frameskip and the fps rise to 44.5 fps,but the games is unplayable becouse i'm using frameskip+buffered rendering which not matching each other.if i'm disable frameskip(cpu clock still on),the fps cap again on 21.7/22.5 fps.i wonder.if there a trick around.

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08-13-2013, 01:56 PM
Post: #67
RE: 60FPS patches for PSP games that run at 30FPS
(08-13-2013 06:24 AM)aki21 Wrote:  how about harvest moon heroes of leaf valley?,it cap on 21.7 fps to 22 fps,i just use cpu clock to 333 mhz and enable frameskip and the fps rise to 44.5 fps,but the games is unplayable becouse i'm using frameskip+buffered rendering which not matching each other.if i'm disable frameskip(cpu clock still on),the fps cap again on 21.7/22.5 fps.i wonder.if there a trick around.

Waiting a tips for this game Cool
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08-13-2013, 05:49 PM (This post was last modified: 08-13-2013 05:51 PM by VIRGIN KLM.)
Post: #68
RE: 60FPS patches for PSP games that run at 30FPS
(08-13-2013 06:05 AM)[Unknown] Wrote:  You'll want to change a0 to be a lower number, e.g. 1.

-[Unknown]

But there's no value after that at all when checking on the disassembler/RAM editor, or atleast I'm missing something.
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08-17-2013, 02:11 PM
Post: #69
RE: 60FPS patches for PSP games that run at 30FPS
(08-12-2013 10:11 PM)VIRGIN KLM Wrote:  
(07-12-2013 12:25 AM)[Unknown] Wrote:  In some cases, games may use sceDisplayWaitVblankMulti(). In these cases, the parameter it sends would need to be changed.

-[Unknown]

Digimon World Re:Digitize (20fps cap) uses that:
sceDisplayWaitVblankStartMultiCB

What value you changed in that Kingdom Hearts CWcheat code?
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08-17-2013, 09:47 PM (This post was last modified: 08-17-2013 09:52 PM by VIRGIN KLM.)
Post: #70
RE: 60FPS patches for PSP games that run at 30FPS
(08-13-2013 01:56 PM)serba2nd Wrote:  
(08-13-2013 06:24 AM)aki21 Wrote:  how about harvest moon heroes of leaf valley?,it cap on 21.7 fps to 22 fps,i just use cpu clock to 333 mhz and enable frameskip and the fps rise to 44.5 fps,but the games is unplayable becouse i'm using frameskip+buffered rendering which not matching each other.if i'm disable frameskip(cpu clock still on),the fps cap again on 21.7/22.5 fps.i wonder.if there a trick around.

Waiting a tips for this game Cool
Don't mix up emulation bugs with removal of FPS caps. There is nothing this thread can do for those.
(08-17-2013 02:11 PM)Snake Eyes Wrote:  What value you changed in that Kingdom Hearts CWcheat code?
Kinda complicated to be said it shortly.
In a condenced version, the game's engine has 2 video modes, 60FPS and 30FPS mode and it stores the cap internaly. 01=30FPS and 00=60FPS (or better MAX possible FPS). They must have caped the gameplay because PSP is not really capable of constant 60FPS which looks kinda bad when it flactuates from 60 to 24FPS. Also I bet no other game on PSP stores that function with the same way/values so you have to be a bit creative everytime.
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08-17-2013, 10:40 PM (This post was last modified: 08-17-2013 10:51 PM by cloud1250000.)
Post: #71
RE: 60FPS patches for PSP games that run at 30FPS
virgin.. what about you hook this fonction to redirect it to some value... (sceDisplayWaitVblankStartMultiCB) that way, you can get what you want. So each time the game call scedisplay... it return the same value

The value isn't 00 (for sure)

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08-17-2013, 10:59 PM (This post was last modified: 08-17-2013 10:59 PM by VIRGIN KLM.)
Post: #72
RE: 60FPS patches for PSP games that run at 30FPS
(08-17-2013 10:40 PM)cloud1250000 Wrote:  virgin.. what about you hook this fonction to redirect it to some value... (sceDisplayWaitVblankStartMultiCB) that way, you can get what you want. So each time the game call scedisplay... it return the same value

The value isn't 00 (for sure)

It's not working on all games and I have no clue what value it shold return, infact I have no clue what this call does or even if it is the correct call, I need some help understanding from Uknown. Also I doubt all games would behave nicely messing with a syscall.
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08-18-2013, 12:38 AM
Post: #73
RE: 60FPS patches for PSP games that run at 30FPS
VIRGIN KLM: So, basically the function says "Okay, I'm done for now. It's been a long day, so I'm going to sleep. Wake me up in N vblanks or if a callback happens." (CB means the callback part.)

N is the parameter passed. Put another way:

sceDisplayWaitVblankStartMultiCB(0); <-- ERROR (silently does nothing.)
sceDisplayWaitVblankStartMultiCB(1); <-- waits for 1 vblank. Typically, 60 fps.
sceDisplayWaitVblankStartMultiCB(2); <-- waits for 2 vblanks. Typically, 30 fps.
sceDisplayWaitVblankStartMultiCB(10); <-- waits for 10 vblanks. This would be <= 6 fps.

The return value of the function is basically (except in the 0 case) always 0.

If the game says "wait 2 vblanks", you may be able to force it to wait 1 instead and run at 60 fps. Depending on how the game does its timing, this could also make the game run at 2x speed.

-[Unknown]
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08-18-2013, 12:42 AM
Post: #74
RE: 60FPS patches for PSP games that run at 30FPS
(08-18-2013 12:38 AM)[Unknown] Wrote:  VIRGIN KLM: So, basically the function says "Okay, I'm done for now. It's been a long day, so I'm going to sleep. Wake me up in N vblanks or if a callback happens." (CB means the callback part.)

N is the parameter passed. Put another way:

sceDisplayWaitVblankStartMultiCB(0); <-- ERROR (silently does nothing.)
sceDisplayWaitVblankStartMultiCB(1); <-- waits for 1 vblank. Typically, 60 fps.
sceDisplayWaitVblankStartMultiCB(2); <-- waits for 2 vblanks. Typically, 30 fps.
sceDisplayWaitVblankStartMultiCB(10); <-- waits for 10 vblanks. This would be <= 6 fps.

The return value of the function is basically (except in the 0 case) always 0.

If the game says "wait 2 vblanks", you may be able to force it to wait 1 instead and run at 60 fps. Depending on how the game does its timing, this could also make the game run at 2x speed.

-[Unknown]
Uh that's why I couldn't find anything, it's always 0 (00 in HEX) on the games I tested. Do you happen to have any examples I could play with?
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08-18-2013, 02:22 AM (This post was last modified: 08-18-2013 02:23 AM by [Unknown].)
Post: #75
RE: 60FPS patches for PSP games that run at 30FPS
Really? I know for sure that the parameter Ys Seven passes was important, since that's the game I used to test it. I'm pretty sure it passes a 2. Before that function was fixed, the game ran too fast since it used to always wait for 1 no matter what value you passed.

-[Unknown]
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