Patapon 1 input lag (I want errrradicate it)
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07-19-2016, 08:01 AM
(This post was last modified: 07-19-2016 09:05 AM by LunaMoo.)
Post: #15
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RE: Patapon 1 input lag (I want errrradicate it)
I can see this like that in Patapon third where it's very easy, but it doesn't really work in first one.
Perfect timing gives best drum sounds, so by hearing those means you have no problems pressing the buttons with perfect timing, I definitely heard those when making the cheat yesterday so I don't think messing with input timing is the right way to correct it, neither is my cheat which only works around the issue. Each drum rewards certain amounts of points based on timing accuracy where max during fever is 1000 and starts from like 20% without any drum. Based on that I think our observed problem would happen when the function that checks the score runs before fourth drum score get's added, so you kind of making perfect input and can hear the results of it in-game, but it's not reflected in your score so you can never reach "early fever" and also once you get to the fever, it drops instantly, because score from just 3 drums most of the time doesn't pass requirements to keep the fever. So most accurate approach would be finding a function which slowing down fixes the game, I'm thinking this could actually be similar to this issue, maybe it's even same thing which there potentially is caused by sceGeDrawSync running too fast. In Patapon 1 is called Edit: I think I was right on that: Code: _C0 Delay sceGeDrawSync Note this due to being very wasteful isn't really good workaround;p, ppsspp itself should just eat some cycles during that syscall. Edit: also would correct myself about reaching fever quicker without problems ~ the timing change messes me up now and have harder time to get perfect drums;p, but once I get them between 3-10 combos the fever kicks in early ~ that would actually reflect what I see normally in Patapon 3. Going to try changing ppsspp this time. Edit: And so adding Code: hleEatCycles(200000); Quote:Most likely it's the gpu thing, a brief test seemed to indicate that sceKernelVolatileMemLock takes maybe around ~1200 cycles, not like ~200000. ~ build for testing if you're interested ~ https://www.mediafire.com/?5eu7uyalr3tay79 pretty much v1.2.2-766-g4a1d3c3 + the change from above ~ this is just the exe for windows version. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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