[Discussion] 60FPS patches for PSP games that run at 30FPS
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09-16-2013, 04:00 AM
(This post was last modified: 09-16-2013 04:07 AM by VIRGIN KLM.)
Post: #106
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RE: 60FPS patches for PSP games that run at 30FPS
(09-16-2013 02:31 AM)xperiaplay2someday Wrote: Initial D has the exact same issue! 30\gameplay 60\menus. Thanks in advance for looking into it. As I said above, this thread does not fix "issues" (related to emulation) or a PC/Phone being unable to perform at proper 100% speed/FPS/VPS. If a game runs at incorrect FPS/Speed/VPS there's nothing this thread can do to you. What we are doing here is forcing the game to render at higher internal FPS (higher FPS cap) than the developers intended it to via cheats and tricks. I'd love if people would go through the trouble and check all their games catalog and see if any of them has that behaviour I stated above. When I can't find something on one of them I can attempt the next and not just hit brick walls and slack until I get the courage to recheck something. |
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09-17-2013, 10:15 PM
(This post was last modified: 09-17-2013 10:15 PM by makotech222.)
Post: #107
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RE: 60FPS patches for PSP games that run at 30FPS
Would like to put in a request for a 60fps patch for mgs peace walker Runs at 20 fps normally and i think 30 in menus.
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09-18-2013, 02:45 AM
(This post was last modified: 09-18-2013 02:45 AM by VIRGIN KLM.)
Post: #108
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RE: 60FPS patches for PSP games that run at 30FPS
(09-17-2013 10:15 PM)makotech222 Wrote: Would like to put in a request for a 60fps patch for mgs peace walker Runs at 20 fps normally and i think 30 in menus. There's something weird going on with that game, open CWCheat on a real PSP and enable FPS counter. The readings don't match the ones that PPSSPP performs at, the speed is the same but the game tends to have better internal framerates on a real PSP than PPSSPP even after virtual overclocking which is weird. I have a feeling the FPS is kinda dynamic, it gets set by something that checks how stressed is the system the last let's say 600ms. If it's ok and it has enough overhead it will higher the cap, if it's stressed it will lower it to avoid any possible slowdowns in the next frames. I guess I could disable that function though. |
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09-18-2013, 01:01 PM
Post: #109
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RE: 60FPS patches for PSP games that run at 30FPS
How about Dantes Inferno? Any cap fix for that?
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09-29-2013, 07:23 PM
Post: #110
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RE: 60FPS patches for PSP games that run at 30FPS | |||
09-30-2013, 02:23 AM
Post: #111
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RE: 60FPS patches for PSP games that run at 30FPS
The game now is actualy heavily bugged, it runs on a wrong speed.
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10-01-2013, 05:53 AM
(This post was last modified: 10-01-2013 05:54 AM by neilencio.)
Post: #112
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RE: 60FPS patches for PSP games that run at 30FPS
Marvel Ultimate Alliance and Marvel Ultimate Alliance 2 both run at a fixed 20fps during gameplay (it's not my PC being slow, I get around 70-90fps unthrottled) and I'm 98% sure it's not a timing error because it looks as smooth (or not smooth, for that matter) as it does on a PSP, not to mention the games are known for having low framerates compared to their console and PC counterparts.
Kamen Rider Climax Heroes Fourze also runs at 60fps on the menu, fixed 20fps during gameplay (I exceed fullspeed when unthrottled). But I'm not sure if this isn't just a timing error because I no longer have a working PSP and can't test. The gameplay and voices sound like they're playing in slow motion. |
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10-01-2013, 08:56 PM
(This post was last modified: 10-01-2013 09:26 PM by VIRGIN KLM.)
Post: #113
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RE: 60FPS patches for PSP games that run at 30FPS
(10-01-2013 05:53 AM)neilencio Wrote: Marvel Ultimate Alliance and Marvel Ultimate Alliance 2 both run at a fixed 20fps during gameplay (it's not my PC being slow, I get around 70-90fps unthrottled) and I'm 98% sure it's not a timing error because it looks as smooth (or not smooth, for that matter) as it does on a PSP, not to mention the games are known for having low framerates compared to their console and PC counterparts. Those games are 30FPS on videos and 20FPS anywhere else. Kamen Rider Climax Heroes Fourze also seems to run at a wrong speed. |
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10-02-2013, 06:18 PM
Post: #114
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RE: 60FPS patches for PSP games that run at 30FPS
Question: how do you change MHz, or is that another name for cpu clock?
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10-02-2013, 09:37 PM
Post: #115
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RE: 60FPS patches for PSP games that run at 30FPS | |||
10-08-2013, 05:20 AM
(This post was last modified: 10-08-2013 05:21 AM by [Unknown].)
Post: #116
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RE: 60FPS patches for PSP games that run at 30FPS
FWIW Mana Khemia can be made to run at 60 fps:
http://forums.ppsspp.org/showthread.php?...9#pid51499 I don't know how to write a cheat for that, though. That said the game is way better on the PS2. -[Unknown] |
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10-08-2013, 01:13 PM
Post: #117
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RE: 60FPS patches for PSP games that run at 30FPS
(10-08-2013 05:20 AM)[Unknown] Wrote: FWIW Mana Khemia can be made to run at 60 fps: I'll check if the video club has it and I'll try to patch it. |
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10-08-2013, 02:25 PM
Post: #118
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RE: 60FPS patches for PSP games that run at 30FPS
I would love a 60fps patch for Radiant Mythology 3 and NariDunX. D:
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10-08-2013, 09:20 PM
Post: #119
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RE: 60FPS patches for PSP games that run at 30FPS
Uknown, I don't seem to be able to spot the address you're talking about, can you enlighten me a bit?
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10-09-2013, 04:58 AM
(This post was last modified: 10-09-2013 05:04 AM by [Unknown].)
Post: #120
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RE: 60FPS patches for PSP games that run at 30FPS
At 0x0881C238, at least in PPSSPP, there's a jal call to sceCtrlReadBufferPositive. This actually points to an import stub, but I'm not sure if the call to the stub is relocated itself.
The issue is, it actually executes that address twice during the processing of a frame. To me, it seems like a bug in the code. Most likely it was only supposed to be called once per frame. Anyway, a quick-fix is to make it use sceCtrlPeekBufferPositive. The downside is this will add a small amount of input lag, if and only if it gets behind. I didn't experience any briefly testing, so it seemed like a reasonable workaround. Stubs are 8 bytes in size. The stub immediately after sceCtrlReadBufferPositive happens to be sceCtrlPeekBufferPositive. So moving the jal call by 8 bytes is the trick. -[Unknown] Unfortunately, Narikiri Dungeon X isn't very friendly to the same sort of trick, it'll just go at double speed. Would need to replace 088EF39C with 0, and then figure out where the game's timing is handled, which is probably a lot of work. -[Unknown] |
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