[Not64] Add support for 60FPS game hacks / cheats and other improvements

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lzer0
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[Not64] Add support for 60FPS game hacks / cheats and other improvements

Post by lzer0 » Tue Jun 30, 2020 1:51 am

There are a few handful of cheats in the form of Lag Fix, no frameskip, Unlock 60FPS and framerate fixes that this emulator could greatly benefit with. The problem is, it can't as there isn't any built-in support for cheats.

For example, in abitalive's modded Mario Kart 64, with 4 multiplayer Vs. splitscreen, the emulator can properly handle fixed 30FPS, so chances are highly likely it can also handle 60FPS hacks on games that normally are 30FPS, such as Mario Kart itself, Diddy Kong Racing, Banjo Kazooie, Banjo Tooie, Star Fox 64, Excitebike 64, Bomberman Hero, just to name a few that have stable 60FPS hacks.

60FPS Cheats code source list 1 and other improvements
http://forum.pj64-emu.com/showthread.php?t=5208

60FPS Cheats code source list 2 and other improvements
http://forum.pj64-emu.com/showthread.php?t=6004

Mario Kart 64 60FPS and Enable Music in 3/4 Multiplayer Splitscreen:
http://forum.pj64-emu.com/showpost.php? ... ostcount=4

This cheat for Mario Kart 64 isn't listed anywhere, it lets you disable (remove) or make invisible (hide) mini-bomb karts in multiplayer versus match races. Only in actual races, the ones on Battle Mode are left untouched.
https://www.neogaf.com/threads/those-bo ... -254385931

I tested them on Project64 and they work correctly, they also work on Mupen64Plus, since Wii64 and Not64 are forks of the latter, they should work too on the Wii.
Unfortunately, due to the lack of cheats support in Wii64/Not64, we can't make use of these improvements on the Wii.

EDIT1: Found out a tool that inject the gameshark codes into a ROM (Mario Kart 64) and tested in the Wii with Not64, it works wonders!
60FPS Single Player works FLAWLESSLY
60FPS 2 Player Grand Prix lags, it falls back to 40-35FPS on tracks loaded with lots of objects, like MMF, BC and specially DKJP.
60FPS 2 Player Versus runs near 50-60FPS, on most tracks. Haven't tested all tracks yet. Might get better results with anti-aliasing disabled. Need more testing to post more results.
30FPS 3/4 multiplayer works FLAWLESSLY
EDIT3: It seems that disabling anti-aliasing doesn't improve the framerate.

EDIT2: Choco Mountain is the only track in 2-Player Versus that runs full@60FPS without dropping a single frame!!!
Other tracks in 2-Player Versus that on average runs mostly @60FPS with few frame drops (min 50FPS): Luigi Raceway, Toad's Turnpike, Frappe Snowland, Mario Raceway...
This list is under construction as I am testing first with anti-aliasing disabled (via gameshark), then run again the same tracks with anti-aliasing enabled (game default) to see if the difference is worth it.

https://sites.google.com/view/triclons- ... e-injector
The tool is specifically made for use with Mario Kart 64, but anyways it was exactly what I was looking for.
Too bad I can't test 60FPS Banjo Kazooie/Tooie on the Wii yet. Some day I will...

Tracks are ordered in the same cup and order of appearance

2-Player Versus@60FPS
(Mushroom Cup) LR@50+++, MMF@39+, KTB@52+, KD@40+
(Flower Cup) TT@54++++, FS@48+++, CM@60+++++, MR@50+++
(Star Cup) WS@57++++, SL@57++++, RRy@52+++, BC@54++++
(Special Cup) DKJP@40+, YV @52+++, BB@50+++, RRd@57++++
All tracks on 2P Versus reach 60FPS unless stated otherwise.

4-player Versus@30FPS
Instead, I use the Speed Multiplier next to the VI count, on some tracks I include them.
(Note: 60VIS=30FPS)

LR: 0.9-1x
MMF:0.7-0.9x
KTB:0.9-1x
KD: 39.6@0.7x-0.8x

TT:57@1.0x
FS:57@0.9-1.0x
CC:57@1.0x
MR:53@0.8x1.0x

WS: 58@1.0x
SL: 54@0.9-1.0x
RR: 48@08-1.0x
BC: 57@1.0x

DKJP: 45@0.8-1.0x
YV: 57@1.0x
BB: 51.3@0.-1.0x
RR: 57@1.0x
All tracks on 4P reach 60VIs (30FPS) unless stated otherwise.

Note1: + sign means the actual framerate, the more + the higher the average framerate. So higher is better.
Note2: @(number) means the lowest framerate, but it doesn't mean that track will go at said rate all the time, Luigi Raceway is mostly 60FPS with few slowdowns that can drop the framerate to 49.8FPS, keep in mind that the fixed FPS codes forces the pacing to a fixed speed and prevents the emulator from frameskipping so all frames are actually rendered.
More info on this: http://tasvideos.org/GameResources/N64/ ... tches.html
This is why I want the disable bomb codes to work with this patch as its the only missing feature that can only make work through gameshark.

MMF and DKJP being the only exception that it lags even on 1P Grand Prix, BC is rendered a lot better and far more playable than the N64 console and the virtual console release.

Tests made by myself, on actual Wii.
Smash 64 Forever
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