O
obesebear
Guest
Wait time for the next attack moves at 4x speed for everyone. As is the yellow party indicator
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An oscillating value increases both CTimers and VTimers for everyone. Fortunately, it is multiplied by 40 every time it's requested. That's then added to their current wait time. Change this to 10 and things will slow back down. Fortunately, slow and haste are bit shifts and won't need to be adjusted at all.Wait time for the next attack moves at 4x speed for everyone. As is the yellow party indicator
No luck. No change from what I can tell.An oscillating value increases both CTimers and VTimers for everyone. Fortunately, it is multiplied by 40 every time it's requested. That's then added to their current wait time. Change this to 10 and things will slow back down. Fortunately, slow and haste are bit shifts and won't need to be adjusted at all.
Code: [Select]Try that.Code:0x43525A (0x03465A) 28 -> 0A0x43528C (0x03465C) 28 -> 0A0x43529B (0x03469B) 28 -> 0A0x43554C (0x03494C) 28 -> 0A0x43555D (0x03495D) 28 -> 0A0x4355FD (0x0349FD) 28 -> 0A
That's why I put before and after values.0x5CFBC0 (0x1CEFC3) 01 -> 03
should be
0x5CFBC2 (0x1CEFC3) 01 -> 03
It does do all the setting, but the value manipulation is easier and doesn't require moving other code around.432254
This and this entire function seem to be the timing for everything really.. the bars and the AI turn timer...
Not sure if that helps you.
That seems to have done the trick for the party and enemy wait times!'nother take-back. Undo the turn timer changes
change these back
0x5CFBC2 (0x1CEFC2) 04 -> 01
0x5CFBE8 (0x1CEFE8) 0E -> 32
Keep the rest.
I think a combination of all of our efforts will be needed to fully realize this project. I'm glad to be a part of it.Well, my easier way, which isn't what you and obese are doing...mostly... is to just use code that pause values use... basically skip major functions 3 of every 4 frames. I've gotten it working to a large extent already.
More work needed tho.
Heh. The Turn Timer increase was actually undoing the good the VTimer edit did. Since Turn Timer is based on VTimer it would be fixed when VTimer is and not need any alterations.That seems to have done the trick for the party and enemy wait times!
Does that fix the "Limit" strobing as well?see the flashing menu stuff isnt too difficult at all...
The active character text is at 6DD415 and you can easily see which timer that's using.
mov eax,[00DC1F44]
edit...
setting 41BDE8 to 1 should sort all flash timings? No?
It will fix everything... including the AI timings and char timings.. Problem is... it also means the slots will then have the same issue they did at 15fps... so that way is a no goDoes that fix the "Limit" strobing as well?
Verified. The camera is clearly running as it would at 15fps, so it's not as smooth as the interpolated one, but this seems to be the best way to go for now.You know what, maybe not...
Maybe it's fixed the slots too.
I can't be 100% because I can't get this to record at 60fps... but I'm excited here... because that 1 value might have fixed everything. It is certainly what the main timing function uses.
edit 2.
No... it's fixed the lot. That one value is the main one. You can see how it's used in the function that comes after :-D The porting team must have set on purpose so the menu/camera etc could work at 15fps.