O
obesebear
Guest
It does still work, but it's too slow
I believe so. 41BDE5 = C7 45 E8 01 00 00 00 is the value he altered.Then does it need to just double? That's a simple adjustment.
Is there any way to make the PC version double it's frames? It's a classic disney trick.To be clear, that instruction sets the menu back to what it was with the PSX... i.e. a full 60fps frame rate, which will look correct at 60fps. It also sets the camera back to what it was on the PSX (30fps, on PSX double frames to compensate). Obviously, 30fps is still too slow for 60fps on PC (which doesn't do the doubling up that the PSX does).
That instruction also fixes some other things like damage calculation, and hit times. (At least it should).
Right now the AI script, SFX, and Animations, are 60fps and the camera technically has 30 unique frames per second but moves correctly with the 60fps models. The only thing still moving too fast are magic effects and limit breaksIs there any way to make the PC version double it's frames? It's a classic disney trick.
In an ideal situation where you want movement to look ultra-realistic in an environment, your camera moves every frame while your animations move only every other frame. I'm not sure if that would even be possible here, but it's fun to see in action.
However, if you double every frame, the timings of all of the animations should line up and everything would retain the 'smooth' nature of the 60 fps look you guys are all looking for. Ultra-fast mode doesn't really do it for me... Does it still function the way it looks in the YouTube videos?
Would there be any way to double the frames of the magic effects or limit breaks? To have the game call the same frame twice in a row every time? that might make it possible to slow them down and keep them looking the same as everything else. I know I'm really late to this, but I love the concept and I am really blown away by all the great work done on this!Right now the AI script, SFX, and Animations, are 60fps and the camera technically has 30 unique frames per second but moves correctly with the 60fps models. The only thing still moving too fast are magic effects and limit breaks
As I told you in chat the other day, I'm content to leave the battle square transitions (and by extention, the Hojo battle transition or any other transition that move a camera to a new position before the next battle) alone since they don't come up too often. However, it's possible that I found some fixes for it. I'm almost certain I found the fix for the victory cam extension.Camera animations... 90% (Thanks to NFITC1. Victory animation needs extending. Battle square transitions run at 30fps instead of 60. )
0x4310F6 (0x0304F6) 1E -> 780x431131 (0x030531) 08 -> 200x4311AE (0x0305AE) 31 -> C40x4313DE (0x0307DE) 10 -> 40
0x4313B7 (0x0307B7) 03 -> 00
I also just proved that AB opcode C2 and F7 queue up the damage indicator. Thanks to knowing that, I've found that 0x5BB410 controls displaying the damage done. Duration is set just a little ways into that method:Battle Interface... 99% (Thanks to DLPB. Damage display cuts out too quickly)
0x5BB464 (0x1BA864) 0B -> 2C
{Option control6CE98A{controls time bar.6CE9EE = 75 14{Unknown40ABB9{Refresh for textures41BB4F{model movement41FBB4{camera42DA55 42DA84{display of damage42DAB9{Unknown5B9CE2{Main call to magic5BF065
Haha. Yeah, I have some ideas how to fix it. Give me some time.Also, yeah, I sent that exact damage change to Obese the other day, and we found it messes something else and so won't display on screen rightI asked that that be sent to you, because I'm out of ideas in how to fix it.
5BF047 = 0F 8D AF 00 00 00 8B 04 8D 58 28 BF 00 85 C0 74 7D 83 3D AC D1 9A 00 00 75 12 31 C9 B1 0D 39 04 8D 65 42 91 00 74 05 E3 65 49 EB F2 FF D0and the list of knight functions914265 = B0 AB 47 00 93 C7 47 00 AE CB 47 00 76 D9 47 00 6A DD 47 00 5E E0 47 00 67 E3 47 00 92 EB 47 00 A0 EF 47 00 7D FB 47 00 C2 FF 47 00 4E 03 48 00 76 07 48 00
Or perhaps that's why my own cam is broken... cause im limiting it to 1 in 4 frames instead of 1 in 2.<DLPB> It's just you only realize it's needed on certain enemies
<DLPB> i quadrupled the value, which means at 60fps it should be the same
<obesebear> what would double the value be then?
<DLPB> #Against Midgardsormr the controls should appear almost at same time as the camera stops
<DLPB> hmm given how nfitc has used the cam, perhaps it's now out. Double would be >
<DLPB> 429C0C = C6 05 F4 D0 BF 00 7A
<obesebear> ah ok lemme try
<DLPB> that's only if it was miles out... against sormr the cam should stop at same time as controls are given
<obesebear> perfect
<obesebear> it begins moving just as soon as the camera is done panning
<DLPB> must be how NFITC has done things
<DLPB> Anyhow... nice to see that;s fixed
<obesebear> Yep, slowly but surely![]()
I suppose in some cases it might be. I would suspect that some of them actually have camera scripts embedded in them. I suppose it's also possible that I missed one or two codes that make movement increments.NFITC1, your values are spot on. The camera stays on screen the correct amount of time, but at least one of the victories causes very fast camera movement. It also seems like certain magic spells and attacks the camera still moves too fast (albeit at 30fps now). I would doubt the camera info would be stored within each particular magic file, but is it possible?