Author Topic: Battles playing at 60fps  (Read 30533 times)

sl1982

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Re: Battles playing at 60fps
« Reply #125 on: 2011-10-28 22:15:07 »
Good news!

Did you get my email about that beta?

Ishtaria

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Re: Battles playing at 60fps
« Reply #126 on: 2011-10-29 03:40:47 »
*pulls up a chair and grabs a cup of Bovril*

NFITC1

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Re: Battles playing at 60fps
« Reply #127 on: 2011-10-29 22:12:49 »
Good news!

Did you get my email about that beta?

No. My yahoo says at the first message I tried to send to you didn't go through.

NFITC1

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DLPB

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Re: Battles playing at 60fps
« Reply #129 on: 2011-10-31 19:34:36 »
Video recording is not your thing.  Get me the exe and I will record that for you properly and give you the vid back.

Actually bugger it... in future if you have done more on it, and need me to, I will :)
« Last Edit: 2011-10-31 19:43:07 by DLPB »

sl1982

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Re: Battles playing at 60fps
« Reply #130 on: 2011-10-31 21:32:20 »
Nice work. Can I get a copy of that patcher you made? I am not sure what to do with those files you gave me.

Obesebear

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Re: Battles playing at 60fps
« Reply #131 on: 2011-11-01 01:23:29 »
That looks very impressive!  I was worried the camera would look jerky but it's still running smooth :)  Maybe this project still has a chance after all!

NFITC1

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Re: Battles playing at 60fps
« Reply #132 on: 2011-11-01 01:47:47 »
@Obesebear:
I don't see how it could have been jerky. The cam scripts don't record every frames' positions so the engine must do transitional positioning on the fly.

@sl1982:
Sure. I'll get it to you soon.

@DLPB:
you're missing the point of the video. I didn't make it to be perfect, I just wanted to show before/after effect of the patch.

DLPB

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Re: Battles playing at 60fps
« Reply #133 on: 2011-11-01 02:33:29 »
No no, that's why I took down the request ;)

sl1982

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Re: Battles playing at 60fps
« Reply #134 on: 2011-11-21 18:15:44 »
Status Update: I looked at what ntfic1 did with the camera while running at 60fps and it is looking good for the most part. Some things are still too quick though. I still need to get some proper interpolated models into the game to fully test it out, but i cannot find the old models i had. Looking hopeful though!

Update 2: Interpolated cloud and the result is absolutely stunning!
« Last Edit: 2011-11-21 18:52:15 by sl1982 »

NFITC1

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Re: Battles playing at 60fps
« Reply #135 on: 2011-11-21 21:12:03 »
...Some things are still too quick though....

Either the camera is linked to the actor via the animation (the speed would be correct if the animations themselves were set to 60fps) or I didn't find all the camera delay values. If there are more than those 18 I'll have to take another look at them.

EDIT:
@sl1982: You're still consistently getting my name wrong. :)

sl1982

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Re: Battles playing at 60fps
« Reply #136 on: 2011-11-21 21:19:11 »
You should probably change your name then.

Anyways it is the opening and closing battle camera pans. They run at the proper speed but get cut short.

NFITC1

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Re: Battles playing at 60fps
« Reply #137 on: 2011-11-22 03:33:06 »
You should probably change your name then.
 
 :P

Anyways it is the opening and closing battle camera pans. They run at the proper speed but get cut short.

I noticed that when I was showing off that tech demo. There might still be a duration counter that I'm missing. The battle timer begins so far into the initial camera motion. If there is a trigger for that it'll have to be moved down in each script. Try changing the battle mode to 'wait' and see if that makes a difference. I've long thought that the command for making the battle timer wait rests in the animation, but it might be in the cam scripts.
In reference to a prior post of mine, it could be DA, DB, DC, or F1 of the position cam or DB or DC of the focus cam codes. I should extract all the init cam scripts and see if I can find some commonality that they all share. They're all in the exe if someone wants to beat me to it.

Update:
It looks like E6 is also used to create increments in both the position and focus scripts. That won't affect all the scripts, but it would affect some.
« Last Edit: 2011-11-22 18:54:00 by NFITC1 »

Obesebear

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Re: Battles playing at 60fps
« Reply #138 on: 2011-11-22 14:29:46 »
SL check your PM.  I have Cloud, Barret, and I what I think may be the sweeper.   I'm not sure if I ever finished making the minor adjustments needed due to the 360/0 problem, but it's a good starting point.


sl1982

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Re: Battles playing at 60fps
« Reply #139 on: 2011-11-22 18:54:45 »
Thanks for those! Battles are looking pretty nice, except for the limit breaks being too fast. Oh and the texture effects.

Obesebear

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Re: Battles playing at 60fps
« Reply #140 on: 2011-12-02 17:21:41 »
So what do you guys think?  Is it time to get back to work?

sl1982

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Re: Battles playing at 60fps
« Reply #141 on: 2011-12-03 02:01:05 »
Possibly. NFITC1 sent me a new set of modifications i need to test out. But i suppose it would not hurt if you wanted to interpolate some models.

sl1982

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Re: Battles playing at 60fps
« Reply #142 on: 2011-12-03 15:04:10 »
So i cannot tell the difference between the first patch and the second one. NFITC1 would you care to elaborate on what the second patch is supposed to fix?

NFITC1

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Re: Battles playing at 60fps
« Reply #143 on: 2011-12-03 15:52:49 »
So i cannot tell the difference between the first patch and the second one. NFITC1 would you care to elaborate on what the second patch is supposed to fix?

To tell the truth, I don't know. There was just that one additional opcode that needed adjusting so I added it. I don't know what any of them actually do, just that that one needed it and the first patch didn't include it.

sl1982

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Re: Battles playing at 60fps
« Reply #144 on: 2011-12-03 16:21:59 »
Ah.

I guess the next question is there any ways you can increase the wait times for texture effects?

NFITC1

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Re: Battles playing at 60fps
« Reply #145 on: 2011-12-03 16:59:28 »
Ah.

I guess the next question is there any ways you can increase the wait times for texture effects?


Probably. I haven't looked into it.

Obesebear

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Re: Battles playing at 60fps
« Reply #146 on: 2011-12-03 17:05:28 »
Well, I've only got 3 finals spread throughout this upcoming week and the next.  So I'll definitely have some time.   I suppose I'll work on the main characters first

sl1982

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Re: Battles playing at 60fps
« Reply #147 on: 2011-12-03 19:41:44 »
I am going to start at the beginning and work my way down. No sense releasing until all are done anyways.

Vgr

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Re: Battles playing at 60fps
« Reply #148 on: 2011-12-03 19:47:15 »
I am wondering...

Is there any way to put everything that has been done up to now in a single post so people don't have to read the entire thread?

I'd like to participate, I've got some skills in Hex-editing and memory finding so I could help (not as good as DLPB or kranmer though) if needed. If not I'd like at least to see where this project is, so if you want me to compile everything in a post, I'd do it.

Obesebear

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Re: Battles playing at 60fps
« Reply #149 on: 2011-12-03 19:49:55 »
If you want to help, you can try to decode the .s files so we can manipulate them.  You could also scour the forums and wiki and try to find out why the limit breaks are still running too fast.  Are the animations stored elsewhere?  Is there code in the animation files that simply hasn't been decrypted, so we can't manipulate them yet?