VitaGrafix icon indicating copy to clipboard operation
VitaGrafix copied to clipboard

REQUEST: Ratchet and clank fps cap

Open OhYeahPal opened this issue 5 years ago • 4 comments

Though I doubt it would reach 60fps on native res ever, I think it could reach 60fps with overclock and on 640x368

OhYeahPal avatar Jan 12 '20 21:01 OhYeahPal

it can maintain 60fps at the default resolution, with es4 at 222 and cpu at 444, but the speed increases, if we could somehow make the game run at half the speed, then we could probably get proper 60fps

Iristallite avatar Jun 25 '20 00:06 Iristallite

I've browsed RC2 and it looks like it's based off the PS3 port of the game, so I assume it would be the same for the other 2. The PS3 versions ran at 60fps so we just need to figure out how the game timer is being incremented.

Kejoku avatar Sep 21 '20 00:09 Kejoku

The following is for Ratchet & Clank 2 and will allow for 60fps and gets the player animation/input to the right speed, but the physics, cutscenes, and enemies are still 2x. I'll keep looking, but if I or others solve it for one of the games, the others should be relatively straightforward.

0:0x1c40e  t1_mov(4, vblank)
0:0x9ec430 t2_vmov(2, 0.5)

Kejoku avatar Sep 22 '20 03:09 Kejoku

I've continued to look around in Ratchet & Clank 2 and have found what controls the player speed and gravity/acceleration. This gets the player to move fairly normally at 60FPS but the enemies and cutscenes are still playing 2x speed.

@FPS
0:0x1c40e  t1_mov(4, vblank)
0:0x9ec430 t2_vmov(2, 1.0)
0:0x9ec444 t2_vmov(0, 0.5)    # Controls move/animation speed
0:0x9ec44c t1_movt(1, 0x361b)
0:0x9ec454 t1_movt(2, 0x3901) # Looks like gravity/acceleration
0:0x9ec462 t2_vmov(1, 1.0)

Kejoku avatar Sep 22 '20 21:09 Kejoku