SM74 - Slowdown comparisons (Frame Skipping) @macN64
SM74 - Slowdown comparisons (Frame Skipping)  @macN64
Uploaded May 2020 | Updated September 2026, 56 minutes ago
So then, frame skipping...

On the right, I've applied Davideesk's frame skipping patch (with a slight change, see below): pastebin.com/Lpk61Kx7
As usual, on the left, there's been no attempt at optimisation.

--

As Davideesk says in the code, this should be considered a "beta patch" for now.

When it works, the patch is just awesome - there are some small (negligible) graphical glitches. However, I find that roms I've applied this to often crash during screen transitions (e.g. starting a level, entering a door or warp pipe, or exiting a level after collecting a star). The patch is probably still a bit too unstable to use to actually play through a hack from start to finish (and I wouldn't rule out the possibility of me making a mistake when applying the patch). But oh man, when the patch is working, it's sweeeeet.

---

Out of the box, the code is designed to be used on vanilla SM64. As it notes, "for custom ROM hacks you will need to find some empty space somewhere".

Before applying the code, I changed:

.defineLabel customCodeRomOffset, 0x7F0000
.defineLabel customCodeRomOffsetEnd, 0x7F1000

to be this instead:

.defineLabel customCodeRomOffset, 0x11F0000
.defineLabel customCodeRomOffsetEnd, 0x11F1000

Some years back, Davideesk shared some code for manually changing the draw distance in game with the d-pad: smwc.me/1388211.
This code was designed to work with most rom hacks that had been released up until that point, and used the range of 0x11F0000-0x11F1000. I've basically just copied 2016 Davideesk and used same rom area here for the frame skipping code instead.

So yeah, Davideesk is pretty awesome! :)
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SM74 - Slowdown comparisons (Frame Skipping)

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