Do you think is possible to add frameskip? (speed up)

Discussion in '3DS - Flashcards & Custom Firmwares' started by Sonic Angel Knight, Jun 30, 2016.

  1. Sonic Angel Knight
    OP

    Sonic Angel Knight GBAtemp Legend

    Member
    10,316
    5,236
    May 27, 2016
    United States
    New York
    I was just curious, if it would be possible to add some sort of frame skip feature or control to games in general, in addition to that is it also possible to add a memory editior and searcher like old school codebreaker, action replay and gameshark, where you can find your own codes and make them use with a decent menu selectable. Just a thought.:unsure:
     
  2. RedSoloFox

    RedSoloFox Member

    Newcomer
    22
    11
    May 27, 2016
    United States
    NTR can do cheats. Not really sure a frameskip is feasible though.
     
  3. fikatr

    fikatr GBAtemp Advanced Fan

    Member
    880
    332
    Mar 29, 2016
    Turkey
    next to smea
    this is ntr not black magic dude you cant do everything sadly
     
  4. chaoskagami

    chaoskagami Rawr

    Member
    1,026
    1,368
    Mar 26, 2016
    United States
    ↑↑↓↓←→←→BA
    Yeah, no. Frameskip implies an ability to run faster than the game normally runs at.

    That's something reserved for emulators. Never going to happen.
     
  5. octopus

    octopus Member New

    Member
    296
    107
    Sep 6, 2013
    Somalia
    Frameskip, actually, unburdens the software of showing certain frames, skipping them, essentially meaning that the SW can’t keep up, hence the frameskip is required. It does not imply an ability to run faster than the “game” normally runs at.
     
    Last edited by octopus, Jun 30, 2016
    Thelostrune and chaoskagami like this.
  6. chaoskagami

    chaoskagami Rawr

    Member
    1,026
    1,368
    Mar 26, 2016
    United States
    ↑↑↓↓←→←→BA
    True. That was poorly phrased.

    All the logic for the frame still runs - the GPU/display is ignored for N (frameskip) times ratio. It doesn't change the fact that frameskip is something intended for emulation due to how it functions and implementing it on real hardware is nigh impossible or pointless.
     
    Last edited by chaoskagami, Jun 30, 2016
  7. shinyquagsire23

    shinyquagsire23 SALT/Sm4sh Leak Guy

    Member
    1,966
    3,249
    Nov 18, 2012
    United States
    Las Vegas
    I know Sm4sh has a built-in frameskip, but frankly it's something that would have to be done by the game. The only way I could see it being done is if you hooked TriggerCmdReqQueue (probably a few other commands as well) and a point early in the render cycle, and based on the number of render cycles you could possibly determine when to actually submit GPU commands or something.
     
    Thelostrune likes this.
  8. megatallica

    megatallica Advanced Member

    Newcomer
    85
    49
    Sep 17, 2007
    ... But games these day already frameskip.... if they didnt the game would slow to a crawl as the game would wait for the frame to be drawn. Even if you could find the glswapbuffers function and circumvent it, what would be the point, you would either a. have the game slowdown to an almost unplayable state, or b. you would skip too many frames that gameplay would be broken and the game would be visually unappealing. I recently had to remove frameskipping in a game im working on because the physics calls were tied to the render calls, so the more frames that were skipped, the more chances colliders would miss their mark.