EDIT: i've found a fix! in a hex editor open the extracted 00000001.app and change these values:
I also recommend applying the dark filter removal patch:
You'd then need to patch the original MK64 ROM and inject it into the WAD. You can do it with the BPS file I attatched (which also re-enables music in multiplayer) and then inject it (into the WAD you edited and rebuilt) with something like Friishproduce or Patcher64+ Tool.
Original post:
Code:
32520: 38000001 -> 38000000
596F8: 93640030 -> 93840030
5972C: 93640038 -> 93840038
59758: 9364003C -> 9384003C
59784: 93640040 -> 93840040
I also recommend applying the dark filter removal patch:
Code:
46DB8: 9421FFE0 -> 4E800020
You'd then need to patch the original MK64 ROM and inject it into the WAD. You can do it with the BPS file I attatched (which also re-enables music in multiplayer) and then inject it (into the WAD you edited and rebuilt) with something like Friishproduce or Patcher64+ Tool.
Original post:
In Mario Kart 64, the game targets 30FPS in single player but wasn't able to reach that in multiplayer. Nintendo's (very hacky) solution was to add a lookup table for each track which adjusts the game speed to match some expected framerate. More info here: https://tasvideos.org/GameResources/N64/MarioKart64/Patches
When it came time to release the game on Wii Virtual Console (which doesn't have such performance issues), rather than editing the lookup table to target 30FPS for all tracks, Nintendo for some reason implemented a frame limiter (limiting to either 30, 20 or 15) based on the track and number of players, so that tracks would run at their proper speeds.
This implementation is bad however, as they seemingly forgot which tracks needed to run at different speeds, resulting in tracks like Moo Moo Farm and Bowser's Castle running way too fast in 3 player.
I've been able to use the resource I linked above to patch the N64 ROM so that all tracks target 30FPS, and inject that ROM into a Mario Kart 64 WAD, but I'd like to disable that frame limiter. I should note that when I run the same WAD in dolphin, all tracks run at 30FPS as expected, whereas on console the tracks are limited to 15, 20FPS etc. Has the way the virtual console emulator patches memory been reversed engineered at all, could a gecko code be feasible to create?
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