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Adds a 60FPS patch to the NTSC-U version of this game. I marked it as experimental because it has too many small to not-so-small issues, but remains playable nonetheless.
This disables the second VSync in the "update gpu" routine that is called when a frame is rendered under a specified time and permits the game from using the already-programmed timing case for 60FPS. It also halves the speed that some fixed-speed camera routines use (such as cutscenes).
An overclock of 200% is used so that the game can actually, yknow, run twice as fast. The actual game runs at the exact same speed, by chance (the simulated frame time is 17ms * 60fps instead of 34ms * 30fps).
Every object will animate at 30FPS still, due to the animation scripts using that time unit as well as them using the general game timer to know when to resume execution. That timer compares against passed (simulated) time and turns it into 30FPS, so it only goes up once every two frames.
Some objects do not behave correctly, usually when the object code routines that always run every frame do not use the frame time to adjust velocities. Examples include the river level pillars, eel cycles, scrubbers, fruit sprite animation, HUD tally count rate. All of the game object code is stored on the disc and loaded dynamically, patching all of that data is an enormous undertaking currently so this patch doesn't do that.
Animated textures are also tied to framerate directly and will be sped up 2x. This affects Crash's eyelids, floor boosters, water effects, the holograms, etc. Flickers and screen shake also run and update on every frame regardless of frame time.
There are no issues with sound that I can tell, aside from those caused by bad object code (i.e. sfx playing at the wrong time).
Draft until I test the whole game.
Tested on Duckstation 0.1-12382
Currently hangs at Taz.