hedge-dev / hedge-dev/UnleashedRecomp

One of the Werehog's attacks speed being frame dependent

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60FPS HFR
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C++
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Description

Validation
  • [ x] I have checked the Issues page to see if my problem has already been reported
  • [ x] I have confirmed that this bug does not occur in the original game running on original Xbox 360 hardware
If you have DLC installed, please specify which ones you have.
  • [ x] Apotos & Shamar Adventure Pack
  • [ x] Chun-nan Adventure Pack
  • [ x] Empire City & Adabat Adventure Pack
  • [ x] Holoska Adventure Pack
  • [ x] Mazuri Adventure Pack
  • [ x] Spagonia Adventure Pack
If you have mods enabled, please specify which ones you have.

No mods were enabled

If you have codes enabled, please specify which ones you have.

No codes were enabled

Describe the Bug

One of the Werehog skills/attacks is behaving differently depending on the current frames per second, the higher the current fps the slower it gets, the lower they are the faster it gets (difference is minimal but noticeable, on lowest possible fps the attack doesn't even have time to perform the animation correctly)

Steps to Reproduce

Steps to reproduce the bug:

  1. Set target framerate to 18 for a shorter attack or 60 for a longer attack
  2. Go to any night stage or Entrance Stage
  3. Jump and perform the Aerial Claw Slash and spin skill (X, X, A on Xbox or Square, Square, X on PS3 buttons),
Expected Behavior

Independently of the target framerate, the attack will always last the same time

Footage

60 fps:

https://github.com/user-attachments/assets/7fd0238d-6ddd-4c21-bdc2-ddf3cac65d21

30fps:

https://github.com/user-attachments/assets/c900a883-b91f-4b9b-911c-02fc0f1ea34b

18fps:

https://github.com/user-attachments/assets/2324aa4c-8023-462d-aeac-651aa785d944

Original hardware (Xbox 360):

https://github.com/user-attachments/assets/164dac42-ff13-4b68-8dcf-bcb1b1e95868

Specifications

Fill out the following details:

  • CPU: 11th Gen Intel(R) Core(TM) i5-11400H
  • GPU: Nvidia Geforce RTX 3050 laptop
  • GPU Driver: Nvidia 566.07
  • OS: Windows 10
  • Version: 1.0.1
Additional Context

In particular it is the last hit of the attack (where sonic extend both arms and spins twice forwards, at 60 fps there seems to be a very small difference compared to 30 fps, around 10 miliseconds, but at lower framerates like 18fps the last hit is almost instantaneous, sonic doesn't even perform a full spin, both the attack and animation end early in that case

I could not test it but I suspect the attack could last even longer in higher framerates

Due to the nature of the issue I could not properly check the results with different framerates on original hardware, I could only provide a clip of the attack being performed at what seems to be normal speed

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce the Werehog's Aerial Claw Slash and spin skill at 18, 30, and 60 FPS, using the reported controller sequences and footage as references. Trace the attack and animation entry points, then verify that the final hit and full spin last the same duration at each frame rate.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
38/100

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