Hi,
I've recently asked this question on the Cave STG forum but without much success. I hope it's OK to also ask it here:
Is anyone aware of any attempts to patch out some of the latency from the Xbox 360 port of SDOJ? I can't find evidence that anyone has and I've looked pretty thoroughly but thought it worth checking, especially as there's been a lot of discussion of the issue here.
Thanks.
Attempts to patch out latency from Xbox 360 SDOJ
Re: Attempts to patch out latency from Xbox 360 SDOJ
Running it in 480p improves performance (at least the slowdowns) greatly. Perhaps it affects input latency as well?

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Re: Attempts to patch out latency from Xbox 360 SDOJ
Has there ever been on instance of anyone patching out latency on a modern release? I could see it might sometimes be possible on an older game that was written in a low-level language, but it seems a stretch for a port to a modern system. Though I may be missing something...
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Re: Attempts to patch out latency from Xbox 360 SDOJ
StrzxgvNuvWvfld wrote: ↑Mon May 19, 2025 9:09 pm Has there ever been on instance of anyone patching out latency on a modern release? I could see it might sometimes be possible on an older game that was written in a low-level language, but it seems a stretch for a port to a modern system. Though I may be missing something...
Not to mention the already well-known seven to eight frames of lag associated with the Nintendo Switch gaming platform, could Live Wire address that particular issue when running/playing the Xbox 360 port of DoDonpachi SaiDaiOuJou? I've yet to see if the Switch port of DDP-SDOJ will finally go on sale below it's original MSRP of $34.99 -- time will tell if that's the case here though.
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Re: Attempts to patch out latency from Xbox 360 SDOJ
Whether one is easier than the other is an interesting question. Ghidra can disassemble Motorola 68000 (DoDonPachi) and SuperH (SDOJ) binaries out of the box, so I assume at least as well as it can the Xbox 360 flavour of PPC64 (which need a plugin). A lot of this comes down to documentation, which is pretty good for the Xbox 360 and someone has documented a process for patching SDOJ to display hitboxes (https://epozzobon.it/re/sdoj/), though I can't get the method to work. There are other ways of patching the binary though, including using Ghidra. If I can find one that works or work out where I'm going wrong with building the hitbox patch I'll start experimenting.StrzxgvNuvWvfld wrote: ↑Mon May 19, 2025 9:09 pm Has there ever been on instance of anyone patching out latency on a modern release? I could see it might sometimes be possible on an older game that was written in a low-level language, but it seems a stretch for a port to a modern system. Though I may be missing something...
Re: Attempts to patch out latency from Xbox 360 SDOJ
On "modern" platforms (those that have a full OS underneath it, so 360, PS3, and newer) you're going to get enforced triple buffering and a rendering pipeline that's designed for slower-paced games. Outside of emulation, where you can force the game to run in conditions it wasn't originally in (e.g. progressive scan for Wii Mega Man 9/10), you're not likely to see any improvement patches simply because the OS is going to be a major limiting factor.
Re: Attempts to patch out latency from Xbox 360 SDOJ
I think that's using the worst example of Switch ports. The M2 ports have lower lag - typically one frame more than that achieved on PS4/5.PC Engine Fan X! wrote: ↑Mon May 19, 2025 11:42 pmStrzxgvNuvWvfld wrote: ↑Mon May 19, 2025 9:09 pm Has there ever been on instance of anyone patching out latency on a modern release? I could see it might sometimes be possible on an older game that was written in a low-level language, but it seems a stretch for a port to a modern system. Though I may be missing something...
Not to mention the already well-known seven to eight frames of lag associated with the Nintendo Switch gaming platform, could Live Wire address that particular issue when running/playing the Xbox 360 port of DoDonpachi SaiDaiOuJou? I've yet to see if the Switch port of DDP-SDOJ will finally go on sale below it's original MSRP of $34.99 -- time will tell if that's the case here though.
PC Engine Fan X! ^_~
Re: Attempts to patch out latency from Xbox 360 SDOJ
I think this is absolutely right but I'm a bit more optimistic. Between the reverse engineering notes (linked in my original post) and studying the executables in Ghidra, I have a memory location (0x888791f8) which always contains a pointer to the Direct3D device. This is created in default.xex (handles the menus/frontend) and the memory location is somehow passed to CA022100.bin (the arcade version executable) and a pointer placed at that address.Firehawke wrote: ↑Fri May 23, 2025 11:14 pm On "modern" platforms (those that have a full OS underneath it, so 360, PS3, and newer) you're going to get enforced triple buffering and a rendering pipeline that's designed for slower-paced games. Outside of emulation, where you can force the game to run in conditions it wasn't originally in (e.g. progressive scan for Wii Mega Man 9/10), you're not likely to see any improvement patches simply because the OS is going to be a major limiting factor.
There doesn't seem to be a way of changing the buffering or v-sync settings after the Direct3D device is instantiated. Right now, I can't work out where this happens in default.xex but if I can then I can change the settings. I *think* for triple buffering this really is just an on/off switch and - as you say - the OS handles everything from there. V-sync is a little harder but I think I've found the code in CA022100.bin (function starting at 0x880331F0) which handles the frame timings and with a bit of trial and error might be able to stop it holding up the frames.
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bobrocks95
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Re: Attempts to patch out latency from Xbox 360 SDOJ
I remember the Lego games on 360 had to option to disable Vsync for a higher, unlocked framerate with tearing. So it's definitely configurable inside software.
I do think that's the best you'll be able to do to improve lag without some extremely in-depth reverse engineering though. Certainly doable given what fan translations and decompilation work have been done for that gen, but a whole different ballgame.
I do think that's the best you'll be able to do to improve lag without some extremely in-depth reverse engineering though. Certainly doable given what fan translations and decompilation work have been done for that gen, but a whole different ballgame.
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