# CInterMission::UpdateFrameCount() patch to halve the number of frames added, keeps the story intermission text + images in sync with the audio
# NOTE: NOT FRAMERATE INDEPENDENT - REQUIRES 60FPS! though you can probably mod it for higher framerates if you want
# address of a float with constant 2.0 value (if you want, find one with 4.0 for 120fps)
_frameDivisor = 0x1009391C
# luckily no need for a code-cave since UpdateFrameCount has a redundant 3 instruction load, which we can replace with our division code
0x02198378 = lis r12, 1
0x0219837C = addi r12, r12, 0x4C48
0x02198380 = lfsx f0, r11, r12 ; f0 = r11[0x14C48] (number of frames elapsed since last update?)
0x02198384 = lis r12, _frameDivisor@h
0x02198388 = lfs f13, _frameDivisor@l(r12)
0x0219838C = fdivs f0, f0, f13 ; halves number of elapsed frames
0x02198390 = lis r12, 1 ; 0x14C24
0x02198394 = addi r12, r12, 0x4C24
0x02198398 = lfsx f13, r11, r12 ; f13 = r11[0x14C24] (total number of frames elapsed / frame counter)
0x0219839C = fadds f13, f0, f13 ; add our modified count to the total count
0x021983A0 = lis r12, 1 ; 0x14C24
0x021983A4 = addi r12, r12, 0x4C24
0x021983A8 = stfsx f13, r11, r12 ; r11[0x14C24] = f13 (stores the modified total count), with the total count remaining in f13 for the later instructions to use
# change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS
# (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS)
0x0219D7B0 = li r3, 1 ; CMain::InitSys()
0x02438340 = li r3, 1 ; CDemoEventManager::TermRead()
0x02438864 = li r3, 1 ; CDemoEventManager::ChangeFPS()
# SetBaseFramePerSec defaults, these get overridden by the above changes, but we'll change them anyway to be safe