mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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50 lines
1.3 KiB
NASM
50 lines
1.3 KiB
NASM
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[HW60FPSFixv208]
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moduleMatches = 0xE159AE91
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# change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS
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# (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS)
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0x0219D7B0 = li r3, 1 # Main::init
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0x02438340 = li r3, 1 # CDemoEventManager::TermRead()
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0x02438864 = li r3, 1 # CDemoEventManager::ChangeFPS()
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# Set swap interval to 1 (needed since cemu 1.15.7)
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0x02831FB4 = li r4, 1
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0x02833B00 = nop #nopesync
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#0x100995A8 = .float 200.0
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[ZeldaMusou_JPNv16]
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moduleMatches = 0xf290aea8
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#.origin = codecave
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#_fps:
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#.float 120.0
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#_fps60:
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#lis r12, _fps@h
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#stfs f0, _fps@l(r12)
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#blr
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#0x0221AB14 = bla _fps60
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#0x0221AB1C = nop #setFramePerSec
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#0x0221AB7C = nop
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#0x0221AB80 = bla _fps60
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0x02788D24 = li r4, 1
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##0x02788570 = li r3, 1 #
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0x0278A8F4 = nop # Uncomment to kill vsync
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#
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#
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0x02186A2C = li r3, 1 # Main::init
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##
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#0x021BA474 = li r3, 1 #Mr, CViewModuleDefeat::lave Unstable
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0x021C4148 = li r3, 1 #Mr, CViewModuleMgr::Term
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0x021C6D88 = li r3, 1 #Mr, CViewModuleMotionLave
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#0x0221AB18 = li r3, 1 #mr, CViewModuleDefeat infunction
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#
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#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not neede with cor main?
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#0x023F9BEC = li r3, 1 # CDemoEventManager::TermRead()
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#0x023FA07C = li r3, 1 # CDemoEventManager::ChangeFPS()
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