cemu_graphic_packs/Mods/XenobladeX/XenobladeX_60FPS/patches.txt

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[XCX60fpsV16J]
moduleMatches = 0x785CA8A9
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations
0x100CFAE8 = .float 0.5 # .float 1.0 # GUI animations *
0x10059514 = .float 0.5 # .float 1.0 #Title screen cutscene -
0x100144F0 = .float 0.1 # controller acceleration
0x10171070 = .float 2.0 # arbitrary 2.0 float
0x1017117C = .float 0.5 # .5 float
_halfRate = 0x10171070
_fullRate = 0x1017117C
0x027370B8 = lis r11, _halfRate@ha # Double updateEventParam cutscene
0x027370C4 = lfs f1, _halfRate@l(r11) # -
0x027A0180 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A0184 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
0x025F149C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F14A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x02768064 = lis r8, _fullRate@ha # sync in game cut scene
0x02768068 = lfs f31, _fullRate@l(r8) #
0x0273BBD0 = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273BBD4 = lfs f31, _fullRate@l(r7) # <20>
# swapInterval 60
0x02FCEB9C = li r3, 1
[XCX60fpsV48J]
moduleMatches = 0x7672271D
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations *
#0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene -
#0x10014528 = .float 0.1 # controller acceleration -
#0x10171980 = .float 2.0 # arbitrary 2.0 float
0x100D0070 = .float 0.5
0x1005989C = .float 0.5
0x10014528 = .float 0.1
0x10171570 = .float 2.0
_halfRate = 0x10171570
_fullRate = 0x100D0070
0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene, ver
0x02738038 = lfs f1, _halfRate@l(r11) # -
0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
0x025F1F78 = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F1F80 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x02768FD4 = lis r8, _fullRate@ha # sync in game cut scene
0x02768FD8 = lfs f31, _fullRate@l(r8) #
0x0273CB44 = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273CB48 = lfs f31, _fullRate@l(r7) # <20>
# swapInterval 60
0x02FD3F5C= li r3, 1
[XCX60fpsV100E_V101E]
moduleMatches = 0x218F6E07, 0xF882D5CF
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
0x100D03E8 = .float 0.5 # .float 1.0 # GUI animations *
0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene -
0x10014528 = .float 0.05 # controller acceleration -
0x10171980 = .float 2.0 # arbitrary 2.0 float
_halfRate = 0x10171980
_fullRate = 0x100D03E8
#
#
0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene -
0x027398C0 = lfs f1, _halfRate@l(r11) # -
0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6Cj -
#0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv
#0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv
#0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down scene
#0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv
0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
0x0276A860 = lfs f31, _fullRate@l(r8) #
0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273E3D0 = lfs f31, _fullRate@l(r7) # <20>
# swapInterval 60
0x02FD8A94 = li r3, 1
0x10012644 = .float 15.0 ; fix for soulvoices (not sure it's safe)
codeCaveSize = 0x30
; menu::MenuButtonChallenge::setup
0x00000000 = .float 15.0 ; reduces speed of animation
_setup = 0x00000000
0x02ACE40C = lis r7, _setup@ha
0x02ACE414 = lfs f0, _setup@l(r7)
_justFrame1 = 0x00000010
0x00000010 = lwz r12, 0x47C(r29)
0x00000014 = mulli r12, r12, 2
0x00000018 = blr
0x02ACE6E4 = bla _justFrame1
_justFrame2 = 0x00000020
0x00000020 = lwz r0, 0x478(r29)
0x00000024 = mulli r0, r0, 2
0x00000028 = blr
0x02ACE700 = bla _justFrame2
[XCX60fpsV102U]
moduleMatches = 0x30B6E091
#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations
0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene
0x10014528 = .float 0.05 # controller acceleration
0x10171980 = .float 2.0 # arbitrary 2.0 float
_halfRate = 0x10171980
_fullRate = 0x100D03D0
0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene
0x027398C0 = lfs f1, _halfRate@l(r11) #
0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes
0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue.
0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
0x0276A860 = lfs f31, _fullRate@l(r8) #
0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
0x0273E3D0 = lfs f31, _fullRate@l(r7) # <20>
#Disabled, original per feature approach, severe timing issues
#0x101231F0 = .float 0.5 # .float 1.0 # ingame animation timing
#0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations
#0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene
#0x1003C3A0 = .float 15.0 # .float 30.0 fight 3d animations
#0x1000F7A8 = .float 0.1 # RegistDamage_ButtonChallenge
#0x10014528 = .float 0.05 # controller acceleration
#0x100211D8 = .float 15.0 # .float 30.0 fade in
#0x10034804 = .float 15.0 # .float 30.0 bullets
#0x10035D84 = .float 15.0 # walk acceleration
#0x1003C3A0 = .float 15.0 # arts frame to sec
#0x10012368 = .float 45.0 # respawn
#0x10012644 = .float 15.0 # soulvoice
#0x1000C448 = .float 15.0 # init battle
#0x1000CB90 = .float 15.0 # init battle
#0x1003E538 = .float 0.33333335 #birds, falling leaves
#0x10171980 = .float 2.0 # arbitrary 2.0 float
#0x100955F0 = .float 60.0 # 30.0 Create avatar cam rotation
# JFF
#0x101123B4 = .float 0.03333335 # .float 0.016666668 superfast (vsync)
#0x10035D7C = .float 0.25 # .float 1.0 fast run
#0x10035E00 = .float 2.0 # jump high.float 0.5
#0x10190C7C = .float 0.75 # master FOV
#0x10012368 = .float 45.0 # seconds before respawn "cheat"
# swapInterval 60
0x02FD8A34 = li r3, 1
0x10012644 = .float 15.0 ; fix for soulvoices (not sure it's safe)
codeCaveSize = 0x30
0x00000000 = .float 15.0 ; reduces speed of animation
_setup = 0x00000000
0x02ACE3FC = lis r7, _setup@ha
0x02ACE404 = lfs f0, _setup@l(r7)
_justFrame1 = 0x00000010
0x00000010 = lwz r12, 0x47C(r29)
0x00000014 = mulli r12, r12, 2
0x00000018 = blr
0x02ACE6D4 = bla _justFrame1
_justFrame2 = 0x00000020
0x00000020 = lwz r0, 0x478(r29)
0x00000024 = mulli r0, r0, 2
0x00000028 = blr
0x02ACE6F0 = bla _justFrame2
#SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you!