cemu_graphic_packs/Mods/BreathOfTheWild_FPS++/Dynamic Gamespeed/patches.txt

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[BotwFPSV208]
moduleMatches = 0x6267BFD0
#rodata constants
_float.5 = 0x100005E0
_float1 = 0x10000670
_float30 = 0x101E7964
#_float30 = 0x10032238
_convSub = 0x10000BB0
_float32 = 0x1021FCEC
_arrowsDiv = 0x1001CCAC
_arrowsDer = 0x1001CB18
_mapSpeed = 0x1022F880
0x1031E2C0 = .float 2
#TestCave
codeCaveSize = 0x124
_fpsCalc = 0x00000018
0x00000000 = .float 3 ; Don't edit me!
_lowlimit = 0x00000000
0x00000004 = .float 62156250
_busSpeed = 0x00000004
_averageFPS = 0x00000008
_speedDiv = 0x0000000C
0x00000010 = .float ($amount_of_FPS_averaged)
_bufferSize = 0x00000010
0x00000014 = .int (4*$amount_of_FPS_averaged+4)
_numBytes = 0x00000014
0x00000018 = stw r0, 0x78(r30) #orig instruction we are replacing ;ticks between frame are currently in r12.
0x0000001C = xoris r12, r12, 0x8000 #flip the sign bit of int ticks for floating point conversion
0x00000020 = stw r12, 0xD4(r30) #store sign flipped ticks in memory as lower half of double
0x00000024 = lis r12, 0x4330 #create upper half of ticks double
0x00000028 = stw r12, 0xD0(r30) #store it in upper half of memory
0x0000002C = lfd f10, 0xD0(r30) #Load full double ticks into f10
0x00000030 = lis r12, _convSub@ha #load number to subtract from tick double...
0x00000034 = lfd f12, _convSub@l(r12) #...to create tick float into f12
0x00000038 = fsub f10, f10, f12 #Do the subtraction
0x0000003C = frsp f10, f10 #round to single precision and tick float is in f10
0x00000040 = lis r12, _float1@ha #Load float of 1...
0x00000044 = lfs f12, _float1@l(r12) #...into f12
0x00000048 = fdivs f10, f12, f10 #divide 1 by ticks
0x0000004C = lis r12, _busSpeed@ha #load wii u bus speed...
0x00000050 = lfs f12, _busSpeed@l(r12) #...into f12
0x00000054 = fmuls f10, f12, f10 #multiply bus speed to have current fps in f10. (1/ticks)*bus speed
0x00000058 = mr r3, r30 #Make a copy of r30 so we can screw around with it
0x0000005C = addi r3, r3, 0xE0 #Add offset to available memory space
0x00000060 = stw r3, 0xD8(r30) #Save our virgin memory address so we can retrieve it later
0x00000064 = lwz r12, 0xDC(r30) #load counter into r12
0x00000068 = add r3, r3, r12 #add our counter to the offset for our memory location
0x0000006C = stfsu f10, 0x04(r3) #store current fps to memory location +4 and update efective address into r3
0x00000070 = lfs f7, 0xE0(r30) #Load fpsSum into f7
0x00000074 = fadds f10, f10, f7 #Add currentFPS to fpsSum
0x00000078 = addi r12, r12, 0x04 #Incriment counter by 4
0x0000007C = lis r11, _numBytes@ha
0x00000080 = lwz r11, _numBytes@l(r11)
0x00000084 = cmpw r12, r11 #Compare counter with 0x80(32 address from base memory location)
0x00000088 = bne .+0x0C #If we write our last current fps then
0x0000008C = lis r12, 0 #Zero our counter
0x00000090 = lwz r3, 0xD8(r30) #and reload our virgin memory offset
0x00000094 = stw r12, 0xDC(r30) #Store counter r12 to memory location
0x00000098 = lfs f7, 0x04(r3) #load oldest fps into f7
0x0000009C = fsubs f10, f10, f7 #Subtract oldest fps from fpsSum
0x000000A0 = stfs f10, 0xE0(r30) #store fpsSum back into it's memory address.
0x000000A4 = lis r12, _bufferSize@ha #load 32 as a float ...
0x000000A8 = lfs f7, _bufferSize@l(r12) #...into f7
0x000000AC = fdivs f10, f10, f7 #divide fps sum by 32, the number of saved fps values, to get average fps over 32 frames
0x000000B0 = lis r12, _averageFPS@ha #Store averaged fps...
0x000000B4 = stfs f10, _averageFPS@l(r12) #... into _averageFPS variable.
0x000000B8 = lis r12, _float30@ha #Setting up speed diviser. 30/current fps = game speed. ex 30/60 = .5 game speed
0x000000BC = lfs f12, _float30@l(r12) #load float 30 into f12
0x000000C0 = fdivs f7, f12, f10 #do the division f10 is our current fps(now averaged)
0x000000C4 = lis r12, _lowlimit@ha #set up a low limit to not set game speed below. here: 10/30 = 3
0x000000C8 = lfs f12, _lowlimit@l(r12) #Set 3 as the low limit into f12
0x000000CC = lis r12, _speedDiv@ha #prepare to store game speed into _speedDiv but wait.
0x000000D0 = fcmpu cr0, f7, f12 #compare Compare lowlimit with current working game speed
0x000000D4 = bge .+0x08 #If game speed is not being set below 10 fps...
0x000000D8 = b .+0x08 #then skip the next line
0x000000DC = fmr f7, f12 #else overrite working current speed with low limit as new working current speed
0x000000E0 = stfs f7, _speedDiv@l(r12) #store working current speed into _speedDiv
0x000000E4 = lis r12, _float30@ha #An attempt to port arrow fix to fps++
0x000000E8 = lfs f12, _float30@l(r12) #load float30 into f12
0x000000EC = fmuls f10, f7, f12 #arrowsDiv = 30 * speedDiv
0x000000F0 = lis r12, _arrowsDiv@ha
0x000000F4 = stfs f10, _arrowsDiv@l(r12) #store the results
0x000000F8 = lis r12, _float.5@ha #load float of .5 into f12
0x000000FC = lfs f12, _float.5@l(r12)
0x00000100 = fdivs f10, f12, f7 #arrowsDer = .5 / speedDiv
0x00000104 = lis r12, _arrowsDer@ha
0x00000108 = stfs f10, _arrowsDer@l(r12) #store the results
0x0000010C = blr #return
_arrowTimeDrain = 0x00000110
0x00000110 = lfs f1, 0xFC(r11)
0x00000114 = lis r12, _speedDiv@ha
0x00000118 = lfs f0, _speedDiv@l(r12)
0x0000011C = fmuls f1, f1, f0
0x00000120 = blr
#codeChanges
0x031FA97C = bla _fpsCalc
0x03793328 = nop
0x03793334 = nop
0x03793378 = lis r29, _speedDiv@ha
0x03793380 = lfs f0, _speedDiv@L(r29)
0x0379338C = nop
0x03415C1C = lis r12, _speedDiv@ha
0x03415C24 = lfs f0, _speedDiv@l(r12)
0x03415C2C = nop
0x02D90D2C = lis r10, _averageFPS@ha
0x02D90D30 = lfs f11, _averageFPS@l(r10)
0x02D90D88 = lis r10, _averageFPS@ha
0x02D90D8C = lfs f11, _averageFPS@l(r10)
0x02D5F760 = bla _arrowTimeDrain
0x037DC35C = lis r12, _speedDiv@ha #Audio fix
0x037DC360 = lfs f13, _speedDiv@l(r12)
0x02F62B3C = lis r12, _speedDiv@ha #map scroll fix
0x02F62B40 = lfs f0, _speedDiv@l(r12)
#break all forms of frame limiting
0x031FACD0 = nop ; disable vsync
0x031FACF4 = nop ; disable vsync loop
[BotwFPSv176V192]
moduleMatches = 0xFD091F9F, 0xD472D8A5
# rodata constants
_float.5 = 0x100005E0
_float1 = 0x10000670
_float30 = 0x101E78F4
_float32 = 0x1025D1A8
_convSub = 0x10000BB0
_arrowsDiv = 0x1001CCAC
_arrowsDer = 0x1001CB18
#TestCave
codeCaveSize = 0x124
_fpsCalc = 0x00000018
0x00000000 = .float 3 ; Don't edit me!
_lowlimit = 0x00000000
0x00000004 = .float 62156250
_busSpeed = 0x00000004
_averageFPS = 0x00000008
_speedDiv = 0x0000000C
0x00000010 = .float ($amount_of_FPS_averaged)
_bufferSize = 0x00000010
0x00000014 = .int (4*$amount_of_FPS_averaged+4)
_numBytes = 0x00000014
0x00000018 = stw r0, 0x78(r30) #orig instruction we are replacing ;ticks between frame are currently in r12.
0x0000001C = xoris r12, r12, 0x8000 #flip the sign bit of int ticks for floating point conversion
0x00000020 = stw r12, 0xD4(r30) #store sign flipped ticks in memory as lower half of double
0x00000024 = lis r12, 0x4330 #create upper half of ticks double
0x00000028 = stw r12, 0xD0(r30) #store it in upper half of memory
0x0000002C = lfd f10, 0xD0(r30) #Load full double ticks into f10
0x00000030 = lis r12, _convSub@ha #load number to subtract from tick double...
0x00000034 = lfd f12, _convSub@l(r12) #...to create tick float into f12
0x00000038 = fsub f10, f10, f12 #Do the subtraction
0x0000003C = frsp f10, f10 #round to single precision and tick float is in f10
0x00000040 = lis r12, _float1@ha #Load float of 1...
0x00000044 = lfs f12, _float1@l(r12) #...into f12
0x00000048 = fdivs f10, f12, f10 #divide 1 by ticks
0x0000004C = lis r12, _busSpeed@ha #load wii u bus speed...
0x00000050 = lfs f12, _busSpeed@l(r12) #...into f12
0x00000054 = fmuls f10, f12, f10 #multiply bus speed to have current fps in f10. (1/ticks)*bus speed
0x00000058 = mr r3, r30 #Make a copy of r30 so we can screw around with it
0x0000005C = addi r3, r3, 0xE0 #Add offset to available memory space
0x00000060 = stw r3, 0xD8(r30) #Save our virgin memory address so we can retrieve it later
0x00000064 = lwz r12, 0xDC(r30) #load counter into r12
0x00000068 = add r3, r3, r12 #add our counter to the offset for our memory location
0x0000006C = stfsu f10, 0x04(r3) #store current fps to memory location +4 and update efective address into r3
0x00000070 = lfs f7, 0xE0(r30) #Load fpsSum into f7
0x00000074 = fadds f10, f10, f7 #Add currentFPS to fpsSum
0x00000078 = addi r12, r12, 0x04 #Incriment counter by 4
0x0000007C = lis r11, _numBytes@ha
0x00000080 = lwz r11, _numBytes@l(r11)
0x00000084 = cmpw r12, r11 #Compare counter with 0x80(32 address from base memory location)
0x00000088 = bne .+0x0C #If we write our last current fps then
0x0000008C = lis r12, 0 #Zero our counter
0x00000090 = lwz r3, 0xD8(r30) #and reload our virgin memory offset
0x00000094 = stw r12, 0xDC(r30) #Store counter r12 to memory location
0x00000098 = lfs f7, 0x04(r3) #load oldest fps into f7
0x0000009C = fsubs f10, f10, f7 #Subtract oldest fps from fpsSum
0x000000A0 = stfs f10, 0xE0(r30) #store fpsSum back into it's memory address.
0x000000A4 = lis r12, _bufferSize@ha #load 32 as a float ...
0x000000A8 = lfs f7, _bufferSize@l(r12) #...into f7
0x000000AC = fdivs f10, f10, f7 #divide fps sum by 32, the number of saved fps values, to get average fps over 32 frames
0x000000B0 = lis r12, _averageFPS@ha #Store averaged fps...
0x000000B4 = stfs f10, _averageFPS@l(r12) #... into _averageFPS variable.
0x000000B8 = lis r12, _float30@ha #Setting up speed diviser. 30/current fps = game speed. ex 30/60 = .5 game speed
0x000000BC = lfs f12, _float30@l(r12) #load float 30 into f12
0x000000C0 = fdivs f7, f12, f10 #do the division f10 is our current fps(now averaged)
0x000000C4 = lis r12, _lowlimit@ha #set up a low limit to not set game speed below. here: 10/30 = 3
0x000000C8 = lfs f12, _lowlimit@l(r12) #Set 3 as the low limit into f12
0x000000CC = lis r12, _speedDiv@ha #prepare to store game speed into _speedDiv but wait.
0x000000D0 = fcmpu cr0, f7, f12 #compare Compare lowlimit with current working game speed
0x000000D4 = bge .+0x08 #If game speed is not being set below 10 fps...
0x000000D8 = b .+0x08 #then skip the next line
0x000000DC = fmr f7, f12 #else overrite working current speed with low limit as new working current speed
0x000000E0 = stfs f7, _speedDiv@l(r12) #store working current speed into _speedDiv
0x000000E4 = lis r12, _float30@ha #An attempt to port arrow fix to fps++
0x000000E8 = lfs f12, _float30@l(r12) #load float30 into f12
0x000000EC = fmuls f10, f7, f12 #arrowsDiv = 30 * speedDiv
0x000000F0 = lis r12, _arrowsDiv@ha
0x000000F4 = stfs f10, _arrowsDiv@l(r12) #store the results
0x000000F8 = lis r12, _float.5@ha #load float of .5 into f12
0x000000FC = lfs f12, _float.5@l(r12)
0x00000100 = fdivs f10, f12, f7 #arrowsDer = .5 / speedDiv
0x00000104 = lis r12, _arrowsDer@ha
0x00000108 = stfs f10, _arrowsDer@l(r12) #store the results
0x0000010C = blr #return
_arrowTimeDrain = 0x00000110
0x00000110 = lfs f1, 0xFC(r11)
0x00000114 = lis r12, _speedDiv@ha
0x00000118 = lfs f0, _speedDiv@l(r12)
0x0000011C = fmuls f1, f1, f0
0x00000120 = blr
#codeChanges
0x031F9E80 = bla _fpsCalc
0x03792620 = nop
0x0379262C = nop
0x03792670 = lis r29, _speedDiv@ha
0x03792678 = lfs f0, _speedDiv@l(r29)
0x03792684 = nop
0x03414EF8 = lis r12, _speedDiv@ha
0x03414F00 = lfs f0, _speedDiv@l(r12)
0x03414F08 = nop
0x02D90790 = lis r10, _averageFPS@ha
0x02D90794 = lfs f11, _averageFPS@l(r10)
0x02D907EC = lis r10, _averageFPS@ha
0x02D907F0 = lfs f11, _averageFPS@l(r10)
0x02D5F200 = bla _arrowTimeDrain
0x037DB654 = lis r12, _speedDiv@ha
0x037DB658 = lfs f13, _speedDiv@l(r12)
# Break all forms of frame limiting
0x031FA1D4 = nop
0x031FA1F8 = nop