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Hyrule warriors - 60fps w Cemu patch format
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Mods/HyruleWarriors_60FPS/patch_staticFPS.asm
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49
Mods/HyruleWarriors_60FPS/patch_staticFPS.asm
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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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@ -1,40 +0,0 @@
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[HW60FPSFixv208]
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moduleMatches = 0xE159AE91
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# CInterMission::UpdateFrameCount() patch to halve the number of frames added, keeps the story intermission text + images in sync with the audio
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# NOTE: NOT FRAMERATE INDEPENDENT - REQUIRES 60FPS! though you can probably mod it for higher framerates if you want
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# address of a float with constant 2.0 value (if you want, find one with 4.0 for 120fps)
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_frameDivisor = 0x1009391C
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# luckily no need for a code-cave since UpdateFrameCount has a redundant 3 instruction load, which we can replace with our division code
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0x02198378 = lis r12, 1
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0x0219837C = addi r12, r12, 0x4C48
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0x02198380 = lfsx f0, r11, r12 ; f0 = r11[0x14C48] (number of frames elapsed since last update?)
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0x02198384 = lis r12, _frameDivisor@h
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0x02198388 = lfs f13, _frameDivisor@l(r12)
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0x0219838C = fdivs f0, f0, f13 ; halves number of elapsed frames
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0x02198390 = lis r12, 1 ; 0x14C24
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0x02198394 = addi r12, r12, 0x4C24
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0x02198398 = lfsx f13, r11, r12 ; f13 = r11[0x14C24] (total number of frames elapsed / frame counter)
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0x0219839C = fadds f13, f0, f13 ; add our modified count to the total count
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0x021983A0 = lis r12, 1 ; 0x14C24
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0x021983A4 = addi r12, r12, 0x4C24
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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
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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 ; CMain::InitSys()
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0x02438340 = li r3, 1 ; CDemoEventManager::TermRead()
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0x02438864 = li r3, 1 ; CDemoEventManager::ChangeFPS()
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# SetBaseFramePerSec defaults, these get overridden by the above changes, but we'll change them anyway to be safe
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0x10142EBC = .long 1
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0x10142EC0 = .long 60
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0x10142EC4 = .float 60.0
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0x10142EC8 = .long 1
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0x10142ECC = .long 60
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0x10142ED0 = .float 60.0
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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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@ -1,6 +1,6 @@
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[Definition]
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titleIds = 000500001017D800,000500001017D900,000500001017CD00
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name = 60FPS
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name = 60 FPS #
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path = "Hyrule Warriors/Mods/60FPS"
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description = Important: This patches the gameplay to be in 60fps. Getting under 60fps will slow down the game's speed.
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description = Getting under 60fps will slow down the game's speed.
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version = 4
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