Hyrule warriors - 60fps w Cemu patch format

This commit is contained in:
getdls 2020-05-08 16:21:00 +02:00
parent 4dc96a162c
commit 172c4ba069
3 changed files with 52 additions and 43 deletions

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[HW60FPSFixv208]
moduleMatches = 0xE159AE91
# 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 # Main::init
0x02438340 = li r3, 1 # CDemoEventManager::TermRead()
0x02438864 = li r3, 1 # CDemoEventManager::ChangeFPS()
# Set swap interval to 1 (needed since cemu 1.15.7)
0x02831FB4 = li r4, 1
0x02833B00 = nop #nopesync
#0x100995A8 = .float 200.0
[ZeldaMusou_JPNv16]
moduleMatches = 0xf290aea8
#.origin = codecave
#_fps:
#.float 120.0
#_fps60:
#lis r12, _fps@h
#stfs f0, _fps@l(r12)
#blr
#0x0221AB14 = bla _fps60
#0x0221AB1C = nop #setFramePerSec
#0x0221AB7C = nop
#0x0221AB80 = bla _fps60
0x02788D24 = li r4, 1
##0x02788570 = li r3, 1 #
0x0278A8F4 = nop # Uncomment to kill vsync
#
#
0x02186A2C = li r3, 1 # Main::init
##
#0x021BA474 = li r3, 1 #Mr, CViewModuleDefeat::lave Unstable
0x021C4148 = li r3, 1 #Mr, CViewModuleMgr::Term
0x021C6D88 = li r3, 1 #Mr, CViewModuleMotionLave
#0x0221AB18 = li r3, 1 #mr, CViewModuleDefeat infunction
#
#0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not neede with cor main?
#0x023F9BEC = li r3, 1 # CDemoEventManager::TermRead()
#0x023FA07C = li r3, 1 # CDemoEventManager::ChangeFPS()

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[HW60FPSFixv208]
moduleMatches = 0xE159AE91
# 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
0x10142EBC = .long 1
0x10142EC0 = .long 60
0x10142EC4 = .float 60.0
0x10142EC8 = .long 1
0x10142ECC = .long 60
0x10142ED0 = .float 60.0
# Set swap interval to 1 (needed since cemu 1.15.7)
0x02831FB4 = li r4, 1

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[Definition]
[Definition]
titleIds = 000500001017D800,000500001017D900,000500001017CD00
name = 60FPS
name = 60 FPS #
path = "Hyrule Warriors/Mods/60FPS"
description = Important: This patches the gameplay to be in 60fps. Getting under 60fps will slow down the game's speed.
description = Getting under 60fps will slow down the game's speed.
version = 4