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https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] Add external speed overwrite offset to FPS++
Also lowered the "unlimited" option so that it doesn't cause problems when using that.
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@ -6,6 +6,8 @@ moduleMatches = 0x6267BFD0
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# Constants
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# Constants
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const_0.0:
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.float 0.0
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const_0.5:
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const_0.5:
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.float 0.5
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.float 0.5
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const_1:
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const_1:
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@ -65,13 +67,13 @@ initBuffer:
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.byte 0
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.byte 0
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bufferStart:
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bufferStart:
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.ptr 0xD8
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.ptr 0xDC
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bufferCurrEntry:
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bufferCurrEntry:
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.ptr 0xD8
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.ptr 0xDC
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bufferEnd:
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bufferEnd:
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.ptr 0xD8+(4*$frameAverageAmount)
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.ptr 0xDC+(4*$frameAverageAmount)
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; Useful for trying potential FPS values. Need to set debugMode = 1 to enable the debugging in the interface and code.
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; Useful for trying potential FPS values. Need to set debugMode = 1 to enable the debugging in the interface and code.
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debugAddr:
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debugAddr:
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@ -89,18 +91,27 @@ stw r0, 0x78(r30) ; Execute original instruction that got replaced with a jum
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; If static FPS is enabled, always set currently "running" FPS to $fpsLimit
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; If static FPS is enabled, always set currently "running" FPS to $fpsLimit
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li r3, $staticFPSMode ; Load the $staticFPSMode setting into r3
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li r3, $staticFPSMode ; Load the $staticFPSMode setting into r3
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cmpwi r3, 1 ; Compare with 1, which is when it's enabled
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cmpwi r3, 1 ; Compare with 1, which is when it's enabled
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bne _calculateDynamicFPS ; If the comparison is not equal, run
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bne _checkExternalSpeed ; If the comparison is not equal, run
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lis r3, fpsLimit@ha ; Load current FPS limit...
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lis r3, fpsLimit@ha ; Load current FPS limit...
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lfs f10, fpsLimit@l(r3) ; ...into f10
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lfs f10, fpsLimit@l(r3) ; ...into f10
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b _setGamespeed ; Skip dynamic FPS code when static mode is enabled and go to the game speed setting code
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b _setGamespeed ; Skip dynamic FPS code when static mode is enabled and go to the game speed setting code
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; If the manual speed has been set by an external program to something other then 0, use that as the static speed
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_checkExternalSpeed:
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lis r11, const_0.0@ha ; Load a 0 float...
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lfs f12, const_0.0@l(r11) ; ...into f12
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lfs f10, 0xD0(r30) ; Load the external speed offset
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fcmpu cr0, f10, f12 ; Compare the value stored in the external memory offset to 0 (f12)
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beq _calculateDynamicFPS ; Compare the
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b _setGamespeed
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; Calculate speed of current frame (FPS). It's calculated by using the ticks between the previous frame and now, which is stored in r12, and the amount of ticks that the Wii U executes in a second (the bus speed).
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; Calculate speed of current frame (FPS). It's calculated by using the ticks between the previous frame and now, which is stored in r12, and the amount of ticks that the Wii U executes in a second (the bus speed).
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_calculateDynamicFPS:
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_calculateDynamicFPS:
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xoris r12, r12, 0x8000 ; Flip the sign bit of int ticks for floating point conversion
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xoris r12, r12, 0x8000 ; Flip the sign bit of int ticks for floating point conversion
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stw r12, 0xD4(r30) ; Store sign flipped ticks in memory as lower half of double
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stw r12, 0xD8(r30) ; Store sign flipped ticks in memory as lower half of double
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lis r12, 0x4330 ; Create upper half of ticks double
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lis r12, 0x4330 ; Create upper half of ticks double
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stw r12, 0xD0(r30) ; Store it in upper half of memory
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stw r12, 0xD4(r30) ; Store it in upper half of memory
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lfd f10, 0xD0(r30) ; Load full double ticks into f10
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lfd f10, 0xD4(r30) ; Load full double ticks into f10
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lis r12, convSub@ha ; Load number to subtract from tick double...
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lis r12, convSub@ha ; Load number to subtract from tick double...
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lfd f12, convSub@l(r12) ; ...to create tick float into f12
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lfd f12, convSub@l(r12) ; ...to create tick float into f12
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fsub f10, f10, f12 ; Do the subtraction
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fsub f10, f10, f12 ; Do the subtraction
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@ -132,7 +132,7 @@ $fpsLimit = 20
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name = No FPS Limit (for benchmarking)
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name = No FPS Limit (for benchmarking)
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category = Framerate Limit
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category = Framerate Limit
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condition = $advancedMode == 1
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condition = $advancedMode == 1
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$fpsLimit = 999
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$fpsLimit = 500
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[Preset]
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[Preset]
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name = 244FPS (ideal for 244Hz displays)
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name = 244FPS (ideal for 244Hz displays)
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