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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] JPN v16 (1.0) 60 fps, no offline, fov. Contrasty tweaks
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@ -95,31 +95,31 @@ $sharp_mix = 0.05
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discolouration of multi layer fx
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discolouration of multi layer fx
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name = Cold contrast
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name = Cold contrast
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$redShadows = 0.99
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$redShadows = 0.99 #0.99
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$greenShadows = 1.0
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$greenShadows = 1.0 # 1.0
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$blueSadows = 1.01
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$blueSadows = 1.01 #1.0 #1.01
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$redMid = 0.85
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$redMid = 0.89 #0.87
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$greenMid = 0.86
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$greenMid = 0.925 #0.9 #0.88
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$blueMid = 1.0
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$blueMid = 1.0
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$redHilight = 0.95
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$redHilight = 1.0
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$greenHilight = 0.96
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$greenHilight = 1.01 #.86
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$blueHilight = 1.05
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$blueHilight = 1.11 #1.14
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$contrastCurve = 0.25
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$contrastCurve = 0.25
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$hazeFactor = 0.1
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$hazeFactor = 0.1
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$bloom = 0.975
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$bloom = 0.975
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$gamma = 1.0
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$gamma = 1.025
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$exposure = 1.075
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$exposure = 1.025
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$vibrance = 0.3
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$vibrance = 0.4
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$crushContrast = 0.0
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$crushContrast = 0.0
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$bleach = 0.875
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$bleach = 0.875
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$sharp_mix = 0.05
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$sharp_mix = 0.05
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[Preset] # jff
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[Preset] # jff
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name = Skyward Swordish
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name = Skyward Swordish
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$redShadows = 0.99
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$redShadows = 0.95
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$greenShadows = 0.99
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$greenShadows = 0.95
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$blueSadows = 1.02
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$blueSadows = 1.0
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$redMid = 0.95
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$redMid = 0.95
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$greenMid = 0.97
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$greenMid = 0.97
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$blueMid = 1.04
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$blueMid = 1.04
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@ -6,7 +6,7 @@ description = This pack tweaks the colours and contrast to whatever preset you s
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version = 3
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version = 3
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[Preset]
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[Preset]
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name = High Contrasty
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name = High Contrasty - shadow lift
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$redShadows = 1.0
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$redShadows = 1.0
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$greenShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$blueSadows = 1.0
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@ -27,6 +27,28 @@ $crushContrast = 0.00
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$bleach = 0.85
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$bleach = 0.85
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$sharp_mix = 0.1
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$sharp_mix = 0.1
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[Preset]
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name = High Contrasty
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$redShadows = 0.98
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$greenShadows = 0.98
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$blueSadows = 0.99
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$redMid = 0.99
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$greenMid = 0.98
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$blueMid = 0.99
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$redHilight = 0.975
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$greenHilight = 0.975
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$blueHilight = 0.975
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$contrastCurve = 0.25
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$hazeFactor = 0.25
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$bloom = 0.85
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$gamma = 1.04
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$exposure = 1.1
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$vibrance = 0.20
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.05
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[Preset]
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[Preset]
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name = Colourful
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name = Colourful
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$redShadows = 1.0
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$redShadows = 1.0
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@ -1,3 +1,7 @@
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[XCXNOOFFV16J]
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moduleMatches = 0x785CA8A9
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0x1019037C = .float $fov # 1.0 is default, 0.75 wider FOV
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[XCXFOVV102J]
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[XCXFOVV102J]
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moduleMatches = 0x7672271D
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moduleMatches = 0x7672271D
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0x1019087C = .float $fov # 1.0 is default, 0.75 wider FOV
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0x1019087C = .float $fov # 1.0 is default, 0.75 wider FOV
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@ -1,3 +1,7 @@
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[XCXNOOFFV16J]
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moduleMatches = 0x785CA8A9
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0x100B06DC = nop # frameIn
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[XCXNOFFV102J]
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[XCXNOFFV102J]
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moduleMatches = 0x7672271D
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moduleMatches = 0x7672271D
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0x100B0B28 = nop # frameIn
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0x100B0B28 = nop # frameIn
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@ -1,36 +1,62 @@
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[XCX60fpsV102J]
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[XCX60fpsV16J]
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moduleMatches = 0x785CA8A9
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
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#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations
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0x100CFAE8 = .float 0.5 # .float 1.0 # GUI animations *
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0x10059514 = .float 0.5 # .float 1.0 #Title screen cutscene -
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0x100144F0 = .float 0.1 # controller acceleration
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0x10171070 = .float 2.0 # arbitrary 2.0 float
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0x1017117C = .float 0.5 # .5 float
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_halfRate = 0x10171070
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_fullRate = 0x1017117C
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0x027370B8 = lis r11, _halfRate@ha # Double updateEventParam cutscene
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0x027370C4 = lfs f1, _halfRate@l(r11) # -
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0x027A0180 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
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0x027A0184 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
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0x025F149C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
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0x025F14A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
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0x02768064 = lis r8, _fullRate@ha # sync in game cut scene
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0x02768068 = lfs f31, _fullRate@l(r8) #
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0x0273BBD0 = lis r7, _fullRate@ha # sync elevator, vehicles etc
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0x0273BBD4 = lfs f31, _fullRate@l(r7) # Ç
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# swapInterval 60
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0x02FCEB9C = li r3, 1
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[XCX60fpsV48J]
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moduleMatches = 0x7672271D
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moduleMatches = 0x7672271D
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter
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0x100D0604 = .float 0.5 # .float 1.0 # GUI animations *
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#0x100D0604 = .float 0.5 # .float 1.0 # GUI animations *
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0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene -
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#0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene -
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0x10014528 = .float 0.05 # controller acceleration -
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#0x10014528 = .float 0.1 # controller acceleration -
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0x10171980 = .float 2.0 # arbitrary 2.0 float
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#0x10171980 = .float 2.0 # arbitrary 2.0 float
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_halfRate = 0x10171980
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0x100D0070 = .float 0.5
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_fullRate = 0x100D0604
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0x1005989C = .float 0.5
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0x10014528 = .float 0.1
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0x10171570 = .float 2.0
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_halfRate = 0x10171570
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_fullRate = 0x100D0070
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0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene
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0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene, ver
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0x02738038 = lfs f1, _halfRate@l(r11) # -
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0x02738038 = lfs f1, _halfRate@l(r11) # -
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0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
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0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
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0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
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0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
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#0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv
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0x025F1F78 = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
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#0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv
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0x025F1F80 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
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#0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down
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0x02768FD4 = lis r8, _fullRate@ha # sync in game cut scene
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#0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv
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0x02768FD8 = lfs f31, _fullRate@l(r8) #
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0x0273CB44 = lis r7, _fullRate@ha # sync elevator, vehicles etc
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0x0273CB48 = lfs f31, _fullRate@l(r7) # Ç
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0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
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0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
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0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene
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0x0276A860 = lfs f31, _fullRate@l(r8) #
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0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc
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0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç
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# swapInterval 60
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# swapInterval 60
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0x02FD3F5C= li r3, 1
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0x02FD3F5C= li r3, 1
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[XCX60fpsV100E_V101E]
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[XCX60fpsV100E_V101E]
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moduleMatches = 0x218F6E07, 0xF882D5CF
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moduleMatches = 0x218F6E07, 0xF882D5CF
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
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#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues
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