mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] Switch to Xalphenos' FPS++ V2.1 (fix arrow time)
Switch over to Xalphenos version since his version now has a dynamically sized "oldest frame" (there's not really a good name for what it does) thing which was one of the main things in my version. Once FPS++ progress is halted, I'll clean up the comments again to something similar what I had in my version, which I feel is more understandable for people that want to see what it does and maybe improve it. If testing is correct, the previous version also had stability drops or something in comparison with this version. If anything, this update only pushes the arrow time stamina drain fix.
This commit is contained in:
parent
7befd59159
commit
8699939dfc
@ -1,119 +1,112 @@
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[BotwFPSV208]
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moduleMatches = 0x6267BFD0
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# rodata constants
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#rodata constants
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_float.5 = 0x100005E0
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_float1 = 0x10000670
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_float30 = 0x101E7964
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_convSub = 0x10000BB0
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_float32 = 0x1021FCEC
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_arrowsDiv = 0x1001CCAC
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_arrowsDer = 0x1001CB18
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# TestCave
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codeCaveSize = 600 ; Theoretically, allow for 74 or so FPS to be averaged.
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#TestCave
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codeCaveSize = 0x12C
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_fpsCalc = 0x00000018
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0x00000000 = .float 2
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_lowLimit = 0x00000000
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_fpsCalc = 0x00000010
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0x00000000 = .float 2 ; Don't edit me!
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_lowlimit = 0x00000000
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0x00000004 = .float 62156250
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_busSpeed = 0x00000004
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_averageFPS = 0x00000008
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_speedDiv = 0x0000000C
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0x00000010 = .float (30*30)
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_arrowDivisor = 0x00000010
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0x00000014 = .float (0.5/30)
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_arrowMultiplier = 0x00000014
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0x00000120 = .int (4*$amount_of_FPS_averaged+4)
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_averageMaxByteLength = 0x00000120
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0x00000124 = .float ($amount_of_FPS_averaged)
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_averageFPSBufferDivider = 0x00000124
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0x00000128 = .float (0)
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_averageFPSBufferTotal = 0x00000128
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0x0000012C = .int (4)
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_averageFPSIndex = 0x0000012C
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_averageFPSBuffer = 0x00000130
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# - Calculate FPS -
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0x00000018 = stw r0, 0x78(r30) # Original instruction that was overwriten by the instruction that jumps to this code cave. This specific place was chosen because r12 is storing the ticks between the previous and current frame, which this code needs to calculate the game's FPS.
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0x0000001C = xoris r12, r12, 0x8000 # Flips the sign bit of the game ticks (which is stored as an int in r12), because the code wants to store this as the lower half of a double, and the lower half can't be prepended by a sign bit.
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0x00000020 = stw r12, 0x12C(r30) # Stores the sign-bit-flipped ticks to a temporary part of the game's memory, making up the lower 4 bytes of the 8 bytes total from the double that's being created.
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0x00000024 = lis r12, 0x4330 # Loads a value of 0x4330 to r12 (Why this number?)
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0x00000028 = stw r12, 0x128(r30) # Stores the loaded value from r12 to the upper 4 bytes of the 8 bytes total. Now it makes a full floating point double.
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0x0000002C = lfd f10, 0x128(r30) # Loads that floating point double into f10, so that the code can perform floating point operations.
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0x00000030 = lis r12, _convSub@ha # Loads upper half of an address to r12 (Side note, PowerPC code always needs to load into or store from registers using two instructions if it needs to interact with an absolute address due to how PowerPC is designed).
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0x00000034 = lfd f12, _convSub@l(r12) # Uses the upper half of the address from r12 to load the value that's stored at convSub to f12.
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0x00000038 = fsub f10, f10, f12 # Subtracts the convSub (f12) from the game ticks double and store the result in f10.
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0x0000003C = frsp f10, f10 # Rounds f10 to a floating point single.
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0x00000040 = lis r12, _float1@ha # Loads upper half of an address to r12.
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0x00000044 = lfs f12, _float1@l(r12) # Uses the upper half of the address from r12 to load a 1 to f12.
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0x00000048 = fdivs f10, f12, f10 # Divides a 1 with the converted game ticks that were stored in f10.
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0x0000004C = lis r12, _busSpeed@ha # Loads upper half of an address to r12.
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0x00000050 = lfs f12, _busSpeed@l(r12) # Uses the upper half of the address from r12 to load the value that is the Wii U's bus speed to f12.
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0x00000054 = fmuls f10, f12, f10 # Multiplies the game ticks (f10) by the bus speed (f12).
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# - Arrow Fix -
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0x00000058 = lis r12, _arrowDivisor@ha # Loads the upper half of an address to r12.
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0x0000005C = lfs f12, _arrowDivisor@l(r12) # Uses the upper half of the address from r12 to load the arrow divisor (30*30) to f12.
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0x00000060 = fdivs f12, f12, f10 # Divides the arrow divisor (f12) with the game's current FPS (f10) to f12.
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0x00000064 = lis r12, _arrowsDiv@ha # Loads the upper half of an address to r12.
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0x00000068 = stfs f12, _arrowsDiv@l(r12) # Uses the upper half of the address from r12 to store a "dynamic" constant to correct the arrow drop.
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0x0000006C = lis r12, _arrowMultiplier@ha # Loads the upper half of an address to r12.
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0x00000070 = lfs f12, _arrowMultiplier@l(r12) # Uses the upper half of the address from r12 to load the arrow multiplier (0.5/30) to f12
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0x00000074 = fmuls f12, f12, f10 # Multiplies the arrow multiplier (f12) with the game current FPS (f10) to f12
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0x00000078 = lis r12, _arrowsDer@ha # Loads the upper half of an address to r12.
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0x0000007C = stfs f12, _arrowsDer@l(r12) # Uses the upper half of the address from r12 to store another dynamic constant to correct the arrow drop.
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# - FPS Averaging -
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0x00000080 = lis r3, _averageFPSBuffer@ha # Load the pointer to the buffer to r3
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0x00000084 = addi r3, r3, _averageFPSBuffer@l #
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0x00000088 = lis r11, _averageFPSIndex@ha # Load the index which has the offset to the oldest FPS in the buffer to r12
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0x0000008C = lwz r12, _averageFPSIndex@l(r11) #
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0x00000090 = lfsx f12, r3, r12 # Load the oldest FPS using the pointer (r3) plus the offset (r12) to f12
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0x00000094 = stfsx f10, r3, r12 # Store the newest FPS to the buffer using the pointer (r3) plus the offset (r12) to f12
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0x00000098 = lis r3, _averageMaxByteLength@ha # Load the max byte length to r11
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0x0000009C = lwz r3, _averageMaxByteLength@l(r3) #
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0x000000A0 = addi r12, r12, 0x04 # Add 4 to the index (r12) which sets the address offset to the next address
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0x000000A4 = cmp 0, 0, r12, r3 # Compare the index (r12) to the max byte length (r3)
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0x000000A8 = bne .+0x08 # If the compared numbers are not equal, skip over the instruction that resets the offset to 0 if the max has been reached
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0x000000AC = li r12, 4 #
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0x000000B0 = stw r12, _averageFPSIndex@l(r11) #
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0x000000B4 = lis r12, _averageFPSBufferTotal@ha # Load the total of the buffer to r12
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0x000000B8 = lfs f7, _averageFPSBufferTotal@l(r12) #
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0x000000BC = fsubs f7, f7, f12 # Subtract the oldest FPS (f12) from the total of the buffer (f7), but add the newest FPS (f10)
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0x000000C0 = fadds f7, f7, f10 #
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0x000000C4 = stfs f7, _averageFPSBufferTotal@l(r11) # Store the updated total of the buffer back
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0x000000C8 = lis r12, _averageFPSBufferDivider@ha # Load the divider (= the amount of frames stored in the buffer)
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0x000000CC = lfs f12, _averageFPSBufferDivider@l(r12) #
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0x000000D0 = fdivs f10, f7, f12 # Divide the updated buffer total with the divider to store the averaged fps to f10
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0x000000D4 = lis r12, _averageFPS@ha # Store averaged FPS
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0x000000D8 = stfs f10, _averageFPS@l(r12) #
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# - Low FPS Limiter -
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0x000000DC = lis r12, _float30@ha # Loads the upper half of an address to r12.
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0x000000E0 = lfs f12, _float30@l(r12) # Uses the upper half of the address from r12 to load a 30 into the register.
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0x000000E4 = fdivs f7, f12, f10 # Divides 30 by the game's averaged FPS.
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0x000000E8 = lis r12, _lowLimit@ha # Loads the upper half of an address to r12.
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0x000000EC = lfs f12, _lowLimit@l(r12) # Uses the upper half of the address from r12 to load the limit that the game speed can be set as. This might prevent bugs that only happen at a low FPS. By default, the lowest speed it'll try setting the game as is 15 FPS.
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0x000000F0 = lis r12, _speedDiv@ha # Loads the upper half of an address to r12.
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0x000000F4 = fcmpu cr0, f7, f12 # Compares the game's speed (f7) with the limit.
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0x000000F8 = bge .+0x0C # Skips the next two instructions if in the previous comparison f7 was greater or equal to f12.
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0x000000FC = stfs f7, _speedDiv@l(r12) # Uses the upper half from the address from r12 to store the game's speed.
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0x00000100 = blr # Return to place that called this code cave.
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0x00000104 = stfs f12, _speedDiv@l(r12) # Uses the upper half from the address from r12 to store the low limit.
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0x00000108 = blr # Return to place that called this code cave.
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_fenceNeg1 = 0x0000010C # - Best Fence Skip -
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0x0000010C = add r6, r12, r0 # Original instruction that was overwriten by the instruction that jumps to this code cave.
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0x00000110 = cmpwi r6, 500 # Checks if r6 less than 500 (full sync on those first frames to prevent milk water).
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0x00000114 = blt .+0x08 # Branches to return subtract instruction if r6 is less than 500.
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0x00000118 = subi r6, r6, 1 # Subtract 1 from r6.
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0x0000011C = blr # Return to place that called this code cave.
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# HOW TO CHANGE AMOUNT OF FRAMES TO AVERAGE
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0x00000128 = .float 32 #This float can be anything. To change the amount of frames averaged change this float...
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_bufferSize = 0x00000128 #...and change the "0x84" on line 74 to this number times 4 plus 4 converted to hex.
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#Example using 8 frames. 8 x 4 = 34. 34 + 4 = 38. In hex 0x26
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#So line 74 would change from "cmpwi r12, 0x0C" to "cmpwi r12, 0x26"
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# codeChanges
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0x00000010 = stw r0, 0x78(r30) #orig instruction we are replacing ;ticks between frame are currently in r12.
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0x00000014 = xoris r12, r12, 0x8000 #flip the sign bit of int ticks for floating point conversion
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0x00000018 = stw r12, 0xD4(r30) #store sign flipped ticks in memory as lower half of double
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0x0000001C = lis r12, 0x4330 #create upper half of ticks double
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0x00000020 = stw r12, 0xD0(r30) #store it in upper half of memory
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0x00000024 = lfd f10, 0xD0(r30) #Load full double ticks into f10
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0x00000028 = lis r12, _convSub@ha #load number to subtract from tick double...
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0x0000002C = lfd f12, _convSub@l(r12) #...to create tick float into f12
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0x00000030 = fsub f10, f10, f12 #Do the subtraction
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0x00000034 = frsp f10, f10 #round to single precision and tick float is in f10
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0x00000038 = lis r12, _float1@ha #Load float of 1...
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0x0000003C = lfs f12, _float1@l(r12) #...into f12
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0x00000040 = fdivs f10, f12, f10 #divide 1 by ticks
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0x00000044 = lis r12, _busSpeed@ha #load wii u bus speed...
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0x00000048 = lfs f12, _busSpeed@l(r12) #...into f12
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0x0000004C = fmuls f10, f12, f10 #multiply bus speed to have current fps in f10. (1/ticks)*bus speed
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0x00000050 = mr r3, r30 #Make a copy of r30 so we can screw around with it
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0x00000054 = addi r3, r3, 0xE0 #Add offset to available memory space
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0x00000058 = stw r3, 0xD8(r30) #Save our virgin memory address so we can retrieve it later
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0x0000005C = lwz r12, 0xDC(r30) #load counter into r12
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0x00000060 = add r3, r3, r12 #add our counter to the offset for our memory location
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0x00000064 = stfsu f10, 0x04(r3) #store current fps to memory location +4 and update efective address into r3
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0x00000068 = lfs f7, 0xE0(r30) #Load fpsSum into f7
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0x0000006C = fadds f10, f10, f7 #Add currentFPS to fpsSum
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0x00000070 = addi r12, r12, 0x04 #Incriment counter by 4
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0x00000074 = cmpwi r12, 0x84 #Compare counter with 0x80(32 address from base memory location)
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0x00000078 = bne .+0x0C #If we write our last current fps then
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0x0000007C = lis r12, 0 #Zero our counter
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0x00000080 = lwz r3, 0xD8(r30) #and reload our virgin memory offset
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0x00000084 = stw r12, 0xDC(r30) #Store counter r12 to memory location
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0x00000088 = lfs f7, 0x04(r3) #load oldest fps into f7
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0x0000008C = fsubs f10, f10, f7 #Subtract oldest fps from fpsSum
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0x00000090 = stfs f10, 0xE0(r30) #store fpsSum back into it's memory address.
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0x00000094 = lis r12, _bufferSize@ha #load 32 as a float ...
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0x00000098 = lfs f7, _bufferSize@l(r12) #...into f7
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0x0000009C = fdivs f10, f10, f7 #divide fps sum by 32, the number of saved fps values, to get average fps over 32 frames
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0x000000A0 = lis r12, _averageFPS@ha #Store averaged fps...
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0x000000A4 = stfs f10, _averageFPS@l(r12) #... into _averageFPS variable.
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0x000000A8 = lis r12, _float30@ha #Setting up speed diviser. 30/current fps = game speed. ex 30/60 = .5 game speed
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0x000000AC = lfs f12, _float30@l(r12) #load float 30 into f12
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0x000000B0 = fdivs f7, f12, f10 #do the division f10 is our current fps(now averaged)
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0x000000B4 = lis r12, _lowlimit@ha #set up a low limit to not set game speed below. here: 10/30 = 3
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0x000000B8 = lfs f12, _lowlimit@l(r12) #Set 3 as the low limit into f12
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0x000000BC = lis r12, _speedDiv@ha #prepare to store game speed into _speedDiv but wait.
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0x000000C0 = fcmpu cr0, f7, f12 #compare Compare lowlimit with current working game speed
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0x000000C4 = bge .+0x08 #If game speed is not being set below 10 fps...
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0x000000C8 = b .+0x08 #then skip the next line
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0x000000CC = fmr f7, f12 #else overrite working current speed with low limit as new working current speed
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0x000000D0 = stfs f7, _speedDiv@l(r12) #store working current speed into _speedDiv
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0x000000D4 = lis r12, _float30@ha #An attempt to port arrow fix to fps++
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0x000000D8 = lfs f12, _float30@l(r12) #load float30 into f12
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0x000000DC = fmuls f10, f7, f12 #arrowsDiv = 30 * speedDiv
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0x000000E0 = lis r12, _arrowsDiv@ha
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0x000000E4 = stfs f10, _arrowsDiv@l(r12) #store the results
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0x000000E8 = lis r12, _float.5@ha #load float of .5 into f12
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0x000000EC = lfs f12, _float.5@l(r12)
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0x000000F0 = fdivs f10, f12, f7 #arrowsDer = .5 / speedDiv
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0x000000F4 = lis r12, _arrowsDer@ha
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0x000000F8 = stfs f10, _arrowsDer@l(r12) #store the results
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0x000000FC = blr #return
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_fenceNeg1 = 0x00000100
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0x00000100 = add r6, r12, r0 #orig instruction we are replacing
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0x00000104 = cmpwi r6, 500 #check if less than 500 (full sync on those first frames to prevent milk water)
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0x00000108 = blt .+0x08 #skip subtract if less than
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0x0000010C = subi r6, r6, 1 #do the subtract
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0x00000110 = blr #return
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_arrowTimeDrain = 0x00000114
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0x00000114 = lfs f1, 0xFC(r11)
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0x00000118 = lis r12, _speedDiv@ha
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0x0000011C = lfs f0, _speedDiv@l(r12)
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0x00000120 = fmuls f1, f1, f0
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0x00000124 = blr
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#codeChanges
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0x031FA97C = bla _fpsCalc
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0x03793328 = nop
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0x03793334 = nop
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@ -127,128 +120,127 @@ _fenceNeg1 = 0x0000010C # - Best Fence Skip -
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0x02D90D30 = lfs f11, _averageFPS@l(r10)
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0x02D90D88 = lis r10, _averageFPS@ha
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0x02D90D8C = lfs f11, _averageFPS@l(r10)
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0x02D5F760 = bla _arrowTimeDrain
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#break all forms of frame limiting
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0x031FAAFC = bla _fenceNeg1 ;Best fence (make sure GPU is never more than 1 frame ahead)
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;0x031FAAE8 = li r0, 1 ;Better fence (make sure GPU is never more than 1 second? ahead)
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;0x031FAB00 = nop ; skip fence (no waiting on GPU)
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0x031FACD0 = nop ; disable vsync
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0x031FACF4 = nop ; disable vsync loop
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# Break all forms of frame limiting
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0x031FAAFC = bla _fenceNeg1 # Best fence (make sure GPU is never more than 1 frame ahead), enabled by default
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;0x031FAAE8 = li r0, 1 # Better fence (make sure GPU is never more than 1 second? ahead), disabled by default
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;0x031FAB00 = nop # Skip fence (no waiting on GPU), disabled by default
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0x031FACD0 = nop # Disable vsync, enabled by default
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0x031FACF4 = nop # Disable vsync loop, enabled by default
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[BotwFPSv176V192]
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moduleMatches = 0xFD091F9F, 0xD472D8A5
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# rodata constants
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_float.5 = 0x100005E0
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_float1 = 0x10000670
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_float30 = 0x101E78F4
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_float32 = 0x1025D1A8
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_convSub = 0x10000BB0
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_arrowsDiv = 0x1001CCAC
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_arrowsDer = 0x1001CB18
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# TestCave
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codeCaveSize = 600 ; Theoretically, allow for 74 or so FPS to be averaged.
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_fpsCalc = 0x00000018
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0x00000000 = .float 2
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_lowLimit = 0x00000000
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#TestCave
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codeCaveSize = 0x12C
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_fpsCalc = 0x00000010
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0x00000000 = .float 2 ; Don't edit me!
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_lowlimit = 0x00000000
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0x00000004 = .float 62156250
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_busSpeed = 0x00000004
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_averageFPS = 0x00000008
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_speedDiv = 0x0000000C
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0x00000010 = .float (30*30)
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_arrowDivisor = 0x00000010
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# HOW TO CHANGE AMOUNT OF FRAMES TO AVERAGE
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0x00000128 = .float 32 #This float can be anything. To change the amount of frames averaged change this float...
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_bufferSize = 0x00000128 #...and change the "0x84" on line 74 to this number times 4 plus 4 converted to hex.
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#Example using 8 frames. 8 x 4 = 34. 34 + 4 = 38. In hex 0x26
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#So line 74 would change from "cmpwi r12, 0x0C" to "cmpwi r12, 0x26"
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0x00000014 = .float (0.5/30)
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_arrowMultiplier = 0x00000014
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0x00000120 = .int (4*$amount_of_FPS_averaged+4)
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_averageMaxByteLength = 0x00000120
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0x00000010 = stw r0, 0x78(r30) #orig instruction we are replacing ;ticks between frame are currently in r12.
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0x00000014 = xoris r12, r12, 0x8000 #flip the sign bit of int ticks for floating point conversion
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0x00000018 = stw r12, 0xD4(r30) #store sign flipped ticks in memory as lower half of double
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0x0000001C = lis r12, 0x4330 #create upper half of ticks double
|
||||
0x00000020 = stw r12, 0xD0(r30) #store it in upper half of memory
|
||||
0x00000024 = lfd f10, 0xD0(r30) #Load full double ticks into f10
|
||||
0x00000028 = lis r12, _convSub@ha #load number to subtract from tick double...
|
||||
0x0000002C = lfd f12, _convSub@l(r12) #...to create tick float into f12
|
||||
0x00000030 = fsub f10, f10, f12 #Do the subtraction
|
||||
0x00000034 = frsp f10, f10 #round to single precision and tick float is in f10
|
||||
0x00000038 = lis r12, _float1@ha #Load float of 1...
|
||||
0x0000003C = lfs f12, _float1@l(r12) #...into f12
|
||||
0x00000040 = fdivs f10, f12, f10 #divide 1 by ticks
|
||||
0x00000044 = lis r12, _busSpeed@ha #load wii u bus speed...
|
||||
0x00000048 = lfs f12, _busSpeed@l(r12) #...into f12
|
||||
0x0000004C = fmuls f10, f12, f10 #multiply bus speed to have current fps in f10. (1/ticks)*bus speed
|
||||
|
||||
0x00000124 = .float ($amount_of_FPS_averaged)
|
||||
_averageFPSBufferDivider = 0x00000124
|
||||
0x00000050 = mr r3, r30 #Make a copy of r30 so we can screw around with it
|
||||
0x00000054 = addi r3, r3, 0xE0 #Add offset to available memory space
|
||||
0x00000058 = stw r3, 0xD8(r30) #Save our virgin memory address so we can retrieve it later
|
||||
0x0000005C = lwz r12, 0xDC(r30) #load counter into r12
|
||||
0x00000060 = add r3, r3, r12 #add our counter to the offset for our memory location
|
||||
0x00000064 = stfsu f10, 0x04(r3) #store current fps to memory location +4 and update efective address into r3
|
||||
0x00000068 = lfs f7, 0xE0(r30) #Load fpsSum into f7
|
||||
0x0000006C = fadds f10, f10, f7 #Add currentFPS to fpsSum
|
||||
0x00000070 = addi r12, r12, 0x04 #Incriment counter by 4
|
||||
0x00000074 = cmpwi r12, 0x84 #Compare counter with 0x84(32 address from base memory location)
|
||||
0x00000078 = bne .+0x0C #If we write our last current fps then
|
||||
0x0000007C = lis r12, 0 #Zero our counter
|
||||
0x00000080 = lwz r3, 0xD8(r30) #and reload our virgin memory offset
|
||||
0x00000084 = stw r12, 0xDC(r30) #Store counter r12 to memory location
|
||||
0x00000088 = lfs f7, 0x04(r3) #load oldest fps into f7
|
||||
0x0000008C = fsubs f10, f10, f7 #Subtract oldest fps from fpsSum
|
||||
0x00000090 = stfs f10, 0xE0(r30) #store fpsSum back into it's memory address.
|
||||
0x00000094 = lis r12, _float32@ha #load 32 as a float ...
|
||||
0x00000098 = lfs f7, _float32@l(r12) #...into f7
|
||||
0x0000009C = fdivs f10, f10, f7 #divide fps sum by 32, the number of saved fps values, to get average fps over 32 frames
|
||||
0x000000A0 = lis r12, _averageFPS@ha #Store averaged fps...
|
||||
0x000000A4 = stfs f10, _averageFPS@l(r12) #... into _averageFPS variable.
|
||||
|
||||
0x00000128 = .float (0)
|
||||
_averageFPSBufferTotal = 0x00000128
|
||||
0x000000A8 = lis r12, _float30@ha #Setting up speed diviser. 30/current fps = game speed. ex 30/60 = .5 game speed
|
||||
0x000000AC = lfs f12, _float30@l(r12) #load float 30 into f12
|
||||
0x000000B0 = fdivs f7, f12, f10 #do the division f10 is our current fps(now averaged)
|
||||
0x000000B4 = lis r12, _lowlimit@ha #set up a low limit to not set game speed below. here: 10/30 = 3
|
||||
0x000000B8 = lfs f12, _lowlimit@l(r12) #Set 3 as the low limit into f12
|
||||
0x000000BC = lis r12, _speedDiv@ha #prepare to store game speed into _speedDiv but wait.
|
||||
0x000000C0 = fcmpu cr0, f7, f12 #compare Compare lowlimit with current working game speed
|
||||
0x000000C4 = bge .+0x08 #If game speed is not being set below 10 fps...
|
||||
0x000000C8 = b .+0x08 #then skip the next line
|
||||
0x000000CC = fmr f7, f12 #else overrite working current speed with low limit as new working current speed
|
||||
0x000000D0 = stfs f7, _speedDiv@l(r12) #store working current speed into _speedDiv
|
||||
|
||||
0x0000012C = .int (4)
|
||||
_averageFPSIndex = 0x0000012C
|
||||
0x000000D4 = lis r12, _float30@ha #An attempt to port arrow fix to fps++
|
||||
0x000000D8 = lfs f12, _float30@l(r12) #load float30 into f12
|
||||
0x000000DC = fmuls f10, f7, f12 #arrowsDiv = 30 * speedDiv
|
||||
0x000000E0 = lis r12, _arrowsDiv@ha
|
||||
0x000000E4 = stfs f10, _arrowsDiv@l(r12) #store the results
|
||||
0x000000E8 = lis r12, _float.5@ha #load float of .5 into f12
|
||||
0x000000EC = lfs f12, _float.5@l(r12)
|
||||
0x000000F0 = fdivs f10, f12, f7 #arrowsDer = .5 / speedDiv
|
||||
0x000000F4 = lis r12, _arrowsDer@ha
|
||||
0x000000F8 = stfs f10, _arrowsDer@l(r12) #store the results
|
||||
0x000000FC = blr #return
|
||||
|
||||
_averageFPSBuffer = 0x00000130
|
||||
_fenceNeg1 = 0x00000100
|
||||
0x00000100 = add r6, r12, r0 #orig instruction we are replacing
|
||||
0x00000104 = cmpwi r6, 500 #check if less than 500 (full sync on those first frames to prevent milk water)
|
||||
0x00000108 = blt .+0x08 #skip subtract if less than
|
||||
0x0000010C = subi r6, r6, 1 #do the subtract
|
||||
0x00000110 = blr #return
|
||||
|
||||
# - Calculate FPS -
|
||||
0x00000018 = stw r0, 0x78(r30) # Original instruction that was overwriten by the instruction that jumps to this code cave. This specific place was chosen because r12 is storing the ticks between the previous and current frame, which this code needs to calculate the game's FPS.
|
||||
0x0000001C = xoris r12, r12, 0x8000 # Flips the sign bit of the game ticks (which is stored as an int in r12), because the code wants to store this as the lower half of a double, and the lower half can't be prepended by a sign bit.
|
||||
0x00000020 = stw r12, 0x12C(r30) # Stores the sign-bit-flipped ticks to a temporary part of the game's memory, making up the lower 4 bytes of the 8 bytes total from the double that's being created.
|
||||
0x00000024 = lis r12, 0x4330 # Loads a value of 0x4330 to r12 (Why this number?)
|
||||
0x00000028 = stw r12, 0x128(r30) # Stores the loaded value from r12 to the upper 4 bytes of the 8 bytes total. Now it makes a full floating point double.
|
||||
0x0000002C = lfd f10, 0x128(r30) # Loads that floating point double into f10, so that the code can perform floating point operations.
|
||||
0x00000030 = lis r12, _convSub@ha # Loads upper half of an address to r12 (Side note, PowerPC code always needs to load into or store from registers using two instructions if it needs to interact with an absolute address due to how PowerPC is designed).
|
||||
0x00000034 = lfd f12, _convSub@l(r12) # Uses the upper half of the address from r12 to load the value that's stored at convSub to f12.
|
||||
0x00000038 = fsub f10, f10, f12 # Subtracts the convSub (f12) from the game ticks double and store the result in f10.
|
||||
0x0000003C = frsp f10, f10 # Rounds f10 to a floating point single.
|
||||
0x00000040 = lis r12, _float1@ha # Loads upper half of an address to r12.
|
||||
0x00000044 = lfs f12, _float1@l(r12) # Uses the upper half of the address from r12 to load a 1 to f12.
|
||||
0x00000048 = fdivs f10, f12, f10 # Divides a 1 with the converted game ticks that were stored in f10.
|
||||
0x0000004C = lis r12, _busSpeed@ha # Loads upper half of an address to r12.
|
||||
0x00000050 = lfs f12, _busSpeed@l(r12) # Uses the upper half of the address from r12 to load the value that is the Wii U's bus speed to f12.
|
||||
0x00000054 = fmuls f10, f12, f10 # Multiplies the game ticks (f10) by the bus speed (f12).
|
||||
# - Arrow Fix -
|
||||
0x00000058 = lis r12, _arrowDivisor@ha # Loads the upper half of an address to r12.
|
||||
0x0000005C = lfs f12, _arrowDivisor@l(r12) # Uses the upper half of the address from r12 to load the arrow divisor (30*30) to f12.
|
||||
0x00000060 = fdivs f12, f12, f10 # Divides the arrow divisor (f12) with the game's current FPS (f10) to f12.
|
||||
0x00000064 = lis r12, _arrowsDiv@ha # Loads the upper half of an address to r12.
|
||||
0x00000068 = stfs f12, _arrowsDiv@l(r12) # Uses the upper half of the address from r12 to store a "dynamic" constant to correct the arrow drop.
|
||||
0x0000006C = lis r12, _arrowMultiplier@ha # Loads the upper half of an address to r12.
|
||||
0x00000070 = lfs f12, _arrowMultiplier@l(r12) # Uses the upper half of the address from r12 to load the arrow multiplier (0.5/30) to f12
|
||||
0x00000074 = fmuls f12, f12, f10 # Multiplies the arrow multiplier (f12) with the game current FPS (f10) to f12
|
||||
0x00000078 = lis r12, _arrowsDer@ha # Loads the upper half of an address to r12.
|
||||
0x0000007C = stfs f12, _arrowsDer@l(r12) # Uses the upper half of the address from r12 to store another dynamic constant to correct the arrow drop.
|
||||
# - FPS Averaging -
|
||||
0x00000080 = lis r3, _averageFPSBuffer@ha # Load the pointer to the buffer to r3
|
||||
0x00000084 = addi r3, r3, _averageFPSBuffer@l #
|
||||
0x00000088 = lis r11, _averageFPSIndex@ha # Load the index which has the offset to the oldest FPS in the buffer to r12
|
||||
0x0000008C = lwz r12, _averageFPSIndex@l(r11) #
|
||||
0x00000090 = lfsx f12, r3, r12 # Load the oldest FPS using the pointer (r3) plus the offset (r12) to f12
|
||||
0x00000094 = stfsx f10, r3, r12 # Store the newest FPS to the buffer using the pointer (r3) plus the offset (r12) to f12
|
||||
0x00000098 = lis r3, _averageMaxByteLength@ha # Load the max byte length to r11
|
||||
0x0000009C = lwz r3, _averageMaxByteLength@l(r3) #
|
||||
0x000000A0 = addi r12, r12, 0x04 # Add 4 to the index (r12) which sets the address offset to the next address
|
||||
0x000000A4 = cmp 0, 0, r12, r3 # Compare the index (r12) to the max byte length (r3)
|
||||
0x000000A8 = bne .+0x08 # If the compared numbers are not equal, skip over the instruction that resets the offset to 0 if the max has been reached
|
||||
0x000000AC = li r12, 4 #
|
||||
0x000000B0 = stw r12, _averageFPSIndex@l(r11) #
|
||||
0x000000B4 = lis r12, _averageFPSBufferTotal@ha # Load the total of the buffer to r12
|
||||
0x000000B8 = lfs f7, _averageFPSBufferTotal@l(r12) #
|
||||
0x000000BC = fsubs f7, f7, f12 # Subtract the oldest FPS (f12) from the total of the buffer (f7), but add the newest FPS (f10)
|
||||
0x000000C0 = fadds f7, f7, f10 #
|
||||
0x000000C4 = stfs f7, _averageFPSBufferTotal@l(r11) # Store the updated total of the buffer back
|
||||
0x000000C8 = lis r12, _averageFPSBufferDivider@ha # Load the divider (= the amount of frames stored in the buffer)
|
||||
0x000000CC = lfs f12, _averageFPSBufferDivider@l(r12) #
|
||||
0x000000D0 = fdivs f10, f7, f12 # Divide the updated buffer total with the divider to store the averaged fps to f10
|
||||
0x000000D4 = lis r12, _averageFPS@ha # Store averaged FPS
|
||||
0x000000D8 = stfs f10, _averageFPS@l(r12) #
|
||||
# - Low FPS Limiter -
|
||||
0x000000DC = lis r12, _float30@ha # Loads the upper half of an address to r12.
|
||||
0x000000E0 = lfs f12, _float30@l(r12) # Uses the upper half of the address from r12 to load a 30 into the register.
|
||||
0x000000E4 = fdivs f7, f12, f10 # Divides 30 by the game's averaged FPS.
|
||||
0x000000E8 = lis r12, _lowLimit@ha # Loads the upper half of an address to r12.
|
||||
0x000000EC = lfs f12, _lowLimit@l(r12) # Uses the upper half of the address from r12 to load the limit that the game speed can be set as. This might prevent bugs that only happen at a low FPS. By default, the lowest speed it'll try setting the game as is 15 FPS.
|
||||
0x000000F0 = lis r12, _speedDiv@ha # Loads the upper half of an address to r12.
|
||||
0x000000F4 = fcmpu cr0, f7, f12 # Compares the game's speed (f7) with the limit.
|
||||
0x000000F8 = bge .+0x0C # Skips the next two instructions if in the previous comparison f7 was greater or equal to f12.
|
||||
0x000000FC = stfs f7, _speedDiv@l(r12) # Uses the upper half from the address from r12 to store the game's speed.
|
||||
0x00000100 = blr # Return to place that called this code cave.
|
||||
0x00000104 = stfs f12, _speedDiv@l(r12) # Uses the upper half from the address from r12 to store the low limit.
|
||||
0x00000108 = blr # Return to place that called this code cave.
|
||||
|
||||
_fenceNeg1 = 0x0000010C # - Best Fence Skip -
|
||||
0x0000010C = add r6, r12, r0 # Original instruction that was overwriten by the instruction that jumps to this code cave.
|
||||
0x00000110 = cmpwi r6, 500 # Checks if r6 less than 500 (full sync on those first frames to prevent milk water).
|
||||
0x00000114 = blt .+0x08 # Branches to return subtract instruction if r6 is less than 500.
|
||||
0x00000118 = subi r6, r6, 1 # Subtract 1 from r6.
|
||||
0x0000011C = blr # Return to place that called this code cave.
|
||||
|
||||
_arrowTimeDrain = 0x00000114
|
||||
0x00000114 = lfs f1, 0xFC(r11)
|
||||
0x00000118 = lis r12, _speedDiv@ha
|
||||
0x0000011C = lfs f0, _speedDiv@l(r12)
|
||||
0x00000120 = fmuls f1, f1, f0
|
||||
0x00000124 = blr
|
||||
|
||||
#codeChanges
|
||||
0x031F9E80 = bla _fpsCalc
|
||||
@ -264,235 +256,11 @@ _fenceNeg1 = 0x0000010C # - Best Fence Skip -
|
||||
0x02D90794 = lfs f11, _averageFPS@l(r10)
|
||||
0x02D907EC = lis r10, _averageFPS@ha
|
||||
0x02D907F0 = lfs f11, _averageFPS@l(r10)
|
||||
0x02D5F200 = bla _arrowTimeDrain
|
||||
|
||||
# Break all forms of frame limiting
|
||||
0x031FA000 = bla _fenceNeg1 # Best fence (make sure GPU is never more than 1 frame ahead), enabled by default
|
||||
;0x031F9FEC = li r0, 1 # Better fence (make sure GPU is never more than 1 second? ahead), disabled by default
|
||||
;0x031FA004 = nop # Skip fence (no waiting on GPU), disabled by default
|
||||
0x031FA1D4 = nop # Disable vsync, enabled by default
|
||||
0x031FA1F8 = nop # Disable vsync loop, enabled by default
|
||||
|
||||
[Botw60fpsv144]
|
||||
moduleMatches = 0x9A2CA0C7
|
||||
|
||||
#rodata constants
|
||||
|
||||
_float1 = 0x1027AB80
|
||||
_float3 = 0x100005DC
|
||||
|
||||
#TestCave
|
||||
codeCaveSize = 0x9C
|
||||
|
||||
_fpsCalc = 0x00000008
|
||||
0x00000000 = .float 3 ;edit me
|
||||
_lowlimit = 0x00000000
|
||||
0x00000004 = .float 6294724
|
||||
_busSpeed = 0x00000004
|
||||
0x00000008 = stw r0, 0x78(r30)
|
||||
0x0000000C = xoris r12, r12, 0x8000
|
||||
0x00000010 = stw r12, 0x12C(r30)
|
||||
0x00000014 = lis r12, 0x4330
|
||||
0x00000018 = stw r12, 0x128(r30)
|
||||
0x0000001C = lfd f10, 0x128(r30)
|
||||
0x00000020 = stw r12, 0x138(r30)
|
||||
0x00000024 = lis r12, 0x8000
|
||||
0x00000028 = stw r12, 0x13C(r30)
|
||||
0x0000002C = lfd f12, 0x138(r30)
|
||||
0x00000030 = fsub f10, f10, f12
|
||||
0x00000034 = frsp f10, f10
|
||||
0x00000038 = lis r12, _float1@ha
|
||||
0x0000003C = lfs f12, _float1@l(r12)
|
||||
0x00000040 = fdivs f10, f12, f10
|
||||
0x00000048 = lis r12, _busSpeed@ha
|
||||
0x0000004C = lfs f12, _busSpeed@l(r12)
|
||||
0x00000050 = fmuls f10, f12, f10
|
||||
0x00000054 = lis r12, _float3@ha
|
||||
0x00000058 = lfs f12, _float3@l(r12)
|
||||
0x0000005C = fdivs f7, f12, f10
|
||||
0x00000060 = lis r12, _lowlimit@ha
|
||||
0x00000064 = lfs f12, _lowlimit@l(r12)
|
||||
0x00000068 = fcmpu cr0, f7, f12
|
||||
0x0000006C = bge .+0x0C
|
||||
0x00000070 = stfs f7, 0x130(r30)
|
||||
0x00000074 = blr
|
||||
0x00000078 = stfs f12, 0x130(r30)
|
||||
0x0000007C = blr
|
||||
|
||||
_fullspeed = 0x00000080
|
||||
0x00000080 = lis r3, 0x112A
|
||||
0x00000084 = lis r12, 0xF634
|
||||
0x00000088 = srawi r12, r12, 0x10
|
||||
0x0000008c = xoris r12, r12, 0xFFFF
|
||||
0x00000090 = or r3, r3, r12
|
||||
0x00000094 = lfs f0, 0x0(r3)
|
||||
0x00000098 = blr
|
||||
|
||||
#Branch
|
||||
0x03102688 = bla _fpsCalc
|
||||
0x03686FA0 = nop
|
||||
0x03686FAC = nop
|
||||
0x03686FF0 = bla _fullspeed
|
||||
0x03313C4C = bla _fullspeed
|
||||
|
||||
#break all forms of frame limiting
|
||||
0x03102808 = nop ;disables gx2 fence
|
||||
0x031029DC = nop ;disables wait for vsync
|
||||
0x03102A00 = nop ;same
|
||||
0x03102E10 = li r0, 1;the original 60FPS hack
|
||||
0x03102DCC = li r0, 1; same
|
||||
|
||||
#experimental
|
||||
;0x02FAA8E4 = li r3, 0 ;sets swap interval to 0
|
||||
;0x02FAA98C = li r3, 0 ;same
|
||||
;0x02FB2E50 = li r7, 1 ;sets GX2SetTVBuffer to 1
|
||||
;0x02FB30A0 = li r7, 1 ;same
|
||||
|
||||
[Botw60fpsv112]
|
||||
moduleMatches = 0x6FD41A61
|
||||
|
||||
#rodata constants
|
||||
|
||||
_float1 = 0x1026E518
|
||||
_float3 = 0x100005D4
|
||||
|
||||
#TestCave
|
||||
codeCaveSize = 0x9C
|
||||
|
||||
_fpsCalc = 0x00000008
|
||||
0x00000000 = .float 3 ;edit me
|
||||
_lowlimit = 0x00000000
|
||||
0x00000004 = .float 6294724
|
||||
_busSpeed = 0x00000004
|
||||
0x00000008 = stw r0, 0x78(r30)
|
||||
0x0000000C = xoris r12, r12, 0x8000
|
||||
0x00000010 = stw r12, 0x12C(r30)
|
||||
0x00000014 = lis r12, 0x4330
|
||||
0x00000018 = stw r12, 0x128(r30)
|
||||
0x0000001C = lfd f10, 0x128(r30)
|
||||
0x00000020 = stw r12, 0x138(r30)
|
||||
0x00000024 = lis r12, 0x8000
|
||||
0x00000028 = stw r12, 0x13C(r30)
|
||||
0x0000002C = lfd f12, 0x138(r30)
|
||||
0x00000030 = fsub f10, f10, f12
|
||||
0x00000034 = frsp f10, f10
|
||||
0x00000038 = lis r12, _float1@ha
|
||||
0x0000003C = lfs f12, _float1@l(r12)
|
||||
0x00000040 = fdivs f10, f12, f10
|
||||
0x00000048 = lis r12, _busSpeed@ha
|
||||
0x0000004C = lfs f12, _busSpeed@l(r12)
|
||||
0x00000050 = fmuls f10, f12, f10
|
||||
0x00000054 = lis r12, _float3@ha
|
||||
0x00000058 = lfs f12, _float3@l(r12)
|
||||
0x0000005C = fdivs f7, f12, f10
|
||||
0x00000060 = lis r12, _lowlimit@ha
|
||||
0x00000064 = lfs f12, _lowlimit@l(r12)
|
||||
0x00000068 = fcmpu cr0, f7, f12
|
||||
0x0000006C = bge .+0x0C
|
||||
0x00000070 = stfs f7, 0x130(r30)
|
||||
0x00000074 = blr
|
||||
0x00000078 = stfs f12, 0x130(r30)
|
||||
0x0000007C = blr
|
||||
|
||||
_fullspeed = 0x00000080
|
||||
0x00000080 = lis r3, 0x1126
|
||||
0x00000084 = lis r12, 0xB42C
|
||||
0x00000088 = srawi r12, r12, 0x10
|
||||
0x0000008c = xoris r12, r12, 0xFFFF
|
||||
0x00000090 = or r3, r3, r12
|
||||
0x00000094 = lfs f0, 0x0(r3)
|
||||
0x00000098 = blr
|
||||
|
||||
#Branch
|
||||
0x030D5080 = bla _fpsCalc
|
||||
0x03653634 = nop
|
||||
0x03653640 = nop
|
||||
0x03653684 = bla _fullspeed
|
||||
0x032E4130 = bla _fullspeed
|
||||
|
||||
#break all forms of frame limiting
|
||||
0x030D5200 = nop ;comment out this line with ';' at the beginning to disable gpufenceskip
|
||||
0x030D53D4 = nop
|
||||
0x030D53f8 = nop
|
||||
0x030D5808 = li r0, 1
|
||||
0x030D57C4 = li r0, 1
|
||||
|
||||
#experimental
|
||||
;0x02F7ECB8 = li r3, 0
|
||||
;0x02F7ED60 = li r3, 0
|
||||
;0x02F87224 = li r7, 1
|
||||
;0x02F87474 = li r7, 1
|
||||
|
||||
[Botw60fpsv97]
|
||||
moduleMatches = 0xD71D859D
|
||||
|
||||
#rodata constants
|
||||
|
||||
_float1 = 0x10000660
|
||||
_float3 = 0x100031fC
|
||||
|
||||
#TestCave
|
||||
codeCaveSize = 0x9C
|
||||
|
||||
_fpsCalc = 0x00000008
|
||||
0x00000000 = .float 3 ;edit me
|
||||
_lowlimit = 0x00000000
|
||||
0x00000004 = .float 6294724
|
||||
_busSpeed = 0x00000004
|
||||
0x00000008 = stw r0, 0x78(r30)
|
||||
0x0000000C = xoris r12, r12, 0x8000
|
||||
0x00000010 = stw r12, 0x12C(r30)
|
||||
0x00000014 = lis r12, 0x4330
|
||||
0x00000018 = stw r12, 0x128(r30)
|
||||
0x0000001C = lfd f10, 0x128(r30)
|
||||
0x00000020 = stw r12, 0x138(r30)
|
||||
0x00000024 = lis r12, 0x8000
|
||||
0x00000028 = stw r12, 0x13C(r30)
|
||||
0x0000002C = lfd f12, 0x138(r30)
|
||||
0x00000030 = fsub f10, f10, f12
|
||||
0x00000034 = frsp f10, f10
|
||||
0x00000038 = lis r12, _float1@ha
|
||||
0x0000003C = lfs f12, _float1@l(r12)
|
||||
0x00000040 = fdivs f10, f12, f10
|
||||
0x00000048 = lis r12, _busSpeed@ha
|
||||
0x0000004C = lfs f12, _busSpeed@l(r12)
|
||||
0x00000050 = fmuls f10, f12, f10
|
||||
0x00000054 = lis r12, _float3@ha
|
||||
0x00000058 = lfs f12, _float3@l(r12)
|
||||
0x0000005C = fdivs f7, f12, f10
|
||||
0x00000060 = lis r12, _lowlimit@ha
|
||||
0x00000064 = lfs f12, _lowlimit@l(r12)
|
||||
0x00000068 = fcmpu cr0, f7, f12
|
||||
0x0000006C = bge .+0x0C
|
||||
0x00000070 = stfs f7, 0x130(r30)
|
||||
0x00000074 = blr
|
||||
0x00000078 = stfs f12, 0x130(r30)
|
||||
0x0000007C = blr
|
||||
|
||||
_fullspeed = 0x00000080
|
||||
0x00000080 = lis r3, 0x1126
|
||||
0x00000084 = lis r12, 0xA824
|
||||
0x00000088 = srawi r12, r12, 0x10
|
||||
0x0000008c = xoris r12, r12, 0xFFFF
|
||||
0x00000090 = or r3, r3, r12
|
||||
0x00000094 = lfs f0, 0x0(r3)
|
||||
0x00000098 = blr
|
||||
|
||||
#Branch
|
||||
0x030D4120 = bla _fpsCalc
|
||||
0x03652620 = nop
|
||||
0x0365262C = nop
|
||||
0x03652670 = bla _fullspeed
|
||||
0x032E31D0 = bla _fullspeed
|
||||
|
||||
#break all forms of frame limiting
|
||||
0x030D42A0 = nop ;comment out this line with ';' at the beginning to disable gpufenceskip
|
||||
0x030D4474 = nop
|
||||
0x030D4498 = nop
|
||||
0x030D48A8 = li r0, 1
|
||||
0x030D4864 = li r0, 1
|
||||
|
||||
#experimental
|
||||
;0x02F7DD58 = li r3, 0
|
||||
;0x02F7DE00 = li r3, 0
|
||||
;0x02F862C4 = li r7, 1
|
||||
;0x02F86514 = li r7, 1
|
||||
0x031FA000 = bla _fenceNeg1
|
||||
;0x031F9FEC = li r0, 1
|
||||
;0x031FA004 = nop
|
||||
0x031FA1D4 = nop
|
||||
0x031FA1F8 = nop
|
@ -8,48 +8,39 @@ version = 3
|
||||
[Preset]
|
||||
name = 60FPS (ideal for 240/120/60Hz displays)
|
||||
$targetFPS:int = 60
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 30FPS (ideal for 240/120/60Hz displays)
|
||||
$targetFPS:int = 30
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
|
||||
[Preset]
|
||||
name = 40FPS (ideal for 240/120/60Hz displays)
|
||||
$targetFPS:int = 40
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 20FPS (ideal for 240/120/60Hz displays)
|
||||
$targetFPS:int = 20
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 48FPS (ideal for 144Hz displays)
|
||||
$targetFPS:int = 48
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 72FPS (ideal for 144Hz displays)
|
||||
$targetFPS:int = 72
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 75FPS (ideal for 75Hz displays)
|
||||
$targetFPS:int = 75
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 120FPS (ideal for 240/120/60Hz displays)
|
||||
$targetFPS:int = 120
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Preset]
|
||||
name = 144FPS (ideal for 144Hz displays)
|
||||
$targetFPS:int = 144
|
||||
$amount_of_FPS_averaged = 32
|
||||
|
||||
[Control]
|
||||
vsyncFrequency = $targetFPS
|
||||
|
Loading…
Reference in New Issue
Block a user