[BotW] Port FPS++ judder fix to 1.4.0 and 1.4.1

Thanks to Morph1984 for porting this.
This commit is contained in:
Morph1984 2018-12-20 01:02:00 +07:00 committed by Crementif
parent 5c30bd152b
commit b18c7d3441

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@ -19,7 +19,6 @@ _busSpeed = 0x00000004
_averageFPS = 0x00000008
_speedDiv = 0x0000000C
0x00000010 = .float (30*30)
_arrowDivisor = 0x00000010
@ -129,7 +128,6 @@ _fenceNeg1 = 0x0000010C # - Best Fence Skip -
0x02D90D88 = lis r10, _averageFPS@ha
0x02D90D8C = lfs f11, _averageFPS@l(r10)
# Break all forms of frame limiting
0x031FAAFC = bla _fenceNeg1 # Best fence (make sure GPU is never more than 1 frame ahead), enabled by default
;0x031FAAE8 = li r0, 1 # Better fence (make sure GPU is never more than 1 second? ahead), disabled by default
@ -137,7 +135,6 @@ _fenceNeg1 = 0x0000010C # - Best Fence Skip -
0x031FACD0 = nop # Disable vsync, enabled by default
0x031FACF4 = nop # Disable vsync loop, enabled by default
[BotwFPSv176V192]
moduleMatches = 0xFD091F9F,0xD472D8A5
@ -145,92 +142,120 @@ moduleMatches = 0xFD091F9F,0xD472D8A5
_float1 = 0x10000670
_float30 = 0x101E78F4
_convSub = 0x10000BB0
_arrowsDiv = 0x1001CCAC
_arrowsDer = 0x1001CB18
#TestCave
codeCaveSize = 0xCC
# TestCave
codeCaveSize = 600 ; Theoretically, allow for 74 or so FPS to be averaged.
_fpsCalc = 0x00000018
0x00000000 = .float 3 ; Don't edit me!
_lowlimit = 0x00000000
0x00000000 = .float 2
_lowLimit = 0x00000000
0x00000004 = .float 62156250
_busSpeed = 0x00000004
_currentFPS = 0x00000008
_averageFPS = 0x00000008
_speedDiv = 0x0000000C
#Precalculate values for later division for the arrow fix
0x00000010 = .float (0.5/30)
_arrowMultiplier = 0x00000010
0x00000010 = .float (30*30)
_arrowDivisor = 0x00000010
0x00000014 = .float (30*30)
_arrowDivisor = 0x00000014
0x00000014 = .float (0.5/30)
_arrowMultiplier = 0x00000014
0x00000120 = .int (4*$amount_of_FPS_averaged+4)
_averageMaxByteLength = 0x00000120
0x00000018 = stw r0, 0x78(r30)
0x0000001C = xoris r12, r12, 0x8000
0x00000020 = stw r12, 0x12C(r30)
0x00000024 = lis r12, 0x4330
0x00000028 = stw r12, 0x128(r30)
0x0000002C = lfd f10, 0x128(r30)
0x00000030 = lis r12, _convSub@ha
0x00000034 = lfd f12, _convSub@l(r12)
0x00000038 = fsub f10, f10, f12
0x0000003C = frsp f10, f10
0x00000040 = lis r12, _float1@ha
0x00000044 = lfs f12, _float1@l(r12)
0x00000048 = fdivs f10, f12, f10
0x0000004C = lis r12, _busSpeed@ha
0x00000050 = lfs f12, _busSpeed@l(r12)
0x00000054 = fmuls f10, f12, f10
0x00000058 = lis r12, _currentFPS@ha
0x0000005C = stfs f10, _currentFPS@l(r12)
0x00000124 = .float ($amount_of_FPS_averaged)
_averageFPSBufferDivider = 0x00000124
0x00000128 = .float (0)
_averageFPSBufferTotal = 0x00000128
#Arrow fix
#Calculates 30*(30/currentFPS)
0x00000060 = lis r12, _arrowDivisor@ha
0x00000064 = lfs f12, _arrowDivisor@l(r12)
0x00000068 = fdivs f12, f12, f10
0x0000006C = lis r12, _arrowsDiv@ha
0x00000070 = stfs f12, _arrowsDiv@l(r12)
0x0000012C = .int (0)
_averageFPSIndex = 0x0000012C
#Calculates 0.5/(30/$targetFPS)
0x00000074 = lis r12, _arrowMultiplier@ha
0x00000078 = lfs f12, _arrowMultiplier@l(r12)
0x0000007C = fmuls f12, f12, f10
0x00000080 = lis r12, _arrowsDer@ha
0x00000084 = stfs f12, _arrowsDer@l(r12)
_averageFPSBuffer = 0x00000130
# - 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, 0 #
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.
0x00000088 = lis r12, _float30@ha
0x0000008C = lfs f12, _float30@l(r12)
0x00000090 = fdivs f7, f12, f10
0x00000094 = lis r12, _lowlimit@ha
0x00000098 = lfs f12, _lowlimit@l(r12)
0x0000009C = lis r12, _speedDiv@ha
0x000000A0 = fcmpu cr0, f7, f12
0x000000A4 = bge .+0x0C
_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.
0x000000A8 = stfs f7, _speedDiv@l(r12)
0x000000AC = blr
0x000000B0 = stfs f12, _speedDiv@l(r12)
0x000000B4 = blr
_fenceNeg1 = 0x000000B8
0x000000B8 = add r6, r12, r0 #orig instruction we are replacing
0x000000BC = cmpwi r6, 500 #check if less than 500 (full sync on those first frames to prevent milk water)
0x000000C0 = blt .+0x08 #skip subtract if less than
0x000000C4 = subi r6, r6, 1 #do the subtract
0x000000C8 = blr #return
#codeChanges
0x031F9E80 = bla _fpsCalc
0x03792620 = nop
0x0379262C = nop
0x03792670 = lis r29, _speedDiv@ha
0x03792678 = lfs f0, _speedDiv@L(r29)
0x03792678 = lfs f0, _speedDiv@l(r29)
0x03792684 = nop
0x03414EF8 = lis r12, _speedDiv@ha
0x03414F00 = lfs f0, _speedDiv@l(r12)
@ -240,18 +265,12 @@ _fenceNeg1 = 0x000000B8
0x02D907EC = lis r10, _currentFPS@ha
0x02D907F0 = lfs f11, _currentFPS@l(r10)
#break all forms of frame limiting
0x031FA000 = bla _fenceNeg1 ;Best fence (make sure GPU is never more than 1 frame ahead)
;0x031F9FEC = li r0, 1 ;Better fence (make sure GPU is never more than 1 second? ahead)
;0x031FA004 = nop ; skip fence (no waiting on GPU)
0x031FA1D4 = nop ; disable vsync
0x031FA1F8 = nop ; disable vsync loop
#Cheats
;0x02D90724 = fmr f29, f1 ;inf stamina
;0x02D44D44 = nop ;inf hearts
;0x02EB61BC = nop ;inf arrows
# 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