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[BotW] Port arrow fix to FPS++
Based on epigramx's fixes, see https://www.youtube.com/watch?v=ILdMW9bgBM8 for a comparison. Also, the arrow fix is only ported for the latest game update.
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@ -6,10 +6,13 @@ _float1 = 0x10000670
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_float30 = 0x101E7964
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_float30 = 0x101E7964
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_convSub = 0x10000BB0
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_convSub = 0x10000BB0
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#TestCave
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_arrowsDiv = 0x1001CCAC
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codeCaveSize = 0x9C
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_arrowsDer = 0x1001CB18
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_fpsCalc = 0x00000010
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#TestCave
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codeCaveSize = 0xCC
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_fpsCalc = 0x00000018
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0x00000000 = .float 3 ; Don't edit me!
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0x00000000 = .float 3 ; Don't edit me!
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_lowlimit = 0x00000000
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_lowlimit = 0x00000000
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0x00000004 = .float 62156250
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0x00000004 = .float 62156250
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@ -17,45 +20,71 @@ _busSpeed = 0x00000004
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_currentFPS = 0x00000008
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_currentFPS = 0x00000008
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_speedDiv = 0x0000000C
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_speedDiv = 0x0000000C
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0x00000010 = stw r0, 0x78(r30)
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#Precalculate values for later division for the arrow fix
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0x00000014 = xoris r12, r12, 0x8000
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0x00000010 = .float (0.5/30)
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0x00000018 = stw r12, 0x12C(r30)
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_arrowMultiplier = 0x00000010
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0x0000001C = lis r12, 0x4330
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0x00000020 = stw r12, 0x128(r30)
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0x00000024 = lfd f10, 0x128(r30)
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0x00000028 = lis r12, _convSub@ha
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0x0000002C = lfd f12, _convSub@l(r12)
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0x00000030 = fsub f10, f10, f12
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0x00000034 = frsp f10, f10
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0x00000038 = lis r12, _float1@ha
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0x0000003C = lfs f12, _float1@l(r12)
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0x00000040 = fdivs f10, f12, f10
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0x00000044 = lis r12, _busSpeed@ha
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0x00000048 = lfs f12, _busSpeed@l(r12)
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0x0000004C = fmuls f10, f12, f10
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0x00000050 = lis r12, _currentFPS@ha
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0x00000054 = stfs f10, _currentFPS@l(r12)
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0x00000058 = lis r12, _float30@ha
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0x00000014 = .float (30*30)
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0x0000005C = lfs f12, _float30@l(r12)
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_arrowDivisor = 0x00000014
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0x00000060 = fdivs f7, f12, f10
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0x00000064 = lis r12, _lowlimit@ha
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0x00000068 = lfs f12, _lowlimit@l(r12)
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0x0000006C = lis r12, _speedDiv@ha
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0x00000070 = fcmpu cr0, f7, f12
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0x00000074 = bge .+0x0C
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0x00000078 = stfs f7, _speedDiv@l(r12)
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0x0000007C = blr
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0x00000080 = stfs f12, _speedDiv@l(r12)
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0x00000084 = blr
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_fenceNeg1 = 0x00000084
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0x00000018 = stw r0, 0x78(r30)
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0x00000088 = add r6, r12, r0 #orig instruction we are replacing
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0x0000001C = xoris r12, r12, 0x8000
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0x0000008C = cmpwi r6, 500 #check if less than 500 (full sync on those first frames to prevent milk water)
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0x00000020 = stw r12, 0x12C(r30)
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0x00000090 = blt .+0x08 #skip subtract if less than
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0x00000024 = lis r12, 0x4330
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0x00000094 = subi r6, r6, 1 #do the subtract
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0x00000028 = stw r12, 0x128(r30)
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0x00000098 = blr #return
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0x0000002C = lfd f10, 0x128(r30)
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0x00000030 = lis r12, _convSub@ha
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0x00000034 = lfd f12, _convSub@l(r12)
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0x00000038 = fsub f10, f10, f12
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0x0000003C = frsp f10, f10
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0x00000040 = lis r12, _float1@ha
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0x00000044 = lfs f12, _float1@l(r12)
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0x00000048 = fdivs f10, f12, f10
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0x0000004C = lis r12, _busSpeed@ha
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0x00000050 = lfs f12, _busSpeed@l(r12)
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0x00000054 = fmuls f10, f12, f10
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0x00000058 = lis r12, _currentFPS@ha
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0x0000005C = stfs f10, _currentFPS@l(r12)
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#Arrow fix
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#Calculates 30*(30/currentFPS)
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0x00000060 = lis r12, _arrowDivisor@ha
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0x00000064 = lfs f12, _arrowDivisor@l(r12)
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0x00000068 = fdivs f12, f12, f10
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0x0000006C = lis r12, _arrowsDiv@ha
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0x00000070 = stfs f12, _arrowsDiv@l(r12)
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#Calculates 0.5/(30/$targetFPS)
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0x00000074 = lis r12, _arrowMultiplier@ha
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0x00000078 = lfs f12, _arrowMultiplier@l(r12)
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0x0000007C = fmuls f12, f12, f10
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0x00000080 = lis r12, _arrowsDer@ha
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0x00000084 = stfs f12, _arrowsDer@l(r12)
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0x00000088 = lis r12, _float30@ha
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0x0000008C = lfs f12, _float30@l(r12)
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0x00000090 = fdivs f7, f12, f10
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0x00000094 = lis r12, _lowlimit@ha
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0x00000098 = lfs f12, _lowlimit@l(r12)
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0x0000009C = lis r12, _speedDiv@ha
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0x000000A0 = fcmpu cr0, f7, f12
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0x000000A4 = bge .+0x0C
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0x000000A8 = stfs f7, _speedDiv@l(r12)
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0x000000AC = blr
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0x000000B0 = stfs f12, _speedDiv@l(r12)
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0x000000B4 = blr
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_fenceNeg1 = 0x000000B8
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0x000000B8 = add r6, r12, r0 #orig instruction we are replacing
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0x000000BC = cmpwi r6, 500 #check if less than 500 (full sync on those first frames to prevent milk water)
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0x000000C0 = blt .+0x08 #skip subtract if less than
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0x000000C4 = subi r6, r6, 1 #do the subtract
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0x000000C8 = blr #return
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#codeChanges
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#codeChanges
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0x031FA97C = bla _fpsCalc
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0x031FA97C = bla _fpsCalc
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@ -2,7 +2,7 @@
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Dynamic (FPS++)
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name = Dynamic (FPS++)
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path = "The Legend of Zelda: Breath of the Wild/Mods/Dynamic (FPS++)"
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path = "The Legend of Zelda: Breath of the Wild/Mods/Dynamic (FPS++)"
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description = Important: Don't enable Static FPS while having FPS++ also enabled! This pack won't work without Cemuhook, make sure to install that! This pack only works when you've properly updated your game (we always recommend the latest updates). Keep in mind that going above 30fps will bring game bugs. Use Static FPS if you've got a stable framerate and want to get rid of some FPS++ related bugs like arrow distance and some other animation issues.
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description = Important: Don't enable Static FPS while having FPS++ also enabled! This pack won't work without Cemuhook, make sure to install that! This pack only works when you've properly updated your game (we always recommend the latest updates). Keep in mind that going above 30fps will bring game bugs. Use Static FPS if you've got a stable framerate and want to get rid of the juddery animations.
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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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