[XCX60fpsV102J] moduleMatches = 0x7672271D #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues, more jitter 0x100D0604 = .float 0.5 # .float 1.0 # GUI animations * 0x1005989C = .float 0.5 # .float 1.0 #Title screen cutscene - 0x10014528 = .float 0.05 # controller acceleration - 0x10171980 = .float 2.0 # arbitrary 2.0 float _halfRate = 0x10171980 _fullRate = 0x100D0604 0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene 0x02738038 = lfs f1, _halfRate@l(r11) # - 0x027A1120 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes - 0x027A1124 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j - #0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv #0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv #0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down #0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv 0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic 0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # 0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene 0x0276A860 = lfs f31, _fullRate@l(r8) # 0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc 0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç # swapInterval 60 0x02FD3F5C= li r3, 1 [XCX60fpsV100E_V101E] moduleMatches = 0x218F6E07, 0xF882D5CF #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues 0x100D03E8 = .float 0.5 # .float 1.0 # GUI animations * 0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene - 0x10014528 = .float 0.05 # controller acceleration - 0x10171980 = .float 2.0 # arbitrary 2.0 float _halfRate = 0x10171980 _fullRate = 0x100D03E8 # # 0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene - 0x027398C0 = lfs f1, _halfRate@l(r11) # - 0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes - 0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6Cj - #0x02707478 = lis r7, _tmp@ha # ALT calcAdxSkip__Q2_2ev13CFrameManagerFv #0x0270747C = lfs f1, _tmp@l(r7) # calcAdxSkip__Q2_2ev13CFrameManagerFv #0x02707660 = lis r9, _tmp@ha # calcCpuSkip__Q2_2ev13CFrameManagerFv # SLOW down scene #0x02707668 = lfs f31, _tmp@l(r9) # calcCpuSkip__Q2_2ev13CFrameManagerFv 0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic 0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # 0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene 0x0276A860 = lfs f31, _fullRate@l(r8) # 0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc 0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç # swapInterval 60 0x02FD8A94 = li r3, 1 [XCX60fpsV102U] moduleMatches = 0x30B6E091 #Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues 0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations 0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene 0x10014528 = .float 0.05 # controller acceleration 0x10171980 = .float 2.0 # arbitrary 2.0 float _halfRate = 0x10171980 _fullRate = 0x100D03D0 0x027398B4 = lis r11, _halfRate@ha # Double updateEventParam cutscene 0x027398C0 = lfs f1, _halfRate@l(r11) # 0x027A33D8 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes 0x027A33DC = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. 0x025F299C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic 0x025F29A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # 0x0276A85C = lis r8, _fullRate@ha # sync in game cut scene 0x0276A860 = lfs f31, _fullRate@l(r8) # 0x0273E3CC = lis r7, _fullRate@ha # sync elevator, vehicles etc 0x0273E3D0 = lfs f31, _fullRate@l(r7) # Ç #Disabled, original per feature approach, severe timing issues #0x101231F0 = .float 0.5 # .float 1.0 # ingame animation timing #0x100D03D0 = .float 0.5 # .float 1.0 # GUI animations #0x100598E4 = .float 0.5 # .float 1.0 #Title screen cutscene #0x1003C3A0 = .float 15.0 # .float 30.0 fight 3d animations #0x1000F7A8 = .float 0.1 # RegistDamage_ButtonChallenge #0x10014528 = .float 0.05 # controller acceleration #0x100211D8 = .float 15.0 # .float 30.0 fade in #0x10034804 = .float 15.0 # .float 30.0 bullets #0x10035D84 = .float 15.0 # walk acceleration #0x1003C3A0 = .float 15.0 # arts frame to sec #0x10012368 = .float 45.0 # respawn #0x10012644 = .float 15.0 # soulvoice #0x1000C448 = .float 15.0 # init battle #0x1000CB90 = .float 15.0 # init battle #0x1003E538 = .float 0.33333335 #birds, falling leaves #0x10171980 = .float 2.0 # arbitrary 2.0 float #0x100955F0 = .float 60.0 # 30.0 Create avatar cam rotation # JFF #0x101123B4 = .float 0.03333335 # .float 0.016666668 superfast (vsync) #0x10035D7C = .float 0.25 # .float 1.0 fast run #0x10035E00 = .float 2.0 # jump high.float 0.5 #0x10190C7C = .float 0.75 # master FOV #0x10012368 = .float 45.0 # seconds before respawn "cheat" # swapInterval 60 0x02FD8A34 = li r3, 1 #SNESticleNGCVERIONPP71Copyright - Sardu you magnificent bastard, we salute you!