[HW60FPSFixv208] moduleMatches = 0xE159AE91 # change SetBaseFramePerSec(2) calls to SetBaseFramePerSec(1), fixes UI being too fast and allows ingame to go beyond 30FPS # (SetBaseFramePerSec divides the number 60 by the parameter to get the target framerate, so 2 = 30FPS, 1 = 60FPS) 0x0219D7B0 = li r3, 1 # Main::init 0x02438340 = li r3, 1 # CDemoEventManager::TermRead() 0x02438864 = li r3, 1 # CDemoEventManager::ChangeFPS() # Set swap interval to 1 (needed since cemu 1.15.7) 0x02831FB4 = li r4, 1 0x02833B00 = nop #nopesync #0x100995A8 = .float 200.0 [ZeldaMusou_JPNv16] moduleMatches = 0xf290aea8 #.origin = codecave #_fps: #.float 120.0 #_fps60: #lis r12, _fps@h #stfs f0, _fps@l(r12) #blr #0x0221AB14 = bla _fps60 #0x0221AB1C = nop #setFramePerSec #0x0221AB7C = nop #0x0221AB80 = bla _fps60 0x02788D24 = li r4, 1 ##0x02788570 = li r3, 1 # 0x0278A8F4 = nop # Uncomment to kill vsync # # 0x02186A2C = li r3, 1 # Main::init ## #0x021BA474 = li r3, 1 #Mr, CViewModuleDefeat::lave Unstable 0x021C4148 = li r3, 1 #Mr, CViewModuleMgr::Term 0x021C6D88 = li r3, 1 #Mr, CViewModuleMotionLave #0x0221AB18 = li r3, 1 #mr, CViewModuleDefeat infunction # #0x023FA0D4 = li r3, 1 # lvzCDemoEventManager switch to gameplay not neede with cor main? #0x023F9BEC = li r3, 1 # CDemoEventManager::TermRead() #0x023FA07C = li r3, 1 # CDemoEventManager::ChangeFPS()