cemu_graphic_packs/Mods/HyruleWarriors_60FPS/patch_staticFPS.asm

50 lines
1.3 KiB
NASM

[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()