mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
146 lines
7.5 KiB
Plaintext
146 lines
7.5 KiB
Plaintext
[XCX60fpsV16J]
|
||
moduleMatches = 0x785CA8A9
|
||
#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
|
||
0x100CFAE8 = .float 0.5 # .float 1.0 # GUI animations *
|
||
0x10059514 = .float 0.5 # .float 1.0 #Title screen cutscene -
|
||
0x100144F0 = .float 0.1 # controller acceleration
|
||
0x10171070 = .float 2.0 # arbitrary 2.0 float
|
||
0x1017117C = .float 0.5 # .5 float
|
||
_halfRate = 0x10171070
|
||
_fullRate = 0x1017117C
|
||
|
||
0x027370B8 = lis r11, _halfRate@ha # Double updateEventParam cutscene
|
||
0x027370C4 = lfs f1, _halfRate@l(r11) # -
|
||
0x027A0180 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes -
|
||
0x027A0184 = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6C j -
|
||
|
||
0x025F149C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
|
||
0x025F14A4 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
|
||
0x02768064 = lis r8, _fullRate@ha # sync in game cut scene
|
||
0x02768068 = lfs f31, _fullRate@l(r8) #
|
||
0x0273BBD0 = lis r7, _fullRate@ha # sync elevator, vehicles etc
|
||
0x0273BBD4 = lfs f31, _fullRate@l(r7) # Ç
|
||
|
||
# swapInterval 60
|
||
0x02FCEB9C = li r3, 1
|
||
|
||
[XCX60fpsV48J]
|
||
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 0.1 # controller acceleration -
|
||
#0x10171980 = .float 2.0 # arbitrary 2.0 float
|
||
|
||
0x100D0070 = .float 0.5
|
||
0x1005989C = .float 0.5
|
||
0x10014528 = .float 0.1
|
||
0x10171570 = .float 2.0
|
||
|
||
_halfRate = 0x10171570
|
||
_fullRate = 0x100D0070
|
||
|
||
0x0273802C = lis r11, _halfRate@ha # Double updateEventParam cutscene, ver
|
||
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 -
|
||
|
||
0x025F1F78 = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic
|
||
0x025F1F80 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv #
|
||
0x02768FD4 = lis r8, _fullRate@ha # sync in game cut scene
|
||
0x02768FD8 = lfs f31, _fullRate@l(r8) #
|
||
0x0273CB44 = lis r7, _fullRate@ha # sync elevator, vehicles etc
|
||
0x0273CB48 = 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!
|