diff --git a/Mods/XenobladeX_Static60fps/patches.txt b/Mods/XenobladeX_Static60fps/patches.txt index 2ecea480..11d4169e 100644 --- a/Mods/XenobladeX_Static60fps/patches.txt +++ b/Mods/XenobladeX_Static60fps/patches.txt @@ -90,6 +90,33 @@ _fullRate = 0x100D03E8 # swapInterval 60 0x02FD8A94 = li r3, 1 +[XCX60fpsV101U] +moduleMatches = 0xAB97DE6B + +#Default as of 0.51 - Limit logic/2d animation to 30 fps Less timing issues +0x100D0330 = .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 = 0x100D0330 +# +# +0x02739854 = lis r11, _halfRate@ha # Double updateEventParam cutscene - +0x02739860 = lfs f1, _halfRate@l(r11) # - +0x027A3378 = lis r10, _fullRate@ha # half SyncFrame cinematic cutscene, fixes timing issues with cinematic cutscenes - +0x027A337C = lfs f1, _fullRate@l(r10) # but introduces Shake and stutter issue. CODE XREF: ev::CEvtManager::startPage((float,bool))+6Cj - +0x025F292C = lis r12, _fullRate@h ### Move__11CfSceneTaskFv #Filter CPU, 30 fps logic +0x025F2934 = lfs f31, _fullRate@l(r12) ### Move__11CfSceneTaskFv # +0x0276A7FC = lis r8, _fullRate@ha # sync in game cut scene +0x0276A800 = lfs f31, _fullRate@l(r8) # +0x0273E36C = lis r7, _fullRate@ha # sync elevator, vehicles etc +0x0273E370 = lfs f31, _fullRate@l(r7) # Ç + +# swapInterval 60 +0x02FD88BC = li r3, 1 + [XCX60fpsV102U] moduleMatches = 0x30B6E091