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Author SHA1 Message Date
redraz
4e42f73191 modified: README.md 2025-03-26 08:46:53 +03:00
redraz
b144b70918 Ultra 2.3|R4+ 2025-03-26 08:45:47 +03:00
redraz
b546edec8f Fix with old SaltyNX+FPSLocker & minvolt 550 2025-02-04 12:14:04 +03:00
redraz
aacfd99915 modified: README.md 2025-01-24 18:12:45 +03:00
redraz
da2cbbb2f6 Ultra 2.3|R3+ 2025-01-04 17:27:06 +03:00
redraz
9c3765e08c Ultra 2.3|R3 2025-01-04 11:42:49 +03:00
redraz
65461efd23 Ultra 2.3|R2+ 2024-11-22 04:38:50 +03:00
redraz
b9b4dd45c0 modified: README.md 2024-11-15 12:52:10 +03:00
redraz
e1812455bb Ultra 2.3|R2 2024-11-15 12:49:24 +03:00
redraz
73b0904544 Hotfix 2024-10-26 23:29:10 +03:00
redraz
d8daa54862 Upd sys-patch 2024-10-26 21:49:26 +03:00
redraz
c846ee9fb3 modified: README.md 2024-10-26 21:23:11 +03:00
redraz
65e6b17a73 Ultra 2.3|R1 2024-10-26 20:51:08 +03:00
redraz
09492db032 Ultra 2.3|RC2 2024-10-23 13:18:00 +03:00
341 changed files with 7057 additions and 735 deletions

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### Ultra - это функциональная кастомная прошивка для Nintendo Switch, с упором в разгон и улучшенный пользовательский опыт.
### [Ultra 2.3](https://github.com/Ultra-NX/UltraNX/releases/tag/2.3-RC1) Поддерживает HOS 19.0.0 и все ревизии консолей
### [Ultra 2.3](https://github.com/Ultra-NX/Ultra/releases/latest/) Поддерживает HOS 19.0.1 и все ревизии консолей
## Особенности Ultra
* Предварительно настроенный OC Switchcraft (Преемник OC-Suite) с пресетами.
* По умолчанию уже есть андервольт, который заметно снижает потребление консоли, и небольшой разгон памяти, который сделает игры плавнее.
* Лучший кастомизатор разгона для Свитч - [Ultra-Tuner](https://github.com/Ultra-NX/Ultra/wiki/Tuner-RU#Ultra-Tuner), позволяющий настраивать разгон прямо с консоли. Был первым, и остается неповторимым.
* Сборка максимально легкая и не нагруженная. В ней нет лишнего, минимум необходимый для разгона и комфортного использования.
* Модульная конструкция. В составе минимум приложений/плагинов/оверлеев, но вы всегда можете поставить еще через [Ultra Tuner](https://github.com/Ultra-NX/Ultra/wiki/Tuner-RU#Updater).
@ -25,6 +26,7 @@
* [Форки](https://github.com/Ultra-NX/Ultra-Resources/tree/main/patches) (свои модификации) программ и компонентов, нужные для удобства, безопасности и расширения возможностей:
* Форк Атмосферы с прописанной версией Ультры в информации о системе, и отключенными репортами, обычно засоряющими сд карту, тратящими ее ресурс и ломающими файловю систему.
* Форки SaltyNX и FPSLocker, с поддержкой изменения частоты обновления экрана и с поддержкой OLED.
* Форк Mission Control, с вырезанной "пасхалкой", делающей джойконы жовто-блакитными.
* Форк Status Monitor с отображением текущих вольтажей и уникальными модулями Микро Оверлея, пресеты которых можно менять через Ultra Tuner.
@ -34,7 +36,7 @@
1. **[Atmosphere](https://github.com/Atmosphere-NX/Atmosphere)** - Atmosphère, кастомная прошивка для Nintendo Switch.
1. **[Hekate](https://github.com/CTCaer/hekate)** - Пользовательский графический загрузчик Nintendo Switch, патчер прошивки, инструментарий и многое другое.
1. **[Ultra Tuner](https://github.com/Ultra-NX/Ultra-Tuner)** - Пакет для Ultrahand, позволяющий произвести тонкую настройку параметров под свою консоль. В случае нестабильной работы разгона, или при желании увеличить производительность консоли, Ultra Tuner - Ваш незаменимый помощник.
1. **[OC-Switchcraft](https://github.com/halop/OC_Toolkit_SC_EOS)**, форк **[OC-Suite](https://github.com/hanai3Bi/Switch-OC-Suite/)** - Лоадер атмосферы с разгоном от B3711, позволяет выжать из N.Switch мощность Xbox One. Вовремя обновляется для поддержки новых возможностей Атмосферы.
1. **[OC-Switchcraft](https://github.com/halop/OC-Switchcraft-EOS/releases)**, форк **[OC-Suite](https://github.com/hanai3Bi/Switch-OC-Suite/)** - Лоадер атмосферы с разгоном от B3711, позволяет выжать из N.Switch мощность Xbox One. Вовремя обновляется для поддержки новых возможностей Атмосферы.
1. **Установленные пейлоады**:
@ -45,7 +47,7 @@
1. **Установленные Homebrew**
* [AiO Switch Updater](https://github.com/HamletDuFromage/aio-switch-updater) - Программа для обновления Ultra до актуальной версии, а так же для скачивания читов.
* [Daybreak](https://github.com/Atmosphere-NX/Atmosphere) - Программа для обновления системного ПО.
* [DBI](https://4pda.to/forum/index.php?showtopic=939714&st=1120#entry86288632) - Лучший файловый менеджер, менеджер сохранений и установщик программ на консоль. Если вам нужна другая локализация - в [Updater](https://github.com/Ultra-NX/Ultra/wiki/Tuner-RU#Updater) есть выбор из EN-RU-PTBR-ZHCN.
* [DBI](https://4pda.to/forum/index.php?showtopic=939714&st=1120#entry86288632) - Лучший файловый менеджер, менеджер сохранений и установщик программ на консоль. Если вам нужна другая локализация - в [Ultra Tuner](https://github.com/Ultra-NX/UltraNX/wiki/Tuner-RU#ultra-tuner) есть выбор из EN-RU-PTBR-ZHCN.
1. **Установленные модули**
@ -53,7 +55,8 @@
* [sys-clk](https://github.com/halop/OC_Toolkit_SC_EOS) - Модуль отвечающий за разгон процессора, памяти и видеочипа - для лучшей производительности. Периодически меняю версии от разных авторов. Оригинальные авторы: Meha/hanai3Bi, lineon, p-sam.
* [nx-ovlloader](https://github.com/ppkantorski/nx-ovlloader) - С помощью этого модуля осуществляется переключение установленных модулей.
* [sys-patch](https://github.com/impeeza/sys-patch) - Патчит систему на работу неподписанного софта вместо сигпатчей.
* [nim-prodinfo-blank-fix](https://github.com/fruityloops1/nim-prodinfo-blank-fix) - Исправляет проблему краша атмосферы, при занулении серийного номера.
* [Mission Control](https://github.com/ndeadly/MissionControl) - Модуль, позволяющий подключать практически любые геймпады к консоли по Bluetooth.
* [sys-con](https://github.com/o0Zz/sys-con) - Модуль, позволяющий подключать практически любые геймпады к консоли по USB.
* [Ultrahand Overlay](https://github.com/ppkantorski/Ultrahand-Overlay) - Специальное оверлей-меню для взаимодействия с системой: разгон, управление режимами через ReverseNX, включение читов, прочее. Так же позволяет использовать самописные пакеты, например - Ultra Tuner.
- **`Ultra OC (sys-clk)`**, мод [sys-clk](https://github.com/halop/OC_Toolkit_SC_EOS) - Оверлей для управления модулем sys-clk. Немного изменен мной, но без копания в исходниках (Так как они закрыты).
- [Status Monitor](https://github.com/Ultra-NX/Status-Monitor-Overlay), форк [Status Monitor](https://github.com/hanai3Bi/Status-Monitor-Overlay) - Оверлей позволяющий следить за параметрами консоли в реальном времени. Может выступать в качестве счетчика FPS. Сменить пресет Micro-оверлея можно в Updater.
@ -63,38 +66,33 @@
- [Sysmodules](https://github.com/WerWolv/ovl-sysmodules/) - Оверлей для включения и отключения установленных системных модулей.
1. **Доступные для скачивания через [Updater](https://github.com/Ultra-NX/Ultra/wiki/Tuner-RU#Updater)**
1. **Доступные для скачивания через [Ultra Tuner](https://github.com/Ultra-NX/UltraNX/wiki/Tuner-RU#ultra-tuner)**
* Homebrews:
* [DBI](https://4pda.to/forum/index.php?showtopic=939714&st=1120#entry86288632) - Здесь можно скачать DBI с нужным языком, или обновить имеющийся.
* [Linkalho](https://gbatemp.net/download/linkalho.38822) - Программа для привязки аккаунта.
* [Tinfoil](https://tinfoil.io) - Установщик и каталог игр.
* [HB App Store](https://github.com/fortheusers/hb-appstore) - Бесплатный магазин для скачивания Homebrew приложений.
* [PPSSPP](https://gbatemp.net/threads/ppsspp-switch-standalone-beta.544071/post-10492671) - Эмулятор PSP.
* [Moonlight](https://github.com/XITRIX/Moonlight-Switch) - Клиент Moonlight, позволяет транслировать на консоль игры с PC.
* [ThemezerNX](https://github.com/suchmememanyskill/themezer-nx) + [NXThemes Installer](https://github.com/exelix11/SwitchThemeInjector) + [Theme Patches](https://github.com/exelix11/theme-patches) - Поиск и установка тем на свитч.
* [ReverseNX Tool](https://github.com/masagrator/ReverseNX-Tool) - Программа для управления ReverseNX.
* [Battery Desync Fix](https://github.com/CTCaer/battery_desync_fix_nx) - Программа для сброса контроллера батареи. Не используйте просто так!
* **`MemToolkitNX`** - Бенчмарк и Тестер памяти. Результат сильно зависит от разгона CPU.
* [MemToolkitNX](https://discord.com/channels/854839758815363072/1173171845139288114/1324099100202766408) - Бенчмарк и Тестер памяти. Результат сильно зависит от разгона CPU.
* [MemToolkitNX OLD](https://discord.com/channels/854839758815363072/1173171845139288114/1276196700750479480) - Бенчмарк и Тестер памяти. Результат сильно зависит от разгона CPU. Старая версия, которая многим нравится больше новой.
* Overlays:
* [Status Monitor Ultra](https://github.com/Ultra-NX/Status-Monitor-Overlay) - Форк Status Monitor для UltraNX, поддерживает много пресетов Micro-оверлея, и обладает рядом уникальных фишек.
* [Tetris](https://github.com/ppkantorski/Tetris-Overlay) - Та самая игра в виде оверлея. Работает только на последних версиях Ultrahand.
* [BT Audio](https://github.com/masagrator/BT_Audio-ovl) - Оверлей, позволяющий быстро отключаться/подключаться к bluetooth-гарнитуре.
* [MasterVolume](https://github.com/averne/MasterVolume) - Регулировка глобальной громкости, позволяет поднять громкость выше максимума. Использовать аккуратно!
* [NX-FanControl](https://github.com/Zathawo/NX-FanControl) - Модуль для ручной регулировки оборотов кулера. Изменения применяются сразу, модуль смотрит на температуру SOC а не Skin, как Атмосфера.
* [BT Audio](https://github.com/masagrator/BT_Audio-ovl) - Оверлей, позволяющий быстро отключаться/подключаться к bluetooth-гарнитуре.
* [Fizeau](https://github.com/averne/Fizeau) - Модуль для изменения цветового профиля экрана.
* [sys-tune](https://github.com/HookedBehemoth/sys-tune) - Оверлей-музыкальный плеер, работает в фоне.
* Other:
* [FPSLocker Patches](https://github.com/masagrator/FPSLocker-Warehouse) - Патчи для FPSLocker, что бы не качать отдельно патч для каждой игры через оверлей.
* [DVR Patches](https://github.com/exelix11/dvr-patches) - Патчи SysDVR, работают и без системного модуля, активируя фоновую запись в играх, где это изначально запрещено.
* [TriPlayer](https://github.com/DefenderOfHyrule/TriPlayer) - Хоумбрю-музыкальный плеер, который работает через системный модуль, и может сворачиваться, работая в фоне.
* [Mission Control](https://github.com/ndeadly/MissionControl) - Модуль, позволяющий подключать практически любые геймпады к консоли.
* [sys-ftpd](https://github.com/tomvita/sys-ftpd-light) - FTP сервер, работающий на фоне.
1. **Содержимое [Homebrews Pack](https://github.com/Ultra-NX/Ultra/releases/latest)**
*
* [HB App Store](https://github.com/fortheusers/hb-appstore) - Бесплатный магазин для скачивания Homebrew приложений.
* [Tinfoil](https://tinfoil.io) - Установщик и каталог игр.
* [ThemezerNX](https://github.com/suchmememanyskill/themezer-nx) + [NXThemes Installer](https://github.com/exelix11/SwitchThemeInjector) + [Theme Patches](https://github.com/exelix11/theme-patches) - Поиск и установка тем на свитч.
* [Mission Control](https://github.com/ndeadly/MissionControl) - Модуль, позволяющий подключать практически любые геймпады к консоли.
## Лицензии
@ -113,12 +111,12 @@
## Благодарности
* Meha
* B3711
* ppkantorski
* Cooler3D
* rashevskyv
* Meha
* duckbill
* snupt
* Cooler3D
* 4PDA
#### А так же - отдельная благодарность администрации и участникам Ultra Group
@ -127,15 +125,17 @@
## Поддержка
Если вам нравится проект, и у вас появилось желание поддержать меня копеечкой - я буду очень благодарен.
У меня в данный момент нет других заработков, так что любая денежная помощь очень ценна для меня.
### Tinkoff QR
![](https://github.com/Ultra-NX/Ultra-Resources/raw/main/Tinkoff%20small.png)
У меня в данный момент нет других заработков, так что любая денежная помощь очень ценна для меня.
```
TON: UQDioCnnPI5sk4KvxWzfPWsWbAyWCkzwhaYjy8Qpg2QwWMiL
BTC: 1HsC4z8X1YkZzcSKZz1t7MXRa7rPi8qChV
USDT: TQi3qLVrNGcr6avfVQBXRjpPTyvp5JZ7i2
Сбербанк: 2202200513345833
Tinkoff: 2200700170486970
```
СБП : +79168089980
Альфа : 2200152336577997
Tinkoff : 2200700170486970
```
### Tinkoff QR
![](https://github.com/Ultra-NX/Ultra-Resources/raw/main/Tinkoff%20small.png)

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@ -6,13 +6,14 @@
#
### Ultra is a functional custom firmware for Nintendo Switch, with a focus on overclocking and an improved user experience.
### [Ultra 2.3](https://github.com/Ultra-NX/UltraNX/releases/tag/2.3-RC1) Supports HOS 19.0.0 and all console revisions
### [Ultra 2.3](https://github.com/Ultra-NX/Ultra/releases/latest/) Supports HOS 19.0.1 and all console revisions
## Features of Ultra
* Pre-configured OC Switchcraft (Successor to OC-Suite) with presets.
* By default, there's already an undervolt that noticeably reduces the console's consumption, and a slight memory overclock that will make games smoother.
* The best overclocking customizer for Switch - Ultra-Tuner, that allows you to customize overclocking right from the console. It was the first, and remains unique.
* The CFW is as light as possible. There are no unnecessary things in it, only minimum necessary for overclocking and comfortable use.
* Modular design. A minimum of applications/plugins/overlays are included, but you can always add more via the Ultra Tuner.
@ -21,6 +22,7 @@
* [Forks](https://github.com/Ultra-NX/Ultra-Resources/tree/main/patches) (own modifications) of programs and components needed for convenience, security and empowerment:
* Atmosphere fork with Ultra version in system information, and disabled reports, which usually clogs up the SD card, wastes its resource and breaks the file system.
* SaltyNX and FPSLocker forks, with support for changing screen refresh rate and with OLED support.
* Mission Control fork, with the “easter egg” cut out, making the joycons yellow-blue.
* Status Monitor fork with display of current voltages and unique Micro Overlay modules, whose presets can be changed via Ultra Tuner.
@ -30,7 +32,7 @@
1. **[Atmosphere](https://github.com/Atmosphere-NX/Atmosphere)** - Atmosphère, custom firmware for the Nintendo Switch.
1. **[Hekate](https://github.com/CTCaer/hekate)** - Custom Nintendo Switch graphical bootloader, firmware patcher, toolkit and more.
1. **[Ultra Tuner](https://github.com/Ultra-NX/Ultra-Tuner)** - Package for Ultrahand, which allows you to fine-tune the OC parameters for your console. In case of unstable overclocking, or if you want to increase the performance of your console, Ultra Tuner is your indispensable assistant.
1. **[OC-Switchcraft](https://github.com/halop/OC_Toolkit_SC_EOS)**, a fork of **[OC-Suite](https://github.com/hanai3Bi/Switch-OC-Suite/)** - Atmosphere Loader with overclocking from B3711, allows you to reach from N.Switch power Xbox One. Updated in time to support new Atmosphere features.
1. **[OC-Switchcraft](https://github.com/halop/OC-Switchcraft-EOS/releases)**, a fork of **[OC-Suite](https://github.com/hanai3Bi/Switch-OC-Suite/)** - Atmosphere Loader with overclocking from B3711, allows you to reach from N.Switch power Xbox One. Updated in time to support new Atmosphere features.
1. **Installed Payloads**:
@ -49,7 +51,8 @@
* [sys-clk](https://github.com/halop/OC_Toolkit_SC_EOS) - Module responsible for overclocking CPU, memory and GPU - for better performance. I change versions from different authors from time to time. Original authors: Meha/hanai3Bi, lineon, p-sam.
* [nx-ovlloader](https://github.com/ppkantorski/nx-ovlloader) - This module is used to switch the installed modules.
* [sys-patch](https://github.com/impeeza/sys-patch) - Patches the system to run unsigned software instead of sigpatches.
* [nim-prodinfo-blank-fix](https://github.com/fruityloops1/nim-prodinfo-blank-fix) - Fixes an atmosphere crash problem, when nulling the serial number.
* [Mission Control](https://github.com/ndeadly/MissionControl) - A module that allows you to connect almost any gamepads to the console via bluetooth.
* [sys-con](https://github.com/o0Zz/sys-con) - A module that allows you to connect almost any gamepads to the console via USB.
* [Ultrahand Overlay](https://github.com/ppkantorski/Ultrahand-Overlay) - Special overlay-menu for interacting with the system: overclocking, controlling modes via ReverseNX, enabling cheats, etc. Also allows to use your own packages, for example, Ultra Tuner.
- **`Ultra OC (sys-clk)`**, a mod of [sys-clk](https://github.com/halop/OC_Toolkit_SC_EOS) - Overlay for controlling sys-clk module. Slightly modified by me, but without digging into sources (Since they're closed).
- [Status Monitor](https://github.com/Ultra-NX/Status-Monitor-Overlay), a fork of [Status Monitor](https://github.com/masagrator/Status-Monitor-Overlay) - Overlay that allows you to monitor console parameters in real time. It can act as an FPS counter. You change preset of Micro-overlay appearance in Updater.
@ -61,36 +64,29 @@
1. **Available for download via [Updater](https://github.com/Ultra-NX/Ultra/wiki/Tuner-RU#Updater)**
* Homebrews:
* [DBI](https://4pda.to/forum/index.php?showtopic=939714&st=1120#entry86288632) - Here you can download a DBI with the desired language, or update an existing one.
* [Linkalho](https://gbatemp.net/download/linkalho.38822/) - Account linking program.
* [Tinfoil](https://tinfoil.io) - Installer and game store.
* [HB App Store](https://github.com/fortheusers/hb-appstore) - A free store for downloading Homebrew apps.
* [PPSSPP](https://gbatemp.net/threads/ppsspp-switch-standalone-beta.544071/post-10492671) - PSP emulator.
* [Moonlight](https://github.com/XITRIX/Moonlight-Switch) - Moonlight client, allows to stream games from PC.
* [ThemezerNX](https://github.com/suchmememanyskill/themezer-nx) + [NXThemes Installer](https://github.com/exelix11/SwitchThemeInjector) + [Theme Patches](https://github.com/exelix11/theme-patches) - Searching and installing themes on Switch.
* [ReverseNX Tool](https://github.com/masagrator/ReverseNX-Tool) - ReverseNX control program.
* [Battery Desync Fix](https://github.com/CTCaer/battery_desync_fix_nx) - Program to reset the battery controller. Do not use unnecessarily!
* **`MemToolkitNX`** - Benchmark and Memory Tester. The result is highly dependent on CPU overclocking.
* [MemToolkitNX](https://discord.com/channels/854839758815363072/1173171845139288114/1324099100202766408) - Benchmark and Memory Tester. The result is highly dependent on CPU overclocking.
* [MemToolkitNX OLD](https://discord.com/channels/854839758815363072/1173171845139288114/1276196700750479480) - Benchmark and Memory Tester. The result is highly dependent on CPU overclocking. The old version, which many people like better than the new one.
* Overlays:
* [Status Monitor Ultra](https://github.com/Ultra-NX/Status-Monitor-Overlay) - Status Monitor fork for UltraNX, supports many Micro-overlay presets, and has a number of unique features.
* [Tetris](https://github.com/ppkantorski/Tetris-Overlay/) - "That" game in the form of an overlay. Works only on the latest versions of Ultrahand.
* [BT Audio](https://github.com/masagrator/BT_Audio-ovl) - An overlay that allows you to quickly disconnect/connect to a bluetooth headset.
* [MasterVolume](https://github.com/averne/MasterVolume) - Global volume control, allows you to raise the volume above the maximum. Use with care!
* [NX-FanControl](https://github.com/Zathawo/NX-FanControl) - Module for manually adjusting the speed of the cooler. The changes are applied immediately, the module works from SOC temperature and not Skin temperature like Atmosphere.
* [BT Audio](https://github.com/masagrator/BT_Audio-ovl) - An overlay that allows you to quickly disconnect/connect to a bluetooth headset.
* [Fizeau](https://github.com/averne/Fizeau) - Module for changing the screen color profile.
* [sys-tune](https://github.com/HookedBehemoth/sys-tune) - Overlay music player, works in background.
* Other:
* [FPSLocker Patches](https://github.com/masagrator/FPSLocker-Warehouse) - Patches for FPSLocker, so you don't have to download a separate patch for each game through the overlay.
* [DVR Patches](https://github.com/exelix11/dvr-patches) - SysDVR patches, work without the system module, activating background recording in games where it is initially prohibited.
* [TriPlayer](https://github.com/DefenderOfHyrule/TriPlayer) - A homebrew music player that runs through the system module, and can minimize while running in the background.
* [Mission Control](https://github.com/ndeadly/MissionControl) - A module that allows you to connect almost any gamepads to the console.
* [sys-ftpd](https://github.com/tomvita/sys-ftpd-light) - FTP server running in background.
1. **Contents of the [Homebrews Pack](https://github.com/Ultra-NX/Ultra/releases/latest)**
*
* [HB App Store](https://github.com/fortheusers/hb-appstore) - A free store for downloading Homebrew apps.
* [Tinfoil](https://tinfoil.io) - Installer and game store.
* [ThemezerNX](https://github.com/suchmememanyskill/themezer-nx) + [NXThemes Installer](https://github.com/exelix11/SwitchThemeInjector) + [Theme Patches](https://github.com/exelix11/theme-patches) - Searching and installing themes on Switch.
* [Mission Control](https://github.com/ndeadly/MissionControl) - A module that allows you to connect almost any gamepads to the console.
* [sys-ftpd](https://github.com/cathery/sys-ftpd) - FTP server running in background.
@ -109,12 +105,12 @@ Listed below are the licenses of those programs that have been modified specific
## Credits
* Meha
* B3711
* ppkantorski
* Cooler3D
* rashevskyv
* Meha
* duckbill
* snupt
* Cooler3D
* 4PDA
#### And also - a special thanks to the administration and members of Ultra Group

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@ -14,10 +14,6 @@ X01003A400C3DA000
;1.1_46609 - 1.1.4_60709 crash on first loading
010075D00E8BA000
;Grandia Collection
;Only launcher is 64-bit, games are 32-bit
0100E0600BBC8000
;Immortals Fenyx Rising
;1.0.3, 1.3.4 crash
01004A600EC0A000

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@ -0,0 +1,27 @@
# Gori: Cuddly Carnage 1.0.6
# BID: 1146A5AA87A93969
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x6A02E68, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x6A3C938, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6245AA8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Gori: Cuddly Carnage 1.0.7
# BID: A21FFE97D09DCE4E
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x6A02E68, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x6A3C938, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6245AA8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,33 @@
# Jujutsu Kaisen Cursed Clash US 1.4.0
# BID: 7C724F497564C027
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8458A48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x849BF50, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x77DD548, 0]
value_type: uint32
value: [0, 0]
# Disable bUseFixedFrameRate
-
type: write
address: [MAIN, 0x849B7A8, 0x9C4]
value_type: uint32
value: 7
-
type: block
what: timing

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@ -0,0 +1,30 @@
# S.T.A.L.K.E.R.: Call of Prypiat 1.0.1
# BID: 823FE359B4A99A4D
unsafeCheck: true
ALL_FPS:
# psLoadedFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17DD77C]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17FA8A0]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitMs
-
type: evaluate_write
address: [MAIN, 0x1A6490C]
value_type: float
value: "1000 / FPS_LOCK_TARGET"
# ResolutionInfo::sDynresGPUBudgetMs
-
type: evaluate_write
address: [MAIN, 0x17DD758]
value_type: float
value: "0.99 * FRAMETIME_TARGET"

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@ -0,0 +1,30 @@
# S.T.A.L.K.E.R.: Call of Prypiat 1.0.2
# BID: BBA39C65C1CC6463
unsafeCheck: true
ALL_FPS:
# psLoadedFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17F9784]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x18168A0]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitMs
-
type: evaluate_write
address: [MAIN, 0x1A8490C]
value_type: float
value: "1000 / FPS_LOCK_TARGET"
# ResolutionInfo::sDynresGPUBudgetMs
-
type: evaluate_write
address: [MAIN, 0x17F9760]
value_type: float
value: "0.99 * FRAMETIME_TARGET"

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@ -0,0 +1,27 @@
# SWORD ART ONLINE Fractured Daydream JAP 1.2.2
# BID: 012A8C2C413E79B8
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8F57748, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8F92210, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x8791EC8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# SWORD ART ONLINE Fractured Daydream JAP 1.2.1
# BID: 26C1E658E9B5B612
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8F41748, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8F7C210, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x877BEC8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# SWORD ART ONLINE Fractured Daydream JAP 1.1.3
# BID: 3889588A60E1F399
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8EA4728, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8EDF1F0, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x86DEEC8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# SWORD ART ONLINE Fractured Daydream JAP 1.2.0
# BID: 46094C03E2EC668B
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8F3C748, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8F77210, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x8776EC8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# SWORD ART ONLINE Fractured Daydream JAP 1.1.2
# BID: 520620FBA0B196A3
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8E95728, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8ED01F0, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x86CFEC8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,24 @@
# Chernobylite 1.1
# BID: 2D2065AEBF94F9AE
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x641EAB8, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x644C838, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x5C83700, 0]
value_type: int32
value: [0, 0]

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@ -0,0 +1,24 @@
# Chernobylite 1.2
# BID: 657F40EEBD955F31
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x641EAB8, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x644C838, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x5C83700, 0]
value_type: int32
value: [0, 0]

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@ -0,0 +1,12 @@
# DreadOut Remastered Collection 1.0.2
# BID: 725731C74E4CA6A9
unsafeCheck: false
ALL_FPS:
# REF: DynamicResolution::.cctor
-
type: evaluate_write
address: [MAIN, 0x3E01640, 0, 0xB8, 8]
value_type: double
value: [FPS_TARGET, FRAMETIME_TARGET]

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@ -1,5 +1,5 @@
# The Witcher 3: Wild Hund - Complete Edition 4.04b
# BID: D27FD8A515077F34
# BID: 4BC4A8A814FD46A4
unsafeCheck: true

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@ -0,0 +1,27 @@
# Grand Theft Auto: Vice City - Definitive Edition 1.0.8
# BID: 9151E53EE514B03A
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget (Default is 36.5 ms)
-
type: evaluate_write
address: [MAIN, 0x7608988, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x762D640, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6E7AA00, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,13 @@
# Cel Damage HD 1.0.0
# BID: 03B058B1F6BE7195
# Credit to Hazerou for finding offset
# His note: 60 FPS may cause some Graphical Glitches like huge shadow and flashing light/colors appearing out of nowhere.
unsafeCheck: true
ALL_FPS:
-
type: evaluate_write
address: [MAIN, 0x32EE1C]
value_type: float
value: ["1/FPS_TARGET", "FPS_TARGET"]

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@ -1,5 +1,5 @@
# The Witcher 3: Wild Hund - Complete Edition 4.04b
# BID: D27FD8A515077F34
# BID: 4BC4A8A814FD46A4
unsafeCheck: true

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@ -0,0 +1,27 @@
# HOT WHEELS UNLEASHED 2 1.0.10
# BID: E1F81DC590FDE0B5
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0xAD74458, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0xB58E090, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0xB632E08, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# HOT WHEELS UNLEASHED 2 1.0.11
# BID: FE78C7B94C4E791A
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0xAD73888, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0xB58D090, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0xB631E08, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -8,17 +8,17 @@ ALL_FPS:
type: evaluate_write
address: [MAIN, 0x1D15228]
value_type: int32
value: [FPS_LOCK_TARGET, "1"]
value: [FPS_LOCK_TARGET, VSYNC_TARGET]
-
type: evaluate_write
address: [MAIN, 0x1D28CB8]
value_type: float
value: FPS_TARGET
-
type: write
type: evaluate_write
address: [MAIN, 0x2A88DC0]
value_type: int32
value: 0
value: "VSYNC_TARGET - 1"
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Goat Simulator 3 1.0.7.4
# BID: A5DA93E6537350D8
unsafeCheck: false
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x92FE2F8, 0]
value_type: float
value: ["0.81 * FRAMETIME_TARGET", "0.81 * FRAMETIME_TARGET"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x9323F60, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x8B2E1E8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Goat Simulator 3 1.0.7.5
# BID: C606C7DC1C0EC88F
unsafeCheck: false
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x954E2F8, 0]
value_type: float
value: ["0.81 * FRAMETIME_TARGET", "0.81 * FRAMETIME_TARGET"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x9573F60, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x8D7E218, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -1,4 +1,4 @@
# Farming Simulator 23 Nintendo Switch Edition 1.6.0.0
# Farming Simulator 23 Nintendo Switch Edition 1.6.0.0/1.7.0.0
# BID: 17F37A56B17DD9CC
unsafeCheck: true

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@ -0,0 +1,51 @@
# Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban! Asia Edition 1.0.1
# BID: B2D4462B71536EC6
unsafeCheck: true
MASTER_WRITE:
# Remove double buffer
-
type: bytes
main_offset: 0x1B630
value_type: uint32
value: 0x52800061
-
type: bytes
main_offset: 0x5774C
value_type: uint32
value: 0x52800061
ALL_FPS:
# REF: 20 59 60 BC
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xFF7090]
value_type: float
value: [FPS_TARGET, "60 / FPS_TARGET"]
# Blocking game to max 60 FPS because setting game speed ratio below 1 causes glitches
-
type: evaluate_compare
compare_address: [MAIN, 0xFF7090]
compare_type: ">"
compare_value_type: float
compare_value: 60
address: [MAIN, 0xFF7090]
value_type: float
value: 60
-
type: evaluate_compare
compare_address: [MAIN, 0xFF7090]
compare_type: "=="
compare_value_type: float
compare_value: 60
address: [MAIN, 0xFF7094]
value_type: float
value: 1
# Unknown value that is set based on FPS Lock function argument, 0 = 60 FPS, 1 = 30 FPS, 2 = 20 FPS, 3 = 15 FPS
# According to IDA is not used at all, but writing this anyway
-
type: evaluate_write
address: [MAIN, 0x10D8028]
value_type: uint32
value: "VSYNC_TARGET - 1"

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@ -0,0 +1,27 @@
# Session: Skate Sim 1.1.4
# BID: F327FFD8C2E85895
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x7247868, 0]
value_type: float
value: ["FRAMETIME_TARGET", "FRAMETIME_TARGET"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x7275438, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6A7A668, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# GUNDAM BREAKER 4 1.9.0
# BID: 0CC82881FF112C6D
unsafeCheck: false
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x9F98D48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x9FC67E8, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x97CADA8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# GUNDAM BREAKER 4 1.12.0
# BID: 0FF5CF27929E07F9
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0xA080D48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0xA0AE7E8, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x98B2D28, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# GUNDAM BREAKER 4 1.10.0
# BID: 6267E76E9540F2ED
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x9FA2D48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x9FD07E8, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x97D4E48, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# GUNDAM BREAKER 4 1.11.0
# BID: E82F8A34CCC706E7
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0xA03AD48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0xA0687E8, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x986C958, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# GUNDAM BREAKER 4 1.6.0
# BID: EA4853C29547CBBC
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x9F97D48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x9FC57E8, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x97C9DA8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,30 @@
# S.T.A.L.K.E.R.: Clear Sky 1.0.2
# BID: 227837B490A51033
unsafeCheck: true
ALL_FPS:
# psLoadedFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17D4774]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17F18E8]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitMs
-
type: evaluate_write
address: [MAIN, 0x1A5F36C]
value_type: float
value: "1000 / FPS_LOCK_TARGET"
# ResolutionInfo::sDynresGPUBudgetMs
-
type: evaluate_write
address: [MAIN, 0x17D4750]
value_type: float
value: "0.99 * FRAMETIME_TARGET"

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@ -0,0 +1,30 @@
# S.T.A.L.K.E.R.: Clear Sky 1.0.1
# BID: 38171F8A5687B940
unsafeCheck: true
ALL_FPS:
# psLoadedFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17BD76C]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x17DA8E8]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitMs
-
type: evaluate_write
address: [MAIN, 0x1A4436C]
value_type: float
value: "1000 / FPS_LOCK_TARGET"
# ResolutionInfo::sDynresGPUBudgetMs
-
type: evaluate_write
address: [MAIN, 0x17BD748]
value_type: float
value: "0.99 * FRAMETIME_TARGET"

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@ -0,0 +1,27 @@
# Expeditions: A Mudrunner Game 1.14.0.0
# BID: 08C88691FFA5407C
# REF: 01 04 0C 5E 00 10 2E 1E
unsafeCheck: true
MASTER_WRITE:
# Redirect DR frametime target to MAIN+0x36AEF00
-
type: bytes
main_offset: 0x1718A64
value_type: uint32
value:
- 0xD000FCAC # adrp x12, #0x36AE000
- 0xBD4F0182 # ldr s2, [x12, #0xf00]
# default value
-
type: bytes
main_offset: 0x36AEF00
value_type: float
value: 33.3333333333
ALL_FPS:
-
type: evaluate_write
address: [MAIN, 0x36AEF00]
value_type: float
value: FRAMETIME_TARGET

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@ -0,0 +1,27 @@
# Expeditions: A Mudrunner Game 1.12.0.0
# BID: 225B47BDEC7C2D4E
# REF: 01 04 0C 5E 00 10 2E 1E
unsafeCheck: true
MASTER_WRITE:
# Redirect DR frametime target to MAIN+0x3623F00
-
type: bytes
main_offset: 0x16AB5C0
value_type: uint32
value:
- 0x9000FBCC
- 0xBD4F0182
# default value
-
type: bytes
main_offset: 0x3623F00
value_type: float
value: 33.3333333333
ALL_FPS:
-
type: evaluate_write
address: [MAIN, 0x3623F00]
value_type: float
value: FRAMETIME_TARGET

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@ -0,0 +1,27 @@
# Expeditions: A Mudrunner Game 1.13.0.0
# BID: ED20E42E41B58D88
# REF: 01 04 0C 5E 00 10 2E 1E
unsafeCheck: true
MASTER_WRITE:
# Redirect DR frametime target to MAIN+0x3628F00
-
type: bytes
main_offset: 0x16AFA80
value_type: uint32
value:
- 0xB000FBCC # adrp x12, #0x3628000
- 0xBD4F0182 # ldr s2, [x12, #0xf00]
# default value
-
type: bytes
main_offset: 0x3628F00
value_type: float
value: 33.3333333333
ALL_FPS:
-
type: evaluate_write
address: [MAIN, 0x3628F00]
value_type: float
value: FRAMETIME_TARGET

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@ -0,0 +1,33 @@
# Jujutsu Kaisen Cursed Clash JP 1.4.0
# BID: 7C724F497564C027
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x8458A48, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x849BF50, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x77DD548, 0]
value_type: uint32
value: [0, 0]
# Disable bUseFixedFrameRate
-
type: write
address: [MAIN, 0x849B7A8, 0x9C4]
value_type: uint32
value: 7
-
type: block
what: timing

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# Shadows of the Damned: Hella Remastered 1.0.1
# BID: 5B863A6EFCE084B0
unsafeCheck: true
ALL_FPS:
# Bool Lock FPS, ref: LDR S0, [X0,#0x694]
-
type: write
address: [MAIN, 0x3A8A2F8]
value_type: uint32
value: 0

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@ -0,0 +1,12 @@
# ABYSS SEEKER――What Do You See Deep in Abyss 1.1.0.012
# BID: C17F9C48EEFAB9DF
unsafeCheck: true
ALL_FPS:
# UnityEngine.Time::fixedDeltaTime
-
type: evaluate_write
address: [MAIN, 0x7B48F40, 0x48]
value_type: float
value: "1 / FPS_TARGET"

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@ -0,0 +1,12 @@
# ABYSS SEEKER――What Do You See Deep in Abyss 1.2.0.020
# BID: FE67FB035271B5E4
unsafeCheck: true
ALL_FPS:
# UnityEngine.Time::fixedDeltaTime
-
type: evaluate_write
address: [MAIN, 0x7B62100, 0x48]
value_type: float
value: "1 / FPS_TARGET"

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@ -0,0 +1,12 @@
# Shadowverse: Champion's Battle 1.3.0
# BID: 1F936E043FB8C349
unsafeCheck: true
ALL_FPS:
# UnityEngine.Time::fixedDeltaTime
-
type: evaluate_write
address: [MAIN, 0x64DB5C0, 0x48]
value_type: float
value: "1 / FPS_TARGET"

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@ -0,0 +1,60 @@
# Amnesia Collection 1.3.0
# BID: F6FB99E54347E740
# Double buffer is hardcoded line by line, it's hard to make it triple
unsafeCheck: true
MASTER_WRITE:
# Redirect FPS Lock and Dynamic Resolution target values to MAIN + 0x21036F00
-
type: bytes
main_offset: 0x13281C
value_type: uint32
value:
- 0x90107828 # ADRP X8, 0x21036000
- 0xF9478108 # LDR X8, [X8, 0xF00]
-
type: bytes
main_offset: 0x3E324C
value_type: uint32
value:
- 0xF0106288 # ADRP X8, 0x21036000
- 0xF9478108 # LDR X8, [X8, 0xF00]
# NOP updating Dynamic Resolution target value
-
type: bytes
main_offset: 0x2D94E8
value_type: uint32
value:
- 0xB0106AE9 # ADRP X9, 0x21036000
- 0xB94F0929 # LDR W9, [X9, 0xF08]
-
type: bytes
main_offset: 0x597C5C
value_type: uint32
value:
- 0xF01054E9 # ADRP X9, 0x21036000
- 0xB94F0929 # LDR W9, [X9, 0xF08]
# Default values
-
type: bytes
main_offset: 0x21036F00
value_type: double
value: 0.03333333333333333
-
type: bytes
main_offset: 0x21036F08
value_type: float
value: 33.333333333333
ALL_FPS:
# FPS Lock
-
type: evaluate_write
address: [MAIN, 0x21036F00]
value_type: double
value: "1 / FPS_TARGET"
-
type: evaluate_write
address: [MAIN, 0x21036F08]
value_type: float
value: FRAMETIME_TARGET

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@ -0,0 +1,27 @@
# DRAGON QUEST III HD-2D Remake 1.0.1
# BID: 6F49452BD0B343B1
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x5A9D3E8, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0x6289E28, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x62B7B68, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -3,22 +3,6 @@
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::UpdateResolution() to MAIN + 0xC88AF00
# only for handheld (default handheld: 31.25 ms, docked: 46.875 ms - probably to block DR from working without disabling it)
-
type: bytes
main_offset: 0x74F5118
value_type: uint32
value:
- 0xB0029CA8
- 0xB94F0108
# Default handheld value
-
type: bytes
main_offset: 0xC88AF00
value_type: uint32
value: 600000
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
@ -31,9 +15,3 @@ ALL_FPS:
address: [MAIN, 0xC809DA0, 0x100]
value_type: float
value: 0.0666666666
# Dynamic Resolution Timing = (0.9375/FPS) * 19200000
-
type: evaluate_write
address: [MAIN, 0xC88AF00]
value_type: uint32
value: "(0.9375 / FPS_TARGET) * 19200000"

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@ -0,0 +1,17 @@
# MEGATON MUSASHI W: WIRED 3.2.2
# BID: 1EC3E6373D7DA9A6
unsafeCheck: true
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
type: evaluate_write
address: [MAIN, 0xCAC9F20, 0x48]
value_type: float
value: "1 / FPS_TARGET"
- # maximumDeltaTime = 1/15 (with this setting game will slow down below 15 FPS instead of 30 FPS)
type: write
address: [MAIN, 0xCAC9F20, 0x100]
value_type: float
value: 0.0666666666

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@ -3,22 +3,6 @@
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::UpdateResolution() to MAIN + 0xC8C2F00
# only for handheld (default handheld: 31.25 ms, docked: 46.875 ms - probably to block DR from working without disabling it)
-
type: bytes
main_offset: 0x74BF438
value_type: uint32
value:
- 0xF002A008
- 0xB94F0108
# Default handheld value
-
type: bytes
main_offset: 0xC8C2F00
value_type: uint32
value: 600000
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
@ -31,9 +15,3 @@ ALL_FPS:
address: [MAIN, 0xC841820, 0x100]
value_type: float
value: 0.0666666666
# Dynamic Resolution Timing = (0.9375/FPS) * 19200000
-
type: evaluate_write
address: [MAIN, 0xC8C2F00]
value_type: uint32
value: "(0.9375 / FPS_TARGET) * 19200000"

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@ -3,22 +3,6 @@
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::UpdateResolution() to MAIN + 0xC8CBF00
# only for handheld (default handheld: 31.25 ms, docked: 46.875 ms - probably to block DR from working without disabling it)
-
type: bytes
main_offset: 0x74ADA58
value_type: uint32
value:
- 0xD002A0E8
- 0xB94F0108
# Default handheld value
-
type: bytes
main_offset: 0xC8CBF00
value_type: uint32
value: 600000
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
@ -31,9 +15,3 @@ ALL_FPS:
address: [MAIN, 0xC84AD60, 0x100]
value_type: float
value: 0.0666666666
# Dynamic Resolution Timing = (0.9375/FPS) * 19200000
-
type: evaluate_write
address: [MAIN, 0xC8CBF00]
value_type: uint32
value: "(0.9375 / FPS_TARGET) * 19200000"

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@ -0,0 +1,17 @@
# MEGATON MUSASHI W: WIRED 3.2.0
# BID: 8286C091117CAECF
unsafeCheck: true
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
type: evaluate_write
address: [MAIN, 0xCAA1720, 0x48]
value_type: float
value: "1 / FPS_TARGET"
- # maximumDeltaTime = 1/15 (with this setting game will slow down below 15 FPS instead of 30 FPS)
type: write
address: [MAIN, 0xCAA1720, 0x100]
value_type: float
value: 0.0666666666

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@ -0,0 +1,12 @@
# MEGATON MUSASHI W: WIRED 3.2.3
# BID: D152798E91A87AE7
unsafeCheck: true
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
type: evaluate_write
address: [MAIN, 0xCAC9F20, 0x48]
value_type: float
value: "1 / FPS_TARGET"

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@ -3,22 +3,6 @@
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::UpdateResolution() to MAIN + 0xC8CBF00
# only for handheld (default handheld: 31.25 ms, docked: 46.875 ms - probably to block DR from working without disabling it)
-
type: bytes
main_offset: 0x78910F8
value_type: uint32
value:
- 0xD00281C8
- 0xB94F0108
# Default handheld value
-
type: bytes
main_offset: 0xC8CBF00
value_type: uint32
value: 600000
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
@ -31,9 +15,3 @@ ALL_FPS:
address: [MAIN, 0xC84AD20, 0x100]
value_type: float
value: 0.0666666666
# Dynamic Resolution Timing = (0.9375/FPS) * 19200000
-
type: evaluate_write
address: [MAIN, 0xC8CBF00]
value_type: uint32
value: "(0.9375 / FPS_TARGET) * 19200000"

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@ -3,22 +3,6 @@
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::UpdateResolution() to MAIN + 0xC8CBF00
# only for handheld (default handheld: 31.25 ms, docked: 46.875 ms - probably to block DR from working without disabling it)
-
type: bytes
main_offset: 0x74AD958
value_type: uint32
value:
- 0xD002A0E8
- 0xB94F0108
# Default handheld value
-
type: bytes
main_offset: 0xC8CBF00
value_type: uint32
value: 600000
ALL_FPS:
# fixedDeltaTime = 1/FPS
-
@ -31,9 +15,3 @@ ALL_FPS:
address: [MAIN, 0xC84AD60, 0x100]
value_type: float
value: 0.0666666666
# Dynamic Resolution Timing = (0.9375/FPS) * 19200000
-
type: evaluate_write
address: [MAIN, 0xC8CBF00]
value_type: uint32
value: "(0.9375 / FPS_TARGET) * 19200000"

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# Big Helmet Heroes 1.0.3
# BID: 2CF926BBD5D1AB4D
unsafeCheck: true
ALL_FPS:
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x7012260, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x5BB0718, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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# Xenoblade Chronicles X: Definitive Edition 1.0.1
# BID: 3F2425864CF22684
unsafeCheck: true
MASTER_WRITE:
# Dynamic speed mod for stuff like UI, lipsync, grass and rain
## Redirect nvnQueuePresentTexture call to code cave at MAIN+0x1744D90
-
type: bytes
main_offset: 0x96ECD8
value_type: uint32
value: 0x1437582E
## Code Cave (save floats for speed factor to MAIN+0x47CD268, frametime as FPS in MAIN+0x47CD26C, frametime in s in MAIN+0x47CD270)
-
type: bytes
main_offset: 0x1744D90
value_type: uint32
value:
- 0xD63F0100
- 0x97FFF52B
- 0xB0018448
- 0xF9413107
- 0xF9013100
- 0xB5000047
- 0x17C8A7CD
- 0xCB070000
- 0x97FFF528
- 0xB0018448
- 0xB9430101
- 0xEB00003F
- 0x5400004B
- 0xAA0103E0
- 0xD2881541
- 0xF2A07F21
- 0xEB00003F
- 0x5400004C
- 0xAA0103E0
- 0x9E630000
- 0xD00005A0
- 0xFD469C01
- 0x1E611800
- 0xD2807D00
- 0x9E630001
- 0x1E601821
- 0xB0018440
- 0x1E624021
- 0xBD026C01
- 0x1E27D002
- 0x1E211842
- 0xBD026802
- 0xD2807D01
- 0x9E630021
- 0x1E611801
- 0x1E624021
- 0xBD027001
- 0x17C8A7AE
## Default values for code cave
-
type: bytes
main_offset: 0x47CD268
value_type: float
value: [1.0, 30.0, 0.033333333333]
-
type: bytes
main_offset: 0x47CD300
value_type: uint32
value: 33333333
## Function 1 to speed factor // Usage unknown
-
type: bytes
main_offset: 0x2864C8
value_type: uint32
value:
- 0xF0022A35
- 0xF9470D00
- 0xBD426AAA
## Function 2 to speed factor // Weather effects (rain, fog)
-
type: bytes
main_offset: 0x2892AC
value_type: uint32
value:
- 0x90022A20
- 0xF000D828
- 0xBD426801
## Function 3 to speed factor // Usage unknown
-
type: bytes
main_offset: 0xA26D00
value_type: uint32
value:
- 0xF001ED20
- 0xBD426808
## Function 4 to FPS // UI Speed
-
type: bytes
main_offset: 0xA2EE60
value_type: uint32
value:
- 0xF001ECE0
- 0x1E270100
- 0xBD426C00
## Function 5 to FPS // Usage unknown
-
type: bytes
main_offset: 0x266E3C
value_type: uint32
value:
- 0xF0022B20
- 0x1E270100
- 0x7940D268
- 0xBD426C05
## Function 6 to FPS
-
type: bytes
main_offset: 0x26D6D0
value_type: uint32
value:
- 0x90022B00
- 0xBD426C00
- 0x1E390000
- 0x528000C9
- 0x1AC90808
## Function 7 to Frametime in s // Gameplay + cutscene speed
-
type: bytes
main_offset: 0x1E24E4
value_type: uint32
value: 0xF0022F49
-
type: bytes
main_offset: 0x1E24F8
value_type: uint32
value: 0xBD427120
# Adjust various elements related to fighting
-
type: bytes
main_offset: 0x1E8B08
value_type: uint32
value: 0x145570EB
## Code cave
-
type: bytes
main_offset: 0x1744EB4
value_type: uint32
value:
- 0xB0018449
- 0xBD426920
- 0x17AA8F14
## Fix gun speed
-
type: bytes
main_offset: 0x30F62C
value_type: uint32
value: 0xD503201F
# Redirect DR Target to MAIN+0x47CDF00
-
type: bytes
main_offset: 0x13B8DF4
value_type: uint32
value:
- 0xB001A0A8
- 0xBD4F0100
## Default value
-
type: bytes
main_offset: 0x47CDF00
value_type: float
value: 0.01666666666
# Adjust camera speed rotation dynamically
## Code cave
-
type: bytes
main_offset: 0x1744E48
value_type: uint32
value:
- 0xB0018448
- 0xBD426908
- 0x1E200900
- 0x1E202008
- 0x540000AA
- 0x1E214000
- 0x1E21C000
- 0x1E214000
- 0xD65F03C0
- 0x1E21C000
- 0xD65F03C0
## Connect function 1
-
type: bytes
main_offset: 0x1E1360
value_type: uint32
value: 0x94558EBA
## Connect function 2
-
type: bytes
main_offset: 0x1E1370
value_type: uint32
value: 0xAD7D03A1
-
type: bytes
main_offset: 0x1E137C
value_type: uint32
value: 0x94558EB3
# Force 1s sleep to synchronize audio if cutscene detected
## Use function responsible for writing type of cutscene to write its ID if it's 8 or 16 (or 0 for any other) to MAIN+0x47CDFFF
-
type: bytes
main_offset: 0x2CFEB4
value_type: uint32
value: 0x1451D3F7
### Code cave
-
type: bytes
main_offset: 0x1744E90
value_type: uint32
value:
- 0xB9002279
- 0x121D0720
- 0xB0018448
- 0x340000A0
- 0x393FFD00
- 0xD2994000
- 0xF2A77340
- 0x97FFF3D9
- 0x17AE2C02
## "startEvent" to write uint8 1 to MAIN+0x47CDFFF
-
type: bytes
main_offset: 0x3ECFD8
value_type: uint32
value: 0x144D5FBF
### Code cave
-
type: bytes
main_offset: 0x1744ED4
value_type: uint32
value:
- 0x910003FD
- 0xB0018448
- 0x52800020
- 0x393FFD00
- 0x17B2A03E
## "endEvent" to write uint8 0 to MAIN+0x47CDFFF
-
type: bytes
main_offset: 0x3ED178
value_type: uint32
value: 0x144D5F42
### Code cave
-
type: bytes
main_offset: 0x1744E80
value_type: uint32
value:
- 0x910003FD
- 0xB0018448
- 0x393FFD1F
- 0x17B2A0BC
# Adjust Field Action gauge bar speed
-
type: bytes
main_offset: 0xE5B00
value_type: uint32
value:
- 0x90023740
- 0xD000E3E9
- 0xBD426808
## Fix for FN Site
-
type: bytes
main_offset: 0xE5558
value_type: uint32
value: 0x14597E34
### Code cave
-
type: bytes
main_offset: 0x1744E28
value_type: uint32
value:
- 0xBD40D260
- 0xB0018440
- 0xBD426801
- 0x1E210800
- 0x17A681C9
# Fix long jump when not running
-
type: bytes
main_offset: 0x23EAD0
value_type: uint32
value: 0x145418DB
## Code cave
-
type: bytes
main_offset: 0x1744E3C
value_type: uint32
value:
- 0x1E27D00B
- 0x1E2B296B
- 0x17ABE724
# Adjust QTE Speed
## Code cave
-
type: bytes
main_offset: 0x1744E74
value_type: uint32
value:
- 0xB0018454
- 0xBD426A81
- 0x17BA027E
## Connect function
-
type: bytes
main_offset: 0x5C5870
value_type: uint32
value: 0x1445FD81
# Adjust Overdrive counter, Follow Ball speed
## Code cave
-
type: bytes
main_offset: 0x1744EC0
value_type: uint32
value:
- 0xB0018440
- 0xBD427000
- 0xD65F03C0
## Connect function
-
type: bytes
main_offset: 0x67354
value_type: uint32
value: 0x945B76DB
ALL_FPS:
# FPS Target
-
type: evaluate_write
address: [MAIN, 0x47CD300]
value_type: uint32
value: "FRAMETIME_TARGET * 1000000"
# FPS Lock
# ref: 00 01 00 b9 2a 01 00 b9 c0 03 5f d6
-
type: write
address: [MAIN, 0x1DA33A0]
value_type: int32
value: [1, 1]
# DR Target
-
type: evaluate_write
address: [MAIN, 0x47CDF00]
value_type: float
value: "1 / FPS_TARGET"
# Lock game to 30 FPS when complex/prerendered cutscene is played
## Adjusts DR target
-
type: compare
compare_address: [MAIN, 0x47CDFFF]
compare_value_type: uint8
compare_type: "!="
compare_value: 0
address: [MAIN, 0x47CDF00]
value_type: float
value: 0.03333333333
## Force OS to run at 60 Hz with interval 2
-
type: compare
compare_address: [MAIN, 0x47CDFFF]
compare_value_type: uint8
compare_type: "!="
compare_value: 0
address: [MAIN]
value_type: refresh_rate
value: 30

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@ -0,0 +1,27 @@
# Romancing SaGa 2: Revenge of the Seven 1.0.2
# BID: 1933FBAFE977FA75
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x6D1EA80, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0x7BFAC70, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x7C534C0, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Romancing SaGa 2: Revenge of the Seven 1.0.1
# BID: 791D79EBD7A0115E
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x6D1DA90, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0x7BF9C70, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x7C524C0, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -0,0 +1,30 @@
# S.T.A.L.K.E.R.: Shadow Of Chornobyl 1.0.1
# BID: 0214CA2211DE8313
unsafeCheck: true
ALL_FPS:
# psLoadedFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x16494EC]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x16659F0]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitMs
-
type: evaluate_write
address: [MAIN, 0x18CDACC]
value_type: float
value: "1000 / FPS_LOCK_TARGET"
# ResolutionInfo::sDynresGPUBudgetMs
-
type: evaluate_write
address: [MAIN, 0x16492F0]
value_type: float
value: "0.99 * FRAMETIME_TARGET"

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@ -0,0 +1,30 @@
# S.T.A.L.K.E.R.: Shadow Of Chornobyl 1.0.2
# BID: 8E8BFFE66292CFF1
unsafeCheck: true
ALL_FPS:
# psLoadedFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x165F4EC]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitFps
-
type: evaluate_write
address: [MAIN, 0x167B9F0]
value_type: float
value: FPS_LOCK_TARGET
# psCurrentFrameLimitMs
-
type: evaluate_write
address: [MAIN, 0x18E7ACC]
value_type: float
value: "1000 / FPS_LOCK_TARGET"
# ResolutionInfo::sDynresGPUBudgetMs
-
type: evaluate_write
address: [MAIN, 0x165F2F0]
value_type: float
value: "0.99 * FRAMETIME_TARGET"

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@ -1,27 +0,0 @@
# Immortals Fenyx Rising 1.3.4
# BID: 70F3F6751D73C644
unsafeCheck: true
MASTER_WRITE:
# Game switches resolution to 13/15 of normal resolution when moving camera with right stick and game cannot handle target FPS
# Redirect reading DR time target to MAIN + 0xA7E4F00
-
type: bytes
main_offset: 0x15A9F10
value_type: uint32
value:
- 0xF00491C8
- 0xBD4F0101
# Default value
-
type: bytes
main_offset: 0xA7E4F00
value_type: float
value: 33.3333333333
ALL_FPS:
-
type: evaluate_write
address: [MAIN, 0xA7E4F00]
value_type: float
value: FRAMETIME_TARGET

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@ -16,6 +16,12 @@ ALL_FPS:
address: [MAIN, 0x7451B78, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6C85418, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,38 @@
# REYNATIS (US/EU) 1.0.8
# BID: 11D6D6158B566A74
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::LowerResSW() to MAIN + 0x7C0DF00
# REF: 01 f0 67 1e
-
type: bytes
main_offset: 0x391CEEC
value_type: uint32
value: # 941702B0 818247FD 1020611E 6922482D CD020054 6A6240BD
- 0xB0021794 # adrp x20, #0x7c0d000
- 0xFD478281 # ldr d1, [x20, #0xf00]
- 0x1E612010 # fcmpe d0, d1
- 0x2D482269 # ldp s9, s8, [x19, #0x40]
- 0x540002CD # b.le #0x391cf54
- 0xBD40626A # ldr s10, [x19, #0x60]
-
type: bytes
main_offset: 0x391CF54
value_type: uint32
value:
- 0xFD478681 # ldr d1, [x20, #0xf08]
# Default handheld value
-
type: bytes
main_offset: 0x7C0DF00
value_type: double
value: [31, 29]
ALL_FPS:
# Dynamic Resolution Timing
-
type: evaluate_write
address: [MAIN, 0x7C0DF00]
value_type: double
value: ["0.93 * FRAMETIME_TARGET", "(0.93 * FRAMETIME_TARGET) - 2"]

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@ -0,0 +1,38 @@
# REYNATIS (US/EU) 1.0.6
# BID: 25A4C89527E7A6E6
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::LowerResSW() to MAIN + 0x7C0DF00
# REF: 01 f0 67 1e
-
type: bytes
main_offset: 0x391CEEC
value_type: uint32
value: # 941702B0 818247FD 1020611E 6922482D CD020054 6A6240BD
- 0xB0021794 # adrp x20, #0x7c0d000
- 0xFD478281 # ldr d1, [x20, #0xf00]
- 0x1E612010 # fcmpe d0, d1
- 0x2D482269 # ldp s9, s8, [x19, #0x40]
- 0x540002CD # b.le #0x391cf54
- 0xBD40626A # ldr s10, [x19, #0x60]
-
type: bytes
main_offset: 0x391CF54
value_type: uint32
value:
- 0xFD478681 # ldr d1, [x20, #0xf08]
# Default handheld value
-
type: bytes
main_offset: 0x7C0DF00
value_type: double
value: [31, 29]
ALL_FPS:
# Dynamic Resolution Timing
-
type: evaluate_write
address: [MAIN, 0x7C0DF00]
value_type: double
value: ["0.93 * FRAMETIME_TARGET", "(0.93 * FRAMETIME_TARGET) - 2"]

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@ -0,0 +1,38 @@
# REYNATIS (US/EU) 1.0.7
# BID: 7C8FE1FD610E1F1F
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::LowerResSW() to MAIN + 0x7C0DF00
# REF: 01 f0 67 1e
-
type: bytes
main_offset: 0x391CEEC
value_type: uint32
value: # 941702B0 818247FD 1020611E 6922482D CD020054 6A6240BD
- 0xB0021794 # adrp x20, #0x7c0d000
- 0xFD478281 # ldr d1, [x20, #0xf00]
- 0x1E612010 # fcmpe d0, d1
- 0x2D482269 # ldp s9, s8, [x19, #0x40]
- 0x540002CD # b.le #0x391cf54
- 0xBD40626A # ldr s10, [x19, #0x60]
-
type: bytes
main_offset: 0x391CF54
value_type: uint32
value:
- 0xFD478681 # ldr d1, [x20, #0xf08]
# Default handheld value
-
type: bytes
main_offset: 0x7C0DF00
value_type: double
value: [31, 29]
ALL_FPS:
# Dynamic Resolution Timing
-
type: evaluate_write
address: [MAIN, 0x7C0DF00]
value_type: double
value: ["0.93 * FRAMETIME_TARGET", "(0.93 * FRAMETIME_TARGET) - 2"]

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@ -0,0 +1,37 @@
# REYNATIS (US/EU) 1.0.5
# BID: C370209AECC8D2FB
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::LowerResSW() to MAIN + 0x7C0DF00
-
type: bytes
main_offset: 0x30A752C
value_type: uint32
value:
- 0xD0025B34 # to update with newer updates
- 0xFD478281 # to update if offset 0xF00 is still not enough
- 0x1E612010
- 0x2D482269
- 0x540002CD # branch possible to update with newer updates
- 0xBD40626A
-
type: bytes
main_offset: 0x30A7594
value_type: uint32
value:
- 0xFD478681 # to update if offset 0xF00+8 is still not enough
# Default handheld value
-
type: bytes
main_offset: 0x7C0DF00
value_type: double
value: [31, 29]
ALL_FPS:
# Dynamic Resolution Timing
-
type: evaluate_write
address: [MAIN, 0x7C0DF00]
value_type: double
value: ["(0.9 * FRAMETIME_TARGET) + 1", "(0.9 * FRAMETIME_TARGET) - 1"]

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@ -0,0 +1,38 @@
# REYNATIS (US/EU) 1.0.9
# BID: C59C89CCDF382602
unsafeCheck: true
MASTER_WRITE:
# Redirect reading DR timing in DynamicResolution::LowerResSW() to MAIN + 0x7C0DF00
# REF: 01 f0 67 1e
-
type: bytes
main_offset: 0x391CEEC
value_type: uint32
value: # 941702B0 818247FD 1020611E 6922482D CD020054 6A6240BD
- 0xB0021794 # adrp x20, #0x7c0d000
- 0xFD478281 # ldr d1, [x20, #0xf00]
- 0x1E612010 # fcmpe d0, d1
- 0x2D482269 # ldp s9, s8, [x19, #0x40]
- 0x540002CD # b.le #0x391cf54
- 0xBD40626A # ldr s10, [x19, #0x60]
-
type: bytes
main_offset: 0x391CF54
value_type: uint32
value:
- 0xFD478681 # ldr d1, [x20, #0xf08]
# Default handheld value
-
type: bytes
main_offset: 0x7C0DF00
value_type: double
value: [31, 29]
ALL_FPS:
# Dynamic Resolution Timing
-
type: evaluate_write
address: [MAIN, 0x7C0DF00]
value_type: double
value: ["0.93 * FRAMETIME_TARGET", "(0.93 * FRAMETIME_TARGET) - 2"]

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@ -1,7 +1,7 @@
# DRAGON BALL Z: KARAKOT + A NEW POWER AWAKENS SET 1.50
# BID: 20503FA77FA416B7
unsafeCheck: true
unsafeCheck: false
ALL_FPS:
# Disable bUseFixedFrameRate in cutscenes to unlock framerate

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@ -1,7 +1,7 @@
# DRAGON BALL Z: KARAKOT + A NEW POWER AWAKENS SET 1.51
# BID: 389E38618E93A5E0
unsafeCheck: true
unsafeCheck: false
ALL_FPS:
# Disable bUseFixedFrameRate in cutscenes to unlock framerate
@ -32,4 +32,4 @@ ALL_FPS:
type: write
address: [MAIN, 0x88C2C08, 0]
value_type: int32
value: [0, 0]
value: [0, 0]

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@ -0,0 +1,35 @@
# DRAGON BALL Z: KARAKOT + A NEW POWER AWAKENS SET 1.52
# BID: 72F6F8B54276185C
unsafeCheck: true
ALL_FPS:
# Disable bUseFixedFrameRate in cutscenes to unlock framerate
-
type: write
address: [MAIN, 0x945A538, 0x810]
value_type: uint32
# Default is 0x47 in cutscenes, bUseFixedFrameRate |= 0x40
# By writing 7 we are making sure that other flags are maintained:
# bAllowMultiThreadedAnimationUpdate |= 4
# bOptimizeAnimBlueprintMemberVariableAccess |= 2
# bCanBlueprintsTickByDefault |= 1
value: 7
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x9425478, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x945ADE8, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x88C6FD8, 0]
value_type: int32
value: [0, 0]

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@ -0,0 +1,13 @@
# Atelier Yumia: The Alchemist of Memories & the Envisioned Land 1.0.1
# BID: A947DDE7826A3562
unsafeCheck: false
ALL_FPS:
# Disable FPS Lock
# REF: 88 46 40 F9 03 11 40 F9, first ADRP+LDR above it
-
type: write
address: [MAIN, 0x2E8AB00, 0xE0, 0x284]
value_type: uint8
value: 0

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.74.9f94
# BID: 0181E008CA25A289
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCDFCA68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.76.8f16
# BID: 2213810D247A7293
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE36A68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.75.48c1
# BID: 25636E9F2595CFFD
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE06A68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.75.9499
# BID: 27BDC0166D5D5A1B
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE1DA68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.78.24C5
# BID: 641E15F899C4A057
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE66A68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.78.9aa6
# BID: 7E587D3ADCFD66BC
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE6FA68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.75.dd04
# BID: AF76EBEDE6A89F89
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE25A68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.77.4815
# BID: B8264CDBC1CBFFCF
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE3CA68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.76.fc6a
# BID: C953D6F477604662
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCE3BA68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,12 @@
# EA SPORTS FC 25 1.74.6a97
# BID: D404E90111F98D16
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
-
type: evaluate_write
address: [MAIN, 0xCDD9A68, 8]
value_type: double
value: FPS_TARGET

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@ -0,0 +1,27 @@
# Hot Wheels Monster Trucks: Stunt Mayhem 1.0.1
# BID: 444303671674DD91
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x60B3478, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x60ED880, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x58EEAA8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Funko Fusion 2.6.2
# BID: BDB53001D5CAD0AE
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x752BA68, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0x8507078, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8534F60, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Funko Fusion 2.3.0
# BID: E6B427227FED8411
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x74BEA68, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0x849A078, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x84C7F60, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Funko Fusion 2.4.0
# BID: F0787926C4CFF8F1
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x74FBA68, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0x84D7078, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x8504F60, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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@ -0,0 +1,75 @@
# WARRIORS: Abyss 1.1.0
# BID: 50C9028B61A0BB7F
unsafeCheck: true
MASTER_WRITE:
# REF: 09 49 A8 52 21 01 27 1E 00 20 21 1E
# Use FPS Target instead of vsync value for Dynamic Resolution max delta
-
type: bytes
main_offset: 0x6400D0
value_type: uint32
value:
- 0x90004441 # ADRP X1, 0xEC8000
- 0xBD44C021 # LDR S1, [X1, 0x4C0]
# Redirect DR Targets to MAIN+0x1359F00
-
type: bytes
main_offset: 0x640174
value_type: uint32
value:
- 0xB00068C9 # ADRP X9, 0x1359000
- 0xBD4F0121 # LDR S1, [X9, 0xF00]
-
type: bytes
main_offset: 0x640184
value_type: uint32
value:
- 0xB00068C9 # ADRP X9, 0x1359000
- 0xBD4F0521 # LDR S1, [X9, 0xF04]
# Default values
-
type: bytes
main_offset: 0x1359F00
value_type: float
value: [50, 40]
ALL_FPS:
# REF: 00 00 F0 42 78 00 00 00 00 00 F0 42 04 00 00 00
# FPS Lock
-
type: evaluate_write
address: [MAIN, 0xEC84CC]
value_type: uint32
value: "120 / FPS_LOCK_TARGET"
# Prevent from setting it as 0, otherwise game crashes
-
type: evaluate_compare
compare_address: [MAIN, 0xEC84CC]
compare_type: "=="
compare_value_type: uint32
compare_value: 0
address: [MAIN, 0xEC84CC]
value_type: uint32
value: 1
# Others
-
type: evaluate_write
address: [MAIN, 0xEC84C0]
value_type: float
value: "FPS_TARGET"
-
type: evaluate_write
address: [MAIN, 0xEC84C4]
value_type: uint32
value: "FPS_TARGET"
-
type: evaluate_write
address: [MAIN, 0xEC84C8]
value_type: float
value: "FPS_TARGET"
-
type: evaluate_write
address: [MAIN, 0x1359F00]
value_type: float
value: ["1.5 * FRAMETIME_TARGET", "1.2 * FRAMETIME_TARGET"]

View File

@ -0,0 +1,21 @@
# Tales of Kenzera: TAU 1.5.0
# BID: 9E7FB72540D748BA
unsafeCheck: true
ALL_FPS:
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x6917E78, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x611ADC8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# Ghostbusters: Spirits Unleashed Ecto Edition 1.10.0
# BID: 090A100AA49CE00F
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0xBBFBF70, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0xBC21B48, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0xB42B9B8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

View File

@ -0,0 +1,27 @@
# Ghostbusters: Spirits Unleashed Ecto Edition 1.11.0
# BID: 49F6F257348A42A1
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 2 decimals
-
type: evaluate_write
address: [MAIN, 0xBBFBF70, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0xBC21B48, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0xB42B9B8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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# SONIC X SHADOW GENERATIONS Launcher / SHADOW GENERATIONS 1.0.1
# BID: 3AEBA262CC1D26D3
# FPS Lock is used to determine dynamic resolution timing too, but it doesn't work properly when setting higher FPS.
# DR Timing Fix is applied for anything above 30 FPS as it seems to fix the most notorious issue - stucking at 360p.
# Turn off Window Sync for better performance
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
# REF: C8 AA 8A 52 A8 30 A8 72 first ADRP above it
-
type: evaluate_write
address: [MAIN, 0x3E4D7B8, 0x14]
value_type: float
value: FPS_TARGET
# DR Timing fix, applied only for handheld
# Ref: 00 01 3F D6 B4 02 00 F9 E0 03 13 AA 01 3E 80 52 first ADRP above it
-
type: evaluate_compare
compare_address: [MAIN, 0x3E4D7E0, 0x18, 0x260, 0x24]
compare_value_type: float
compare_type: "=="
compare_value: -2.8
address: [MAIN, 0x3E4D7E0, 0x18, 0x260, 0x24]
value_type: float
value: ["-1.4 * VSYNC_TARGET", "-0.6 * VSYNC_TARGET", "0.025 * VSYNC_TARGET", "0.04 * VSYNC_TARGET", "0.05 * VSYNC_TARGET", "0.15 * VSYNC_TARGET"]

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# SONIC X SHADOW GENERATIONS Launcher / SHADOW GENERATIONS 1.1.0
# BID: C8CDBFD621A6B29B
# FPS Lock is used to determine dynamic resolution timing too, but it doesn't work properly when setting higher FPS.
# DR Timing Fix is applied for anything above 30 FPS as it seems to fix the most notorious issue - stucking at 360p.
# Turn off Window Sync for better performance
unsafeCheck: true
ALL_FPS:
# Internal FPS Lock
# REF: C8 AA 8A 52 A8 30 A8 72 first ADRP above it
-
type: evaluate_write
address: [MAIN, 0x3EAB7B8, 0x14]
value_type: float
value: FPS_TARGET
# DR Timing fix, applied only for handheld
# Ref: 00 01 3F D6 B4 02 00 F9 E0 03 13 AA 01 3E 80 52 first ADRP above it
-
type: evaluate_compare
compare_address: [MAIN, 0x3EAB7E0, 0x18, 0x260, 0x24]
compare_value_type: float
compare_type: "=="
compare_value: -2.8
address: [MAIN, 0x3EAB7E0, 0x18, 0x260, 0x24]
value_type: float
value: ["-1.4 * VSYNC_TARGET", "-0.6 * VSYNC_TARGET", "0.025 * VSYNC_TARGET", "0.04 * VSYNC_TARGET", "0.05 * VSYNC_TARGET", "0.15 * VSYNC_TARGET"]

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# SONIC GENERATIONS 1.0.1/1.1.0
# BID: D91C67509C6AED8D
unsafeCheck: true
MASTER_WRITE:
# NOP internal FPS Lock
# REF: 00 00 23 1E E1 02 27 1E 00 08 21 1E
-
type: bytes
main_offset: 0x7E4AA4
value_type: uint32
value: 0xD503201F
# Set window present interval to 2 to get default 30 FPS lock
# REF: 34 14 9F 1A
-
type: bytes
main_offset: 0x22FCB88
value_type: uint32
value: 0x52800054
ALL_FPS:
# DUMMY
-
type: write
address: [MAIN, 0x5226F00]
value_type: uint8
value: 0

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# Grand Theft Auto: San Andreas - Definitive Edition 1.0.8
# BID: B898981D361D0201
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget (Default is 36.5 ms)
-
type: evaluate_write
address: [MAIN, 0x79B5988, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x79DA640, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x7228260, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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# Cassette Beasts 1.7.2
# BID: 153D5A2ABB9C0BA6
unsafeCheck: true
ALL_FPS:
# physics/common/physics_fps
-
type: evaluate_write
address: [MAIN, 0x30AAAE0, 0x24]
value_type: int32
value: FPS_TARGET
# debug/settings/fps/force_fps
-
type: evaluate_write
address: [MAIN, 0x30AAAE0, 0x30]
value_type: int32
value: FPS_LOCK_TARGET
-
type: block
what: timing

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# Cassette Beasts 1.7.1
# BID: F09EAE79357E3032
unsafeCheck: true
ALL_FPS:
# physics/common/physics_fps
-
type: evaluate_write
address: [MAIN, 0x30AAAE0, 0x24]
value_type: int32
value: FPS_LOCK_TARGET
# debug/settings/fps/force_fps
-
type: evaluate_write
address: [MAIN, 0x30AAAE0, 0x30]
value_type: int32
value: FPS_LOCK_TARGET
-
type: block
what: timing

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# SHIN MEGAMI TENSEI V: Vengeance 1.0.3 US/EUR
# BID: 0A4F14A5C12F470A
unsafeCheck: true
MASTER_WRITE:
# Block from reapplying t.MaxFPS by game, REF: 01 E4 00 2F 00 AC 21 1E 08 00 40 F9 08 75 41 F9, nop BLR X8 after LDR X8, [X8,#0x2E8]
-
type: bytes
main_offset: 0x3780DD0
value_type: uint32
value: 0xD503201F
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x7AAFBB8, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 2)", "TruncDec(FRAMETIME_TARGET, 2)"]
# r.VSync
-
type: write
address: [MAIN, 0x7273AD0, 0]
value_type: uint32
value: [0, 0]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x7AD5858, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]

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# Sword of the Necromancer: Resurrection 1.0.4
# BID: 7C37B073B19F3CCF
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x7577E00, 0]
value_type: float
value: ["0.9 * FRAMETIME_TARGET", "0.9 * FRAMETIME_TARGET"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x75AC298, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6DD3CB8, 0]
value_type: int32
value: [0, 0]

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# Sword of the Necromancer: Resurrection 1.0.3
# BID: B70551B5A2D0F15F
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x7573E00, 0]
value_type: float
value: ["0.9 * FRAMETIME_TARGET", "0.9 * FRAMETIME_TARGET"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x75A8298, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6DCFCB8, 0]
value_type: int32
value: [0, 0]

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# The Plucky Squire 1.0.5
# BID: 0A1AC10CCFE46061
unsafeCheck: true
ALL_FPS:
# r.VSync
-
type: write
address: [MAIN, 0x63A30F8, 0]
value_type: int32
value: [0, 0]
# r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 1 decimal
-
type: evaluate_write
address: [MAIN, 0x6B72668, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x6BA0328, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
-
type: block
what: timing

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# The Plucky Squire 1.0.7
# BID: AFDEB128252898AC
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x6C04668, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x6C32348, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6434CE8, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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@ -0,0 +1,27 @@
# The Plucky Squire 1.0.4
# BID: D53CF6573CAED4B1
unsafeCheck: true
ALL_FPS:
# r.DynamicRes.FrameTimeBudget
-
type: evaluate_write
address: [MAIN, 0x6B57668, 0]
value_type: float
value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
# t.MaxFPS
-
type: evaluate_write
address: [MAIN, 0x6B85328, 0]
value_type: float
value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
# r.VSync
-
type: write
address: [MAIN, 0x6388098, 0]
value_type: uint32
value: [0, 0]
-
type: block
what: timing

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