# Endless Ocean Luminous 1.0.1 # BID: E5EFB5ABA3601B97 # Some things are still tied to framerate, but nothing game breaking it seems. # Game is using double buffer, trying to enable triple buffer results in crash. unsafeCheck: true MASTER_WRITE: # Swap 30 FPS target with 60 - type: bytes main_offset: 0x15C140E value_type: uint8 value: 0x33 - type: bytes main_offset: 0x162E1B2 value_type: uint8 value: 0x36 # Allow variable game speed instead of fixed - type: bytes main_offset: 0x36D880 value_type: uint32 value: - 0xF0009308 - 0x91203108 - type: bytes main_offset: 0x36D88C value_type: uint32 value: 0x528002C9 - type: bytes main_offset: 0x36D894 value_type: uint32 value: - 0x90009308 - 0x91042508 - type: bytes main_offset: 0x36D89C value_type: uint32 value: 0x52800269 # Force interval to 2 to maintain original 30 FPS lock by default - type: bytes main_offset: 0x92BB84 value_type: uint32 value: 0x52800055 # Redirect DR timing target to MAIN + 0x1C5DF00 - type: bytes main_offset: 0xA38B18 value_type: uint32 value: - 0xB0009121 - 0xBD4F0020 ALL_FPS: # DR timing = 1/FPS - type: evaluate_write address: [MAIN, 0x1C5DF00] value_type: float value: "1 / FPS_TARGET" # vsync target - type: evaluate_write address: [MAIN, 0x1C49DD0, 0x39E0] value_type: uint32 value: "VSYNC_TARGET - 1"