# 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"]