2025-09-05 17:12:01 +03:00

76 lines
1.5 KiB
YAML

# 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: asm_a64
main_offset: 0x36D880
instructions: [
[adrp, x8, 0x15d0000],
[add, x8, x8, 0x80c]
]
-
type: asm_a64
main_offset: 0x36D88C
instructions: [
[mov, w9, 0x16]
]
-
type: asm_a64
main_offset: 0x36D894
instructions: [
[adrp, x8, 0x15cd000],
[add, x8, x8, 0x109]
]
-
type: asm_a64
main_offset: 0x36D89C
instructions: [
[mov, w9, 0x13]
]
# Force interval to 2 to maintain original 30 FPS lock by default
-
type: asm_a64
main_offset: 0x92BB84
instructions: [
[mov, w21, 2]
]
# Redirect DR timing target to MAIN + 0x1C5DF00
-
type: asm_a64
main_offset: 0xA38B18
instructions: [
[adrp, x1, 0x1c5d000],
[ldr, s0, [x1, 0xf00]]
]
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"