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			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			YAML
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			YAML
		
	
	
	
	
	
| # 모모타로전철 ~쇼와 헤이세이 레이와에서도 국룰!~ Korea Edition 1.0.1
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| # BID: A4A3B5A20B03B2A7
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| 
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| MASTER_WRITE:
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|   # Remove double buffer
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|   ## REF: E1 80 82 52 E0 03 13 AA, MOV W1, #2 below it
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|   -
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|     type: asm_a64
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|     main_offset: 0x1B410
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|     instructions: [
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|       [mov, w1, 3]
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|     ]
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|   ## REF: Use xref of function where is passed w1 in patch above
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|   -
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|     type: asm_a64
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|     main_offset: 0x5752C
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|     instructions: [
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|       [mov, w1, 3]
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|     ]
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| ALL_FPS:
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|   # REF: 20 59 60 BC
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|   # Internal FPS Lock
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|   -
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|     type: evaluate_write
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|     address: [MAIN, 0xFF6098]
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|     value_type: float
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|     value: [FPS_TARGET, "60 / FPS_TARGET"]
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|   # Blocking game to max 60 FPS because setting game speed ratio below 1 causes glitches
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|   -
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|     type: compare
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|     compare_address: [MAIN, 0xFF6098]
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|     compare_type: ">"
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|     compare_value_type: float
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|     compare_value: 60
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|     address: [MAIN, 0xFF6098]
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|     value_type: float
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|     value: 60
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|   -
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|     type: compare
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|     compare_address: [MAIN, 0xFF6098]
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|     compare_type: "=="
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|     compare_value_type: float
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|     compare_value: 60
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|     address: [MAIN, 0xFF609C]
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|     value_type: float
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|     value: 1
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|   # Unknown value that is set based on FPS Lock function argument, 0 = 60 FPS, 1 = 30 FPS, 2 = 20 FPS, 3 = 15 FPS
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|   # According to IDA is not used at all, but writing this anyway
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|   -
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|     type: evaluate_write
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|     address: [MAIN, 0x10D7028]
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|     value_type: uint32
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|     value: "VSYNC_TARGET - 1" |