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			51 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			YAML
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			YAML
		
	
	
	
	
	
| # DRAGON BALL XENOVERSE 2 FOR NINTENDO SWITCH 1.22.02
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| # BID: 56405C9D6C8C0A6A
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| # Double buffer is hardcoded in class, getting triple buffer is hard.
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| # Some graphical effects like aura have wrong speed outside of 15, 20, 30 and 60 FPS
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| 
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| ALL_FPS:
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|   # Search those in Edizon by searching for 1/60 in title menu, then 1/30 when FPS lock is applied.
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|   # FPS Lock
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|   -
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|     type: write
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|     address: [MAIN, 0x4AD6D78, 0x698]
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|     address_unsafe: true
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|     value_type: float
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|     value: 0.0
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|   # Unknown
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|   -
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|     type: write
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|     address: [MAIN, 0x4AD6D78, 0x6A4]
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|     address_unsafe: true
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|     value_type: float
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|     value: 0.0
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|   # Game Battle Speed Factor
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|   -
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|     type: evaluate_write
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|     address: [MAIN, 0x4AD6D78, 0x6B0]
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|     address_unsafe: true
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|     value_type: uint32
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|     value: VSYNC_TARGET
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|   # Cutscenes Speed Factor
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|   -
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|     type: evaluate_write
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|     address: [MAIN, 0x4AD6D78, 0x6B4]
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|     address_unsafe: true
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|     value_type: uint32
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|     value: VSYNC_TARGET
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|   # Target Speed
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|   # REF: E9 03 00 32 09 01 00 39 C0 03 5F D6, first result, LDR instruction
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|   -
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|     type: evaluate_write
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|     address: [MAIN, 0x2402190]
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|     value_type: float
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|     value: "(1 / FPS_TARGET) / VSYNC_TARGET"
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|   # Dynamic Resolution FPS Target
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|   # REF: 62 18 22 1E 61 2A 43 BD  41 08 21 1E 00 20 21 1E, is divided by rodata 60
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|   -
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|     type: evaluate_write
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|     address: [MAIN, 0x24044B0, 0x754]
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|     address_unsafe: true
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|     value_type: float
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|     value: "FPS_TARGET"  
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