Game info
TitleID: 0100AA60136D2000
Explanation based on:
- Internal version:
1.0.13
, - Nintendo version ID:
v13
/v851968
- BID:
F73C6504D378C38B
- Engine:
Unreal Engine 4.26.2
Details
Game can be unlocked to 60 FPS with plugin alone, but because game is using dynamic resolution set to 33.33 ms, performance is subpar. Requires patch to fix that.
We need to use disassembler in this case. I will provide instructions based on IDA as it will calculate automatically needed offsets for us.
After finishing disassembling main, we need to find this string (it's encoded as UTF-16-LE):
r.DynamicRes.FrameTimeBudget
then we go to its xref.
Below we need to find first STR after second BLR. Code looks like this
.text:0000007103937C88 ADRP X1, #aRDynamicresFra@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:0000007103937C8C ADD X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:0000007103937C90 ADRP X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:0000007103937C94 ADD X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:0000007103937C98 MOV W3, #0x20
.text:0000007103937C9C BLR X8
.text:0000007103937CA0 ADRP X19, #qword_710978D978@PAGE
.text:0000007103937CA4 ADD X19, X19, #qword_710978D978@PAGEOFF
.text:0000007103937CA8 STP X24, X0, [X19]
.text:0000007103937CAC LDR X8, [X0]
.text:0000007103937CB0 LDR X8, [X8,#0x68]
.text:0000007103937CB4 BLR X8
.text:0000007103937CB8 STR X0, [X19,#(qword_710978D988 - 0x710978D978)]
So first final address is stored at 0x978D988.
The same way we're searching for
t.MaxFPS
If it has more than 1 xref, we are interested in the one that has description pointer loaded.
We are following similar pattern as for previous command. Whole piece of code looks something like this:
.text:0000007103E78318 ADRP X1, #aTMaxfps_0@PAGE ; "t.MaxFPS"
.text:0000007103E7831C ADD X1, X1, #aTMaxfps_0@PAGEOFF ; "t.MaxFPS"
.text:0000007103E78320 ADRP X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value. Set to <="...
.text:0000007103E78324 ADD X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value. Set to <="...
.text:0000007103E78328 MOV W3, WZR
.text:0000007103E7832C BLR X8
.text:0000007103E78330 ADRP X19, #qword_71097BB4D0@PAGE
.text:0000007103E78334 ADD X19, X19, #qword_71097BB4D0@PAGEOFF
.text:0000007103E78338 ADRP X8, #off_7107D398A8@PAGE
.text:0000007103E7833C ADD X8, X8, #off_7107D398A8@PAGEOFF
.text:0000007103E78340 STP X8, X0, [X19]
.text:0000007103E78344 LDR X8, [X0]
.text:0000007103E78348 LDR X8, [X8,#0x68]
.text:0000007103E7834C BLR X8
.text:0000007103E78350 STR X0, [X19,#(qword_71097BB4E0 - 0x71097BB4D0)]
So our second final address is 0x97BB4E0.
Each of our final address stores pointer that points to two floats. By default t.MaxFPS is always 0. r.DynamicRes.FrameTimeBudget is 33.33.
As we want to use internal FPS lock instead of FPSLocker function whenever possible, our entry for 15 FPS will look like this:
15FPS:
# r.DynamicRes.FrameTimeBudget = (1000/FPS) cutted to 2 decimals
-
type: write
address: [MAIN, 0x978D988, 0]
value_type: float
value: [66.66, 66.66]
# t.MaxFPS
-
type: write
address: [MAIN, 0x97BB4E0, 0]
value_type: float
value: [15, 15]
-
type: block
what: timing
But for 30 FPS like this (since plugin's FPS lock is blocked by default at 30 and 60 FPS):
30FPS:
# r.DynamicRes.FrameTimeBudget (default value)
-
type: write
address: [MAIN, 0x978D988, 0]
value_type: float
value: [33.33, 33.33]
# t.MaxFPS (default value)
-
type: write
address: [MAIN, 0x97BB4E0, 0]
value_type: float
value: [0, 0]