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HOT WHEELS UNLEASHED

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HOT WHEELS UNLEASHED

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.

How to find offsets

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]