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Monster Truck Championship

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Monster Truck Championship

Game info

TitleID: 0100D30010C42000
Explanation based on:

  • Internal version: 1.2.0,
  • Nintendo version ID: v2/v131072
  • BID: 682F4A502035678D
  • Engine: Unreal Engine 4.25.0

Details

Game can be unlocked to 60 FPS with plugin alone, but because game is using dynamic resolution set to 32.33 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:000000710244E5E8                 ADRP            X1, #aRDynamicresFra@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:000000710244E5EC                 ADD             X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:000000710244E5F0                 ADRP            X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:000000710244E5F4                 ADD             X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:000000710244E5F8                 MOV             W3, #0x20
.text:000000710244E5FC                 BLR             X8
.text:000000710244E600                 ADRP            X19, #qword_7106F8C6A0@PAGE
.text:000000710244E604                 ADD             X19, X19, #qword_7106F8C6A0@PAGEOFF
.text:000000710244E608                 STP             X24, X0, [X19]
.text:000000710244E60C                 LDR             X8, [X0]
.text:000000710244E610                 LDR             X8, [X8,#0x68]
.text:000000710244E614                 BLR             X8
.text:000000710244E618                 STR             X0, [X19,#(qword_7106F8C6B0 - 0x7106F8C6A0)]

So first final address is stored at 0x6F8C6B0.

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:00000071028A27FC                 ADRP            X1, #aTMaxfps@PAGE ; "t.MaxFPS"
.text:00000071028A2800                 ADD             X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:00000071028A2804                 ADRP            X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value.  Set to <="...
.text:00000071028A2808                 ADD             X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value.  Set to <="...
.text:00000071028A280C                 MOV             W3, WZR
.text:00000071028A2810                 BLR             X8
.text:00000071028A2814                 ADRP            X19, #qword_7106FB45C8@PAGE
.text:00000071028A2818                 ADD             X19, X19, #qword_7106FB45C8@PAGEOFF
.text:00000071028A281C                 ADRP            X8, #off_7105B091B0@PAGE
.text:00000071028A2820                 ADD             X8, X8, #off_7105B091B0@PAGEOFF
.text:00000071028A2824                 STP             X8, X0, [X19]
.text:00000071028A2828                 LDR             X8, [X0]
.text:00000071028A282C                 LDR             X8, [X8,#0x68]
.text:00000071028A2830                 BLR             X8
.text:00000071028A2834                 STR             X0, [X19,#(qword_7106FB45D8 - 0x7106FB45C8)]

So our second final address is 0x6FB45D8.

Each of our final address stores pointer that points to two floats. By default t.MaxFPS is always 0. r.DynamicRes.FrameTimeBudget is 32.33.
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 = 0.97 * (1000/FPS) cutted to two decimals
  -
    type: write
    address: [MAIN, 0x6F8C6B0, 0]
    value_type: float
    value: [64.66, 64.66]
  # t.MaxFPS
  -
    type: write
    address: [MAIN, 0x6FB45D8, 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, 0x6F8C6B0, 0]
    value_type: float
    value: [32.33, 32.33]
  # t.MaxFPS (default value)
  -
    type: write
    address: [MAIN, 0x6FB45D8, 0]
    value_type: float
    value: [0, 0]