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Paradise Killer

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Paradise Killer

Game info

TitleID: 01007FB010DC8000
Explanation based on:

  • Internal version: 1.2.1,
  • Nintendo version ID: v7/v458752
  • BID: D3744AF2C376CDC4
  • Engine: Unreal Engine 4.27.0

Details

Plugin alone can set FPS above 30, but because of 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:0000007102416550                 ADRP            X1, #aRDynamicresFra@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:0000007102416554                 ADD             X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:0000007102416558                 ADRP            X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:000000710241655C                 ADD             X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:0000007102416560                 LDR             X8, [X8,#0x10]
.text:0000007102416564                 MOV             W3, #0x20
.text:0000007102416568                 BLR             X8
.text:000000710241656C                 ADRP            X19, #qword_710715EDA8@PAGE
.text:0000007102416570                 ADD             X19, X19, #qword_710715EDA8@PAGEOFF
.text:0000007102416574                 STP             X24, X0, [X19]
.text:0000007102416578                 LDR             X8, [X0]
.text:000000710241657C                 LDR             X8, [X8,#0x68]
.text:0000007102416580                 BLR             X8
.text:0000007102416584                 STR             X0, [X19,#(qword_710715EDB8 - 0x710715EDA8)]

So first final address is stored at 0x715EDB8.

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:0000007102942FFC                 ADRP            X1, #aTMaxfps@PAGE ; "t.MaxFPS"
.text:0000007102943000                 ADD             X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:0000007102943004                 ADRP            X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value.  Set to <="...
.text:0000007102943008                 ADD             X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value.  Set to <="...
.text:000000710294300C                 LDR             X8, [X8,#0x10]
.text:0000007102943010                 MOV             W3, WZR
.text:0000007102943014                 BLR             X8
.text:0000007102943018                 ADRP            X19, #qword_710718C9A8@PAGE
.text:000000710294301C                 ADD             X19, X19, #qword_710718C9A8@PAGEOFF
.text:0000007102943020                 ADRP            X8, #off_7105CAC8B8@PAGE
.text:0000007102943024                 ADD             X8, X8, #off_7105CAC8B8@PAGEOFF
.text:0000007102943028                 STP             X8, X0, [X19]
.text:000000710294302C                 LDR             X8, [X0]
.text:0000007102943030                 LDR             X8, [X8,#0x68]
.text:0000007102943034                 BLR             X8
.text:0000007102943038                 STR             X0, [X19,#(qword_710718C9B8 - 0x710718C9A8)]

So our second final address is 0x718C9B8.

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, 0x715EDB8, 0]
    value_type: float
    value: [66.66, 66.66]
  # t.MaxFPS
  -
    type: write
    address: [MAIN, 0x718C9B8, 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, 0x715EDB8, 0]
    value_type: float
    value: [33.33, 33.33]
  # t.MaxFPS (default value)
  -
    type: write
    address: [MAIN, 0x718C9B8, 0]
    value_type: float
    value: [0, 0]