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Soundfall

Game info

TitleID: 0100B7A01386E000
Explanation based on:

  • Internal version: 1.3.17957,
  • Nintendo version ID: v3/v196608
  • BID: 39F1BCCB912A12DF
  • Engine: Unreal Engine 4.27.1

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:00000071027E7EFC                 ADRP            X1, #aRDynamicresFra@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:00000071027E7F00                 ADD             X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:00000071027E7F04                 ADRP            X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:00000071027E7F08                 ADD             X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:00000071027E7F0C                 LDR             X8, [X8,#0x10]
.text:00000071027E7F10                 MOV             W3, #0x20
.text:00000071027E7F14                 BLR             X8
.text:00000071027E7F18                 ADRP            X19, #qword_71075E5BE8@PAGE
.text:00000071027E7F1C                 ADD             X19, X19, #qword_71075E5BE8@PAGEOFF
.text:00000071027E7F20                 STP             X24, X0, [X19]
.text:00000071027E7F24                 LDR             X8, [X0]
.text:00000071027E7F28                 LDR             X8, [X8,#0x68]
.text:00000071027E7F2C                 BLR             X8
.text:00000071027E7F30                 STR             X0, [X19,#(qword_71075E5BF8 - 0x71075E5BE8)]

So first final address is stored at 0x75E5BF8.

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:0000007102D40C24                 ADRP            X1, #aTMaxfps@PAGE ; "t.MaxFPS"
.text:0000007102D40C28                 ADD             X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:0000007102D40C2C                 ADRP            X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value.  Set to <="...
.text:0000007102D40C30                 ADD             X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value.  Set to <="...
.text:0000007102D40C34                 LDR             X8, [X8,#0x10]
.text:0000007102D40C38                 MOV             W3, WZR
.text:0000007102D40C3C                 BLR             X8
.text:0000007102D40C40                 ADRP            X19, #qword_7107613BE8@PAGE
.text:0000007102D40C44                 ADD             X19, X19, #qword_7107613BE8@PAGEOFF
.text:0000007102D40C48                 ADRP            X8, #off_71061968B8@PAGE
.text:0000007102D40C4C                 ADD             X8, X8, #off_71061968B8@PAGEOFF
.text:0000007102D40C50                 STP             X8, X0, [X19]
.text:0000007102D40C54                 LDR             X8, [X0]
.text:0000007102D40C58                 LDR             X8, [X8,#0x68]
.text:0000007102D40C5C                 BLR             X8
.text:0000007102D40C60                 STR             X0, [X19,#(qword_7107613BF8 - 0x7107613BE8)]

So our second final address is 0x7613BF8.

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, 0x75E5BF8, 0]
    value_type: float
    value: [66.66, 66.66]
  # t.MaxFPS
  -
    type: write
    address: [MAIN, 0x7613BF8, 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, 0x75E5BF8, 0]
    value_type: float
    value: [33.33, 33.33]
  # t.MaxFPS (default value)
  -
    type: write
    address: [MAIN, 0x7613BF8, 0]
    value_type: float
    value: [0, 0]