Game info
TitleID: 010097100EDD6000
Explanation based on:
- Internal version:
1.4
, - Nintendo version ID:
v4
/v262144
- BID:
7F4216B6E784A4B2
- Engine:
Unreal Engine 4.24.2
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. Game has issues with going below 20 FPS by using t.MaxFPS alone, we must force it to run at 15 FPS. Below 20 FPS it slows down.
We need to use disassembler in this case.
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 after first BLR we have base address
.text:000000710354FF5C ADRP X1, #aRDynamicresFra@PAGE
.text:000000710354FF60 ADD X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:000000710354FF64 ADRP X2, #aFrameSTimeBudg@PAGE
.text:000000710354FF68 ADD X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:000000710354FF6C MOV W3, #0x20
.text:000000710354FF70 BLR X8
.text:000000710354FF74 ADRP X19, #unk_71074A0360@PAGE
.text:000000710354FF78 ADD X19, X19, #unk_71074A0360@PAGEOFF
.text:000000710354FF7C STP X23, X0, [X19]
.text:000000710354FF80 LDR X8, [X0]
.text:000000710354FF84 LDR X8, [X8,#0x68]
.text:000000710354FF88 BLR X8
Our base address is 0x74A0360.
After next BLR we have an offset:
STR x0, [x19, #0x10]
so our final address is 0x74A0360 + 0x10 = 0x74A0370.
If you use IDA, you will have already calculated pointer
.text:000000710354FF8C STR X0, [X19,#(qword_71074A0370 - 0x71074A0360)]
The same way we're searching for
t.MaxFPS
It should have 2 xrefs. 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:0000007103C0DCD4 ADRP X1, #aTMaxfps@PAGE
.text:0000007103C0DCD8 ADD X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:0000007103C0DCDC ADRP X2, #aCapsFpsToTheGi@PAGE
.text:0000007103C0DCE0 ADD X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value. Set to <="...
.text:0000007103C0DCE4 MOV W3, WZR
.text:0000007103C0DCE8 BLR X8
.text:0000007103C0DCEC ADRP X19, #unk_71074CC700@PAGE
.text:0000007103C0DCF0 ADD X19, X19, #unk_71074CC700@PAGEOFF
.text:0000007103C0DCF4 ADRP X8, #off_710612B800@PAGE
.text:0000007103C0DCF8 ADD X8, X8, #off_710612B800@PAGEOFF
.text:0000007103C0DCFC STP X8, X0, [X19]
.text:0000007103C0DD00 LDR X8, [X0]
.text:0000007103C0DD04 LDR X8, [X8,#0x68]
.text:0000007103C0DD08 BLR X8
.text:0000007103C0DD0C STR X0, [X19,#(qword_71074CC710 - 0x71074CC700)]
So our second final address is 0x74CC710.
Each of our final address stores pointer that points to two floats. By default t.MaxFPS is always 0. r.DynamicRes.FrameTimeBudget via config file is 33.3333.
As we want to use internal FPS lock instead of FPSLocker function whenever possible, our entry for 20 FPS will look like this:
20FPS:
# r.DynamicRes.FrameTimeBudget (1000/FPS)
-
type: write
address: [MAIN, 0x745D838, 0]
value_type: float
value: [66.6666, 66.6666]
# t.MaxFPS
-
type: write
address: [MAIN, 0x74CC710, 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, 0x745D838, 0]
value_type: float
value: [33.3333, 33.3333]
# t.MaxFPS (default value)
-
type: write
address: [MAIN, 0x74CC710, 0]
value_type: float
value: [0, 0]