Game info
TitleID: 0100BD000CB2C000
Explanation based on:
- Internal version:
1.1
, - Nintendo version ID:
v1
/v65536
- BID:
1F1363EC8CC83C73
- 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.
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:0000007102564D90 ADRP X1, #aRDynamicresFra@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:0000007102564D94 ADD X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:0000007102564D98 ADRP X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:0000007102564D9C ADD X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:0000007102564DA0 MOV W3, #0x20
.text:0000007102564DA4 BLR X8
.text:0000007102564DA8 ADRP X19, #qword_710674CA90@PAGE
.text:0000007102564DAC ADD X19, X19, #qword_710674CA90@PAGEOFF
.text:0000007102564DB0 STP X21, X0, [X19]
.text:0000007102564DB4 LDR X8, [X0]
.text:0000007102564DB8 LDR X8, [X8,#0x68]
.text:0000007102564DBC BLR X8
.text:0000007102564DC0 STR X0, [X19,#(qword_710674CAA0 - 0x710674CA90)]
So first final address is stored at 0x674CAA0.
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:00000071028AE29C ADRP X1, #aTMaxfps@PAGE ; "t.MaxFPS"
.text:00000071028AE2A0 ADD X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:00000071028AE2A4 ADRP X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value. Set to <="...
.text:00000071028AE2A8 ADD X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value. Set to <="...
.text:00000071028AE2AC MOV W3, WZR
.text:00000071028AE2B0 BLR X8
.text:00000071028AE2B4 ADRP X19, #qword_7106791940@PAGE
.text:00000071028AE2B8 ADD X19, X19, #qword_7106791940@PAGEOFF
.text:00000071028AE2BC ADRP X8, #off_71052742F0@PAGE
.text:00000071028AE2C0 ADD X8, X8, #off_71052742F0@PAGEOFF
.text:00000071028AE2C4 STP X8, X0, [X19]
.text:00000071028AE2C8 LDR X8, [X0]
.text:00000071028AE2CC LDR X8, [X8,#0x68]
.text:00000071028AE2D0 BLR X8
.text:00000071028AE2D4 STR X0, [X19,#(qword_7106791950 - 0x7106791940)]
So our second final address is 0x6791950.
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, 0x674CAA0, 0]
value_type: float
value: [66.66, 66.66]
# t.MaxFPS
-
type: write
address: [MAIN, 0x6791950, 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, 0x674CAA0, 0]
value_type: float
value: [33.33, 33.33]
# t.MaxFPS (default value)
-
type: write
address: [MAIN, 0x6791950, 0]
value_type: float
value: [0, 0]