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8E9978D50BDD20B4.yaml
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# The Legend of Zelda: Breath of the Wild 1.6.0
# BID: 8E9978D50BDD20B4
# Time Struct pointer: *(MAIN+0x2D1E170), global speed offset: 0x30
unsafeCheck: true
MASTER_WRITE:
# Remove double buffer
-
type: bytes
main_offset: 0xE557D4
value_type: uint32
value: 0x52800029
-
type: bytes
main_offset: 0xE557E0
value_type: uint32
value:
- 0x3902F6A9
- 0x52800069
- 0xD503201F
# Block updating time struct when in menus
-
type: bytes
main_offset: 0xF8BA58
value_type: uint32
value: 0xD503201F
# Change pointer of GPU time factor for DR calculations to MAIN + 0x2D65C80
-
type: bytes
main_offset: 0x150AB50
value_type: uint32
value:
- 0xF000C2C8
- 0xBD4C8101
# Default DR GPU time factor
-
type: bytes
main_offset: 0x2D65C80
value_type: float
value: 0.001
# Pass Global Engine Speed to UI speed
-
type: bytes
main_offset: 0x18522EC
value_type: uint32
value:
- 0xD503201F
- 0xD503201F
- 0xD503201F
- 0xD503201F
- 0xD503201F
- 0xBC5FC100
# Pass Global Engine Speed to some other speed
-
type: bytes
main_offset: 0x1821568
value_type: uint32
value:
- 0xD503201F
- 0xD503201F
- 0xD503201F
- 0xD503201F
-
type: bytes
main_offset: 0x1821588
value_type: uint32
value: 0xBC5FC100
# Fix weird ragdolls physics calculation
-
type: bytes
main_offset: 0x1618480
value_type: uint32
value: 0x1E2E1009
# Fix Thunderblight Ganon positioning (some of its animations got broken, but at least it's now beatable)
-
type: bytes
main_offset: 0x18B8DD4
value_type: uint32
value:
- 0x9421C3B4
- 0xD503201F
- 0xD503201F
# CODE CAVE
-
type: bytes
main_offset: 0x2129BA4
value_type: uint32
value:
- 0xF90003E1
- 0xD63F0100
- 0x97FFF935
- 0x97FFF99C
- 0x900061E1
- 0xF9464422
- 0xF9064420
- 0xCB020000
- 0xD503201F
- 0xB94D0822
- 0x52881541
- 0x72A07F21
- 0xEB01001F
- 0x5400018D
- 0xAA0103E0
- 0x1E601000
- 0x1E630001
- 0x1E630022
- 0x1E621821
- 0x1E610800
- 0xB0005FA0
- 0xF940B800
- 0x1E624000
- 0xBD003000
- 0x14000015
- 0xEB02001F
- 0x54FFFEAA
- 0xAA0203E0
- 0x17FFFFF3
- 0xBC68D920
- 0xB0005FA9
- 0xF940B929
- 0xBD403121
- 0x1E210800
- 0x17B054DA
- 0x97FFF99C
- 0x900061E0
- 0x52800021
- 0xB90C9001
- 0x17BA1888
- 0x97FFF997
- 0x900061E0
- 0x52800041
- 0xB90C9001
- 0x17BA1677
- 0x900061E0
- 0xB94C9000
- 0x340000E0
- 0x370800E0
- 0xF94003E0
- 0x12800021
- 0xD0006028
- 0xF9406908
- 0xD63F0100
- 0x17C494D4
- 0x900061E1
- 0xB94C9421
- 0xF94003E0
- 0xD0006028
- 0xF9406908
- 0xD63F0100
- 0x900061E0
- 0xB90C901F
- 0x17C494CB
- 0xF94077E8
- 0xCB0803C8
- 0xD28DA100
- 0xF2A00060
- 0xEB08001F
- 0x540000A0
- 0xF0005FA8
- 0xF9479508
- 0xBD406501
- 0xD65F03C0
- 0x90002728
- 0xBD478901
- 0xD65F03C0
# Connect dynamic speed to game's code
-
type: bytes
main_offset: 0x124EFC8
value_type: uint32
value: 0x143B6AF7
# Connect fixing aiming to game's code
-
type: bytes
main_offset: 0xD3EF90
value_type: uint32
value: 0x144FAB22
# Connect AMV FPS locking
-
type: bytes
main_offset: 0xFAFE5C
value_type: uint32
value: 0x1445E775
-
type: bytes
main_offset: 0xFAF62C
value_type: uint32
value: 0x1445E986
# Default interval
-
type: bytes
main_offset: 0x2D65C94
value_type: int32
value: -2
# Default min delta
-
type: bytes
main_offset: 0x2D65D08
value_type: int32
value: 33333333
ALL_FPS:
# DR GPU Time Factor
-
type: evaluate_write
address: [MAIN, 0x2D65C80]
value_type: float
value: "(FPS_TARGET / 30) * 0.001"
# Set Min delta
-
type: evaluate_write
address: [MAIN, 0x2D65D08]
value_type: uint32
value: "FRAMETIME_TARGET * 1000000"
# Default vsync
-
type: evaluate_write
address: [MAIN, 0x2D65C94]
value_type: int32
value: "VSYNC_TARGET * -1"
# Prerendered cutscenes must be played at 30 FPS
-
type: compare
compare_address: [MAIN, 0x2D65C90]
compare_type: "=="
compare_value_type: uint32
compare_value: 1
address: [MAIN]
value_type: refresh_rate
value: 30