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Gamedec - Definitive Edition

Game info

TitleID: 01002A501869E000
Explanation based on:

  • Internal version: 1.3.0,
  • Nintendo version ID: v3/v196608
  • BID: BFA92380757EF97D
  • Engine: Unreal Engine 4.26.2

Details

Game is using internal FPS lock + dynamic resolution set to 33.33 ms, performance is subpar. Requires patch to fix those.

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:0000007102C7099C                 ADRP            X1, #aRDynamicresFra_0@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:0000007102C709A0                 ADD             X1, X1, #aRDynamicresFra_0@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:0000007102C709A4                 ADRP            X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:0000007102C709A8                 ADD             X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:0000007102C709AC                 LDR             X8, [X8,#0x10]
.text:0000007102C709B0                 MOV             W3, #0x20
.text:0000007102C709B4                 BLR             X8
.text:0000007102C709B8                 ADRP            X19, #unk_7108A9A428@PAGE
.text:0000007102C709BC                 ADD             X19, X19, #unk_7108A9A428@PAGEOFF
.text:0000007102C709C0                 STP             X24, X0, [X19]
.text:0000007102C709C4                 LDR             X8, [X0]
.text:0000007102C709C8                 LDR             X8, [X8,#0x68]
.text:0000007102C709CC                 BLR             X8
.text:0000007102C709D0                 STR             X0, [X19,#(qword_7108A9A438 - 0x7108A9A428)]

So first final address is stored at 0x8A9A438.

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:0000007103178314                 ADRP            X1, #aTMaxfps@PAGE ; "t.MaxFPS"
.text:0000007103178318                 ADD             X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:000000710317831C                 ADRP            X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value.  Set to <="...
.text:0000007103178320                 ADD             X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value.  Set to <="...
.text:0000007103178324                 LDR             X8, [X8,#0x10]
.text:0000007103178328                 MOV             W3, WZR
.text:000000710317832C                 BLR             X8
.text:0000007103178330                 ADRP            X19, #unk_7108AC77F8@PAGE
.text:0000007103178334                 ADD             X19, X19, #unk_7108AC77F8@PAGEOFF
.text:0000007103178338                 ADRP            X8, #off_710760BB00@PAGE
.text:000000710317833C                 ADD             X8, X8, #off_710760BB00@PAGEOFF
.text:0000007103178340                 STP             X8, X0, [X19]
.text:0000007103178344                 LDR             X8, [X0]
.text:0000007103178348                 LDR             X8, [X8,#0x68]
.text:000000710317834C                 BLR             X8
.text:0000007103178350                 STR             X0, [X19,#(qword_7108AC7808 - 0x7108AC77F8)]

So our second final address is 0x8AC7808.

Each of our final address stores pointer that points to two floats. By default t.MaxFPS is always 30. 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, 0x8A9A438, 0]
    value_type: float
    value: [66.66, 66.66]
  # t.MaxFPS
  -
    type: write
    address: [MAIN, 0x8AC7808, 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, 0x8A9A438, 0]
    value_type: float
    value: [33.3, 33.3]
  # t.MaxFPS (default value is 30)
  -
    type: write
    address: [MAIN, 0x8AC7808, 0]
    value_type: float
    value: [0, 0]