Game info
TitleID: 01001CF0190C2000
Explanation based on:
- Internal version:
1.01
, - Nintendo version ID:
v1
/v65536
- BID:
4C6727375D877B90
- Engine:
Unreal Engine 4.27.2
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:000000710243CF4C ADRP X1, #aRDynamicresFra@PAGE ; "r.DynamicRes.FrameTimeBudget"
.text:000000710243CF50 ADD X1, X1, #aRDynamicresFra@PAGEOFF ; "r.DynamicRes.FrameTimeBudget"
.text:000000710243CF54 ADRP X2, #aFrameSTimeBudg@PAGE ; "Frame's time budget in milliseconds."
.text:000000710243CF58 ADD X2, X2, #aFrameSTimeBudg@PAGEOFF ; "Frame's time budget in milliseconds."
.text:000000710243CF5C LDR X8, [X8,#0x10]
.text:000000710243CF60 MOV W3, #0x20
.text:000000710243CF64 BLR X8
.text:000000710243CF68 ADRP X19, #qword_710680CAA8@PAGE
.text:000000710243CF6C ADD X19, X19, #qword_710680CAA8@PAGEOFF
.text:000000710243CF70 STP X24, X0, [X19]
.text:000000710243CF74 LDR X8, [X0]
.text:000000710243CF78 LDR X8, [X8,#0x68]
.text:000000710243CF7C BLR X8
.text:000000710243CF80 STR X0, [X19,#(qword_710680CAB8 - 0x710680CAA8)]
So first final address is stored at 0x680CAB8.
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:000000710296913C ADRP X1, #aTMaxfps@PAGE ; "t.MaxFPS"
.text:0000007102969140 ADD X1, X1, #aTMaxfps@PAGEOFF ; "t.MaxFPS"
.text:0000007102969144 ADRP X2, #aCapsFpsToTheGi@PAGE ; "Caps FPS to the given value. Set to <="...
.text:0000007102969148 ADD X2, X2, #aCapsFpsToTheGi@PAGEOFF ; "Caps FPS to the given value. Set to <="...
.text:000000710296914C LDR X8, [X8,#0x10]
.text:0000007102969150 MOV W3, WZR
.text:0000007102969154 BLR X8
.text:0000007102969158 ADRP X19, #qword_710683A348@PAGE
.text:000000710296915C ADD X19, X19, #qword_710683A348@PAGEOFF
.text:0000007102969160 ADRP X8, #off_71054D68B8@PAGE
.text:0000007102969164 ADD X8, X8, #off_71054D68B8@PAGEOFF
.text:0000007102969168 STP X8, X0, [X19]
.text:000000710296916C LDR X8, [X0]
.text:0000007102969170 LDR X8, [X8,#0x68]
.text:0000007102969174 BLR X8
.text:0000007102969178 STR X0, [X19,#(qword_710683A358 - 0x710683A348)]
So our second final address is 0x683A358.
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, 0x680CAB8, 0]
value_type: float
value: [66.66, 66.66]
# t.MaxFPS
-
type: write
address: [MAIN, 0x683A358, 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, 0x680CAB8, 0]
value_type: float
value: [33.33, 33.33]
# t.MaxFPS (default value)
-
type: write
address: [MAIN, 0x683A358, 0]
value_type: float
value: [0, 0]