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Insomnis

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.

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: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]