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56405C9D6C8C0A6A.yaml
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# DRAGON BALL XENOVERSE 2 FOR NINTENDO SWITCH 1.22.02
# BID: 56405C9D6C8C0A6A
# Double buffer is hardcoded in class, getting triple buffer is hard.
# Some graphical effects like aura have wrong speed outside of 15, 20, 30 and 60 FPS
unsafeCheck: false
ALL_FPS:
# Search those in Edizon by searching for 1/60 in title menu, then 1/30 when FPS lock is applied.
# FPS Lock
-
type: write
address: [MAIN, 0x4AD6D78, 0x698]
value_type: float
value: 0.0
# Unknown
-
type: write
address: [MAIN, 0x4AD6D78, 0x6A4]
value_type: float
value: 0.0
# Game Battle Speed Factor
-
type: evaluate_write
address: [MAIN, 0x4AD6D78, 0x6B0]
value_type: uint32
value: VSYNC_TARGET
# Cutscenes Speed Factor
-
type: evaluate_write
address: [MAIN, 0x4AD6D78, 0x6B4]
value_type: uint32
value: VSYNC_TARGET
# Target Speed
# REF: E9 03 00 32 09 01 00 39 C0 03 5F D6, first result, LDR instruction
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type: evaluate_write
address: [MAIN, 0x2402190]
value_type: float
value: "(1 / FPS_TARGET) / VSYNC_TARGET"
# Dynamic Resolution FPS Target
# REF: 62 18 22 1E 61 2A 43 BD 41 08 21 1E 00 20 21 1E, is divided by rodata 60
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type: evaluate_write
address: [MAIN, 0x24044B0, 0x754]
value_type: float
value: "FPS_TARGET"