diff --git a/source-code/data/plugins/config.ini b/source-code/data/plugins/config.ini index cda8351..93925c1 100644 --- a/source-code/data/plugins/config.ini +++ b/source-code/data/plugins/config.ini @@ -55,6 +55,8 @@ FPS.Limit.Verbose=0 TAA=1 # Morphological Anti-Aliasing MLAA=1 +# FrameRateManager motion rate (fps) +FRM.Motion.Rate=300 [Resolution] # 0 = Windowed, 1 = Borderless (Forced to desktop resolution), 2 = Fullscreen diff --git a/source-code/source/plugins/Launcher/framework.h b/source-code/source/plugins/Launcher/framework.h index adfdd7b..c23adaa 100644 --- a/source-code/source/plugins/Launcher/framework.h +++ b/source-code/source/plugins/Launcher/framework.h @@ -145,32 +145,37 @@ ConfigOptionBase* internalResolutionArray[] = { }; ConfigOptionBase* optionsArray[] = { - new BooleanOption(L"cursor", PATCHES_SECTION, CONFIG_FILE, L"Cursor", L"Enable or disable the mouse cursor.", true, false), - - new BooleanOption(L"TAA", GRAPHICS_SECTION, CONFIG_FILE, L"TAA", L"Temporal Anti-Aliasing", true, false), - new BooleanOption(L"MLAA", GRAPHICS_SECTION, CONFIG_FILE, L"MLAA", L"Morphological Anti-Aliasing", true, false), - new BooleanOption(L"hide_freeplay", PATCHES_SECTION, CONFIG_FILE, L"Hide \"FREE PLAY\"/\"CREDIT(S)\"", L"Hide the \"FREE PLAY\"/\"CREDIT(S)\" text.", false, false), new BooleanOption(L"freeplay", PATCHES_SECTION, CONFIG_FILE, L"FREE PLAY", L"Show \"FREE PLAY\" instead of \"CREDIT(S)\".", true, false), new BooleanOption(L"pdloadertext", PATCHES_SECTION, CONFIG_FILE, L"PD Loader FREE PLAY", L"Show the version of PD Loader instead of \"FREE PLAY\".", true, false), - new BooleanOption(L"hide_volume", PATCHES_SECTION, CONFIG_FILE, L"Hide Volume Buttons", L"Hide the volume and SE control buttons.", false, false), + new OptionMetaSpacer(8), + new BooleanOption(L"no_movies", PATCHES_SECTION, CONFIG_FILE, L"Disable Movies", L"Disable movies (enable this if the game hangs when loading certain PVs).", false, false), new BooleanOption(L"mp4_movies", PATCHES_SECTION, CONFIG_FILE, L"Custom MP4 Adv Movies", L"Enable MP4 (instead of WMV) advertise/attract movies.", false, false), + new OptionMetaSpacer(8), + + new BooleanOption(L"cursor", PATCHES_SECTION, CONFIG_FILE, L"Cursor", L"Enable or disable the mouse cursor.", true, false), + new BooleanOption(L"hide_volume", PATCHES_SECTION, CONFIG_FILE, L"Hide Volume Buttons", L"Hide the volume and SE control buttons.", false, false), new BooleanOption(L"no_pv_ui", PATCHES_SECTION, CONFIG_FILE, L"Disable PV UI", L"Remove the photo controls during PV playback.", false, false), - new BooleanOption(L"no_lyrics", PATCHES_SECTION, CONFIG_FILE, L"Disable Lyrics", L"Disable showing lyrics.", false, false), new BooleanOption(L"hide_pv_watermark", PATCHES_SECTION, CONFIG_FILE, L"Hide PV Watermark", L"Hide the watermark that's usually shown in PV viewing mode.", false, false), + new BooleanOption(L"no_lyrics", PATCHES_SECTION, CONFIG_FILE, L"Disable Lyrics", L"Disable showing lyrics.", false, false), new BooleanOption(L"no_error", PATCHES_SECTION, CONFIG_FILE, L"Disable Error Banner", L"Disable the error banner on the attract screen.", true, false), - new BooleanOption(L"hardware_slider", PATCHES_SECTION, CONFIG_FILE, L"Use Hardware Slider", L"Enable this if using a real arcade slider.\n(set the slider to port COM11)", false, false), - - new NumericOption(L"Enhanced_Stage_Manager", GRAPHICS_SECTION, CONFIG_FILE, L"Number of stages:", L"Set the number of stages (0 = default).", 0, 0, INT_MAX), - new BooleanOption(L"Enhanced_Stage_Manager_Encore", PATCHES_SECTION, CONFIG_FILE, L"Encore", L"Enable encore stages.", true, false), - - new BooleanOption(L"skip", LAUNCHER_SECTION, CONFIG_FILE, L"Skip Launcher", L"Forces the launcher to be skipped, you can also use the --launch parameter instead of this.", false, false), - new DropdownOption(L"status_icons", PATCHES_SECTION, CONFIG_FILE, L"Status Icons:", L"Set the state of card reader and network status icons.", 3, std::vector({ L"Default", L"Hidden", L"Error", L"OK", L"Partial OK" })), - - new NumericOption(L"FPS.Limit", GRAPHICS_SECTION, CONFIG_FILE, L"FPS Limit:", L"Allows you to set a frame rate cap. Set to -1 to unlock the frame rate.", 60, -1, INT_MAX), + new OptionMetaSpacer(8), + + new BooleanOption(L"Enhanced_Stage_Manager_Encore", PATCHES_SECTION, CONFIG_FILE, L"Encore Stages", L"Enable encore stages.", true, false), + new NumericOption(L"Enhanced_Stage_Manager", PATCHES_SECTION, CONFIG_FILE, L"Number of stages:", L"Set the number of stages (0 = default).", 0, 0, INT_MAX), + new OptionMetaSpacer(8), + + new BooleanOption(L"hardware_slider", PATCHES_SECTION, CONFIG_FILE, L"Use Hardware Slider", L"Enable this if using a real arcade slider.\n(set the slider to port COM11)", false, false), + new OptionMetaSpacer(8), + + new BooleanOption(L"TAA", GRAPHICS_SECTION, CONFIG_FILE, L"TAA", L"Temporal Anti-Aliasing", true, false), + new BooleanOption(L"MLAA", GRAPHICS_SECTION, CONFIG_FILE, L"MLAA", L"Morphological Anti-Aliasing", true, false), new BooleanOption(L"FPS.Limit.LightMode", GRAPHICS_SECTION, CONFIG_FILE, L"Use Lightweight Limiter", L"Makes the FPS limiter use less CPU.\nMay have less consistent performance.", true, false), + new NumericOption(L"FPS.Limit", GRAPHICS_SECTION, CONFIG_FILE, L"FPS Limit:", L"Allows you to set a frame rate cap. Set to -1 to unlock the frame rate.", 60, -1, INT_MAX), + new NumericOption(L"frm.motion.rate", GRAPHICS_SECTION, CONFIG_FILE, L"FRM Motion Rate:", L"Sets the motion rate (fps) for the Frame Rate Manager component.\nLarger values should be smoother, but more CPU intensive and possibly buggier.", 300, 1, INT_MAX), + new OptionMetaSpacer(8), new StringOption(L"command_line", LAUNCHER_SECTION, CONFIG_FILE, L"Command Line:", L"Allows setting command line parameters for the game when using the launcher.\nDisabling the launcher will bypass this.", L"", false), }; diff --git a/source-code/source/plugins/TLAC/Components/FrameRateManager.cpp b/source-code/source/plugins/TLAC/Components/FrameRateManager.cpp index c902a2f..174dede 100644 --- a/source-code/source/plugins/TLAC/Components/FrameRateManager.cpp +++ b/source-code/source/plugins/TLAC/Components/FrameRateManager.cpp @@ -1,14 +1,20 @@ -#include "FrameRateManager.h" +#include "FrameRateManager.h" #include "../Constants.h" #include "GameState.h" #include #include #include "../framework.h" +#include +#include namespace TLAC::Components { FrameRateManager::FrameRateManager() { + std::wstring_convert> converter; + std::wstring configPath = converter.from_bytes((TLAC::framework::GetModuleDirectory() + "/config.ini").c_str()); + float nMotionRate = GetPrivateProfileIntW(L"graphics", L"frm.motion.rate", 300, configPath.c_str()); + motionSpeedMultiplier = nMotionRate / 60.0f; } FrameRateManager::~FrameRateManager() @@ -32,55 +38,142 @@ namespace TLAC::Components // This const variable is stored inside a data segment so we don't want to throw any access violations DWORD oldProtect; VirtualProtect((void*)AET_FRAME_DURATION_ADDRESS, sizeof(float), PAGE_EXECUTE_READWRITE, &oldProtect); + + + // fix auto speed for high fps + InjectCode((void*)0x140192d7b, { 0x90, 0x90, 0x90 }); + + // fix frame speed slider initial value (should ignore effect of auto speed) + InjectCode((void*)0x140338f2f, { 0xf3, 0x0f, 0x10, 0x0d, 0x61, 0x18, 0xba, 0x00 }); // MOVSS XMM1, dword ptr [0x140eda798] (raw framespeed) + InjectCode((void*)0x140338f37, { 0x48, 0x8b, 0x8f, 0x80, 0x01, 0x00, 0x00 }); // MOV RCX, qword ptr [0x180 + RDI] + + InjectCode((void*)0x140338ebe, { 0xf3, 0x0f, 0x10, 0x0d, 0xd2, 0x18, 0xba, 0x00 }); // MOVSS XMM1, dword ptr [0x140eda798] (raw framespeed) + InjectCode((void*)0x140338ec6, { 0x48, 0x8b, 0x05, 0xfb, 0xb1, 0xe5, 0x00 }); // MOV RAX, qword ptr [0x1411940c8] + InjectCode((void*)0x140338ecd, { 0x48, 0x8b, 0x88, 0x80, 0x01, 0x00, 0x00 }); // MOV RCX, qword ptr [0x180 + RAX] + + + // fix AETs + InjectCode((void*)0x140170394, { 0xF3, 0x0F, 0x5E, 0x05, 0x34, 0xA3, 0xD6, 0x00 }); // DIVSS XMM0, dword ptr [0x140eda6d0] (framerate) + + // fix edit PV AETs (thanks lyb) + InjectCode((void*)0x140192d30, { 0xF3, 0x0F, 0x10, 0x05, 0x5C, 0x02, 0x00, 0x00 }); // MOVSS XMM0, dword ptr [0x140192f94] + + // fix ageage hair effect + InjectCode((void*)0x14054352f, { 0xE8, 0x1C, 0xF8, 0xC4, 0xFF }); // CALL 0x140192d50 (getFrameSpeed) + InjectCode((void*)0x140543534, { 0xF3, 0x0F, 0x59, 0xD8 }); // MULSS XMM3, XMM0 + InjectCode((void*)0x140543538, { 0xEB, 0xB6 }); // JMP 0x1405434f0 + + // fix wind effect + InjectCode((void*)0x14053ca71, { 0xEB, 0x3F }); // JMP 0x14053cab2 + InjectCode((void*)0x14053cab2, { 0xF3, 0x0F, 0x10, 0x05, 0xFA, 0x53, 0x46, 0x00 }); // MOVSS XMM0, dword ptr [0x1409a1eb4] (60.0f) + InjectCode((void*)0x14053caba, { 0xE9, 0x42, 0xFE, 0xFF, 0xFF }); // JMP 0x14053c901 + InjectCode((void*)0x14053c901, { 0xF3, 0x0F, 0x5E, 0x05, 0xC7, 0xDD, 0x99, 0x00 }); // DIVSS XMM0, dword ptr [0x140eda6d0] (framerate) + InjectCode((void*)0x14053c909, { 0xE9, 0x68, 0x01, 0x00, 0x00 }); // JMP 0x14053ca76 + + + // below are patches for the alternate method (breaks physics) + + //// run motions at motionSpeedMultiplier x rate + // // skip unncessary code to free code space + // InjectCode((void*)0x140194b2b, { 0xEB, 0x24 }); // JMP 0x140194b51 + + // InjectCode((void*)0x140194b2d, { 0xE8, 0x1E, 0xE2, 0xFF, 0xFF }); // CALL 0x140192d50 + // InjectCode((void*)0x140194b32, { // MOV ECX, &motionSpeedMultiplier + // 0x48, + // 0xB9, + // (uint8_t)((uint64_t)&motionSpeedMultiplier & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 8) & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 16) & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 24) & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 32) & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 40) & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 48) & 0xFF), + // (uint8_t)(((uint64_t)&motionSpeedMultiplier >> 56) & 0xFF), + // }); + // InjectCode((void*)0x140194b3c, { 0x66, 0x67, 0x0F, 0x6E, 0x09 }); // MOVD XMM1, dword ptr [ECX] + // InjectCode((void*)0x140194b41, { 0xF3, 0x0F, 0x59, 0xC1 }); // MULSS XMM0, XMM1 + // InjectCode((void*)0x140194b45, { 0xEB, 0xA1 }); // JMP 0x140194ae8 + + // // jump to new code + // InjectCode((void*)0x140194ae3, { 0xEB, 0x48 }); // JMP 0x140194b2d + + + //// // trying to fix physics (fail) + //// InjectCode((void*)0x14011d537, { 0xF3, 0x0F, 0x10, 0x05, 0xB1, 0xFF, 0x9E, 0x00, 0x90 }); // change source to dword ptr [0x140b0d4f0] } void FrameRateManager::Update() { - float frameRate = 0.0f; - frameRate = RoundFrameRate(GetGameFrameRate()); + // this alterante way makes physics slowmo, but overall may be better if that's fixed - *aetFrameDuration = 1.0f / frameRate; - *pvFrameRate = frameRate; + //// target framerate + //*(float*)AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = 60.0f; - bool inGame = *(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME; + //// enable dynamic framerate + //*(bool*)USE_AUTO_FRAMESPEED_ADDRESS = true; - if (inGame) + //*pvFrameRate = 60.0f; + + //*aetFrameDuration = 1.0f / GetGameFrameRate(); + + //bool inGame = *(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME; + //if (inGame) + //{ + // // This PV struct creates a copy of the PvFrameRate & PvFrameSpeed during the loading screen + // // so we'll make sure to keep updating it as well. + // // Each new motion also creates its own copy of these values but keeping track of the active motions is annoying + // // and they usually change multiple times per PV anyway so this should suffice for now + // float* pvStructPvFrameRate = (float*)(0x0000000140CDD978 + 0x2BF98); + // float* pvStructPvFrameSpeed = (float*)(0x0000000140CDD978 + 0x2BF9C); + + // *pvStructPvFrameRate = 60.0; // ? + // *pvStructPvFrameSpeed = 1.0 / motionSpeedMultiplier; + //} + + + + // this way breaks some anim speeds, but they're fixable + // *aetFrameDuration = 1.0f / GetGameFrameRate(); + + if (*(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME) { - // During the GAME state the frame rate will be handled by the PvFrameRate instead - - constexpr float defaultFrameSpeed = 1.0f; - constexpr float defaultFrameRate = 60.0f; - - // This PV struct creates a copy of the PvFrameRate & PvFrameSpeed during the loading screen - // so we'll make sure to keep updating it as well. - // Each new motion also creates its own copy of these values but keeping track of the active motions is annoying - // and they usually change multiple times per PV anyway so this should suffice for now - float* pvStructPvFrameRate = (float*)(0x0000000140CDD978 + 0x2BF98); - float* pvStructPvFrameSpeed = (float*)(0x0000000140CDD978 + 0x2BF9C); - - *pvStructPvFrameRate = *pvFrameRate; - *pvStructPvFrameSpeed = (defaultFrameRate / *pvFrameRate); - - *frameSpeed = defaultFrameSpeed; + *pvFrameRate = 60.0f * motionSpeedMultiplier; } else { - *frameSpeed = *aetFrameDuration / defaultAetFrameDuration; + *pvFrameRate = 60.0f; + } + + if (*(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN || *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_DEMO) + { + // enable dynamic framerate + *(bool*)USE_AUTO_FRAMESPEED_ADDRESS = true; + + // target framerate + *(float*)AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = *pvFrameRate; + + // trying to fix meltdown's water + //if ((uint64_t*)0x1411943f8 != nullptr) + //*(float*)(*(uint64_t*)0x1411943f8 + 0x1c) = (60.0f / GetGameFrameRate()) / 15.0f; + //*(float*)(*(uint64_t*)0x1411943f8 + 0x10) = *(float*)(*(uint64_t*)0x1411943f8); + } + else + { + // enable dynamic framerate + *(bool*)USE_AUTO_FRAMESPEED_ADDRESS = true; + + // target framerate + *(float*)AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = 60.0f; } } - float FrameRateManager::RoundFrameRate(float frameRate) + void FrameRateManager::InjectCode(void* address, const std::vector data) { - constexpr float roundingThreshold = 4.0f; + const size_t byteCount = data.size() * sizeof(uint8_t); - for (int i = 0; i < sizeof(commonRefreshRates) / sizeof(float); i++) - { - float refreshRate = commonRefreshRates[i]; - - if (frameRate > refreshRate - roundingThreshold && frameRate < refreshRate + roundingThreshold) - frameRate = refreshRate; - } - - return frameRate; + DWORD oldProtect; + VirtualProtect(address, byteCount, PAGE_EXECUTE_READWRITE, &oldProtect); + memcpy(address, data.data(), byteCount); + VirtualProtect(address, byteCount, oldProtect, nullptr); } } diff --git a/source-code/source/plugins/TLAC/Components/FrameRateManager.h b/source-code/source/plugins/TLAC/Components/FrameRateManager.h index f6a6600..2d46181 100644 --- a/source-code/source/plugins/TLAC/Components/FrameRateManager.h +++ b/source-code/source/plugins/TLAC/Components/FrameRateManager.h @@ -1,5 +1,6 @@ #pragma once #include "EmulatorComponent.h" +#include namespace TLAC::Components { @@ -19,16 +20,7 @@ namespace TLAC::Components float *frameSpeed; float *aetFrameDuration; float defaultAetFrameDuration; - - float commonRefreshRates[5] - { - 60.0f, - 75.0f, - 120.0f, - 144.0f, - 240.0f, - }; - - float RoundFrameRate(float frameRate); + float motionSpeedMultiplier = 5.0; + void InjectCode(void* address, const std::vector data); }; } diff --git a/source-code/source/plugins/TLAC/Constants.h b/source-code/source/plugins/TLAC/Constants.h index 304f737..4fdaf06 100644 --- a/source-code/source/plugins/TLAC/Constants.h +++ b/source-code/source/plugins/TLAC/Constants.h @@ -10,6 +10,7 @@ constexpr uint8_t JNE_OPCODE = 0x85; constexpr uint64_t ENGINE_UPDATE_INPUT_ADDRESS = 0x000000014018CBB0; constexpr uint64_t CURRENT_GAME_STATE_ADDRESS = 0x0000000140EDA810; +constexpr uint64_t CURRENT_GAME_SUB_STATE_ADDRESS = 0x0000000140EDA82C; constexpr uint64_t RESOLUTION_WIDTH_ADDRESS = 0x0000000140EDA8BC; constexpr uint64_t RESOLUTION_HEIGHT_ADDRESS = 0x0000000140EDA8C0; @@ -20,6 +21,8 @@ constexpr uint64_t AET_FRAME_DURATION_ADDRESS = 0x00000001409A0A58; constexpr uint64_t PV_FRAME_RATE_ADDRESS = 0x0000000140EDA7CC; constexpr uint64_t FRAME_SPEED_ADDRESS = 0x0000000140EDA798; constexpr uint64_t FRAME_RATE_ADDRESS = 0x0000000140EDA6D0; +constexpr uint64_t USE_AUTO_FRAMESPEED_ADDRESS = 0x0000000140EDA79C; +constexpr uint64_t AUTO_FRAMESPEED_TARGET_FRAMERATE_ADDRESS = 0x0000000140EDA6CC; constexpr uint64_t DW_GUI_DISPLAY_INSTANCE_PTR_ADDRESS = 0x0000000141190108; constexpr uint64_t INPUT_STATE_PTR_ADDRESS = 0x0000000140EDA330;