# Remothered: Broken Porcelain 2.0.0
# BID: 5EFAB20F5C1F0F68
# Game stores textures inside fixed size class, so it's hard to get triple buffer

ALL_FPS:
  # r.DynamicRes.FrameTimeBudget (1000/FPS) cutted to 1 decimals
  -
    type: evaluate_write
    address: [MAIN, 0x58210E8, 0]
    value_type: float
    value: ["TruncDec(FRAMETIME_TARGET, 1)", "TruncDec(FRAMETIME_TARGET, 1)"]
  # t.MaxFPS
  -
    type: evaluate_write
    address: [MAIN, 0x584D710, 0]
    value_type: float
    value: [FPS_LOCK_TARGET, FPS_LOCK_TARGET]
  # r.VSync
  -
    type: write
    address: [MAIN, 0x4CB8880, 0]
    value_type: uint32
    value: [0, 0]
  -
    type: block
    what: timing