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updatermirror/everest_update.yaml

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MotionSmoothing:
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GameBananaType: Mod
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Version: 1.3.0
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LastUpdate: 1766170140
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Size: 67544
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LastUpdate: 1766171510
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Size: 72565
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GameBananaId: 514173
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GameBananaFileId: 1583664
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GameBananaFileId: 1583674
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xxHash:
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- a414a66bdeb99696
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URL: https://gamebanana.com/mmdl/1583664
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- 42a4e037e8b065b4
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URL: https://gamebanana.com/mmdl/1583674
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FCEmoji:
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GameBananaType: Mod
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Version: 1.0.0

updatermirror/mod_dependency_graph.yaml

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Version: 1.0.4
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- Name: EverestCore
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Version: 1.4673.0
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URL: https://gamebanana.com/mmdl/1583664
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URL: https://gamebanana.com/mmdl/1583674
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FCEmoji:
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OptionalDependencies: []
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Dependencies:

updatermirror/mod_search_database.yaml

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Author: fancyfurret
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Description: 120+ FPS in Celeste without breaking physics!
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Likes: 20
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Views: 28630
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Downloads: 7097
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Views: 28638
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Downloads: 7105
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Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that raises the FPS\
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\ above 60,\_<i>without</i>\_breaking\r\nphysics. Settings are available to toggle\
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\ the mod, change the target framerate, and change the player smoothing\r\nmode.\
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\ This essentially works by keeping the physics update at a fixed 60 FPS, and\
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\ smoothing the entity/camera/etc\r\npositions during render at 120+ FPS. Should\
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\ work with most modded maps, I've been using it successfully with\r\nStrawberry\
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\ Jam levels.\r\n<br><br><b>\r\n Note that the demo video is 60FPS, so it's\
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\ not a true representation of what the\r\n mod will look like on a 120hz+\
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\ monitor, there is no motion blur when actually playing. Thank you\_Klyx for\r\
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\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"GreenColor\"\
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><b>I have verified the accuracy of physics with this mod enabled by running the\
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\ Any% TAS, which still finishes like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\
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\n<br><br>\r\n<h2>Smooth Camera</h2>\r\nThis option lets the camera move continuously:\
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\ i.e. half of a pixel could be shown on\r\nthe side of the screen while the camera\
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\ is moving. This is especially noticeable when the camera is slowly catching\
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\ up to the player. <span class=\"GreenColor\">This works regardless of FPS, so\
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\ if you only have a 60hz monitor, this option will still make the game smoother!</span>\
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\ Like everything in this mod, this does not affect physics in any way, and the\
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\ camera still moves exactly like normal, only smoother.<br><br>\r\nCamera smoothing\
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\ can be accomplished in two different ways:\r\n<ul>\r\n <li class=\"SelectedElement\"\
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><b>Hires</b>:\_<span class=\"GreenColor\">[Recommended]</span>\_This substantially\
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\ changes Celeste's rendering pipeline to render everything at a 6x internal scale,\
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\ so that the gameplay and foreground can be composited onto the background with\
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\ a fractional-pixel offset. This makes for the highest-quality result, but it\
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\ requires drawing the foreground scaled, so there are occasional minor visual\
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\ oddities like the snow in chapter 7 moving smoothly, unstuck from the pixel\
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\ grid. More importantly, this mode <b>is incompatible with a small number of\
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\ maps and mods</b>, particularly those with a large number of dependencies like\
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\ Strawberry Jam's Heart Sides. If you encounter a game-breaking visual glitch\
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\ in a level, you will likely have to use the other mode.<br></li>\r\n <li><b>Unlock</b>:\_\
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This accomplishes the same effect as the Hires smoothing mode, but by just unlocking\
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\ the camera from the pixel grid instead. Since it doesn't change the internal\
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\ rendering, this is compatible with nearly every mod, but it has the drawback\
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\ that the background jitters uncontrollably when moving the camera. This isn't\
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\ the end of the world, but it's recommended to use the Hires mode instead when\
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\ possible.<br></li>\r\n <li><b>Off</b>:\_This smoothing can also be disabled.</li>\r\
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\n</ul><br>\r\n\r\n<h2>Smoothing Modes</h2>\r\nSeparate from camera smoothing,\
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\ objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
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<span class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n\
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\ positions based off previous updates. This mode feels very similar to\
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\ vanilla, and looks pretty much the\r\n same as Interpolate. Can introduce\
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\ slight (visual only) weirdness when moving at very high speeds.<br></li>\r\n\
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\ <li><b>Interpolate</b>: This mode interpolates object positions between the\
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\ last two physics updates. This mode\r\n is very smooth, but there will\
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\ be an extra 1-2 frames of delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update\
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\ Mode</h2>\r\nFor this mod to work, we need to somehow get the game to draw above\
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\ 60FPS, but keep the physics updates at 60FPS.\r\nThere are two main methods\
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\ to this, and you can choose between them. There are pros/cons to both methods.<br>\r\
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\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\">[Recommended]\_\
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</span>Has the best compatibility, but\r\n restricts your FPS to increments\
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\ of 60. For a 144hz monitor you could try 120 or 180 and see which looks the\r\
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\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows you to select any\
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\ above 60,\_<i>without</i>\_breaking physics. It works by keeping the physics\
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\ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during\
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\ render at 120+ FPS. It should work with most modded maps — I've been using it\
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\ successfully with Strawberry Jam levels. Please read the Smooth Camera section\
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\ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is\
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\ 60FPS, so it's not a true representation of what the\r\n mod will look like\
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\ on a 120hz+ monitor, there is no motion blur when actually playing. Thank you\_\
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Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
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GreenColor\"><b>I have verified the accuracy of physics with this mod enabled\
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\ by running the Any% TAS, which still finishes like normal, but at a buttery\
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\ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n\
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This lets the camera move continuously: that is, half of a pixel could be shown\
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\ on\r\nthe side of the screen while the camera is moving. This is especially\
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\ noticeable when the camera is slowly catching up to the player. <span class=\"\
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GreenColor\">This works regardless of FPS, so if you only have a 60hz monitor,\
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\ this option will still make the game smoother!</span> Like everything in this\
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\ mod, this does not affect physics in any way, and the camera still moves exactly\
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\ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
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\ in two different ways:\r\n<ul>\r\n <li><b>Hires</b>:\_<span class=\"GreenColor\"\
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>[Recommended]</span>\_This substantially changes Celeste's rendering pipeline\
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\ to render everything at a 6x internal scale, so that the gameplay and foreground\
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\ can be composited onto the background with a fractional-pixel offset. This makes\
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\ for the highest-quality result, but it may impact performance on low-end systems,\
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\ and it requires drawing the foreground at high resolution, so there is the occasional\
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\ minor visual artifact (for example the snow in chapter 7 moving smoothly). More\
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\ importantly, <b>this mode is incompatible with a small number of maps and mods</b>.\
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\ We are working to improve compatibility, but it's tough work! If you encounter\
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\ a game-breaking visual glitch in a level, feel free to ping Cruz (the current\
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\ maintainer) in the Celeste discord server. Until or unless it's fixed, you'll\
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\ have to use the Unlock mode instead.<br></li>\r\n <li><b>Unlock</b>:\_This\
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\ accomplishes the same effect as the Hires smoothing mode, but by unlocking the\
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\ camera from the pixel grid instead. Since it doesn't drastically change the\
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\ internal rendering, this is compatible with nearly every mod, but it has the\
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\ drawback that the background jitters uncontrollably when moving the camera.\
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\ This isn't the end of the world, but it's recommended to use the Hires mode\
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\ instead when possible.<br></li>\r\n <li><b>Off</b>:\_This smoothing can also\
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\ be disabled.</li>\r\n</ul><br>\r\n\r\n<h2>Render Background Hires</h2>\r\nWhen\
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\ Smooth Camera is set to Hires, the background can also be rendered at 6x internal\
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\ resolution. This allows parallax backgrounds to be rendered with smooth detail,\
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\ and it also fixes occasional slight color issues that occur with a particular\
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\ kind of parallax background (for example in the final checkpoints of Farewell).\
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\ On by default, and the performance impact on top of the hires renderer should\
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\ be minimal.<br><br>\r\n\r\n<h2>Render Madeline at Subpixel Position</h2>\r\n\
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This setting rewrites the gameplay renderer to draw Madeline at her exact subpixel-precise\
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\ position while moving. She is drawn snapped to the pixel grid when not moving,\
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\ both to avoid visual oddities and so that information about subpixel position\
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\ cannot be gleaned. Like the previous setting, this is only possible when Smooth\
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\ Camera is set to Hires. This effect is surprisingly striking, and Madeline's\
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\ sprite is much more clear and smooth when this is enabled. On by default, and\
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\ the performance impact on top of the hires renderer should be minimal.<br><br>\r\
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\n\r\nIn general, we recommend turning on as many of the hires rendering options\
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\ as possible without interfering with the map you're playing, the performance\
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\ of the game, and your personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\
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\nSeparate from camera smoothing, objects themselves have their position smoothed.\r\
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\n<ul>\r\n <li class=\"SelectedElement\"><b>Extrapolate</b>:\_<span class=\"\
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GreenColor\">[Recommended]</span>\_This mode predicts object\r\n positions\
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\ based on previous updates. It feels very similar to vanilla, but it can introduce\
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\ very brief (visual only) weirdness when changing quickly from a high speed to\
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\ a low one (for example, buffering a vertical dash out of a dream block).<br></li>\r\
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\n <li><b>Interpolate</b>: This mode interpolates object positions between\
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\ the last two physics updates. This mode\r\n is more technically correct,\
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\ but it adds an extra 1–2 frames of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\
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\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work, we need to somehow get the\
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\ game to draw above 60FPS, but keep the physics updates at 60FPS.<br>\r\n<ul>\r\
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\n <li><b>Interval</b>:\_<span class=\"GreenColor\">[Recommended]\_</span>Has\
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\ the best compatibility, but\r\n restricts your FPS to increments of 60.\
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\ For a 144hz monitor, you could try 120 or 180 and see which looks the\r\n \
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\ best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows you to select any\
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\ number for FPS (like 144) but at the cost of mod compatibility.\r\n It's\
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\ rare, but if a mod tries to hook the main XNA Tick method, then one of the mods\
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\ might not work\r\n properly. (Confirmed breaks TAS Recorder, maybe others).\_\
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\ might not work\r\n properly. (Breaks TAS Recorder, and maybe others).\_\
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\r\n </li>\r\n</ul>"
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CreatedDate: 1716069297
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ModifiedDate: 1766170193
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UpdatedDate: 1764460458
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ModifiedDate: 1766171517
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UpdatedDate: 1766170984
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
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- https://images.gamebanana.com/img/ss/mods/664916980f89e.jpg
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- https://celestemodupdater.0x0a.de/banana-mirror-images/img_ss_mods_66491f59cb21f.png
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- https://celestemodupdater.0x0a.de/banana-mirror-images/img_ss_mods_664916980f89e.png
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Files:
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- Description: v1.3.0
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HasEverestYaml: true
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Size: 67544
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CreatedDate: 1766170140
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Downloads: 0
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URL: https://gamebanana.com/dl/1583664
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Name: motionsmoothing-v130.zip
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- Description: v1.2.0
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HasEverestYaml: true
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Size: 63919
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CreatedDate: 1764459914
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Downloads: 1139
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Downloads: 1142
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URL: https://gamebanana.com/dl/1571644
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Name: motionsmoothing-v120.zip
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- Description: v1.1.1
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Downloads: 134
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URL: https://gamebanana.com/dl/1196957
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Name: motionsmoothing-v100_6c009.zip
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- Description: 1.3.0
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HasEverestYaml: true
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Size: 72565
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CreatedDate: 1766171510
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Downloads: 0
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URL: https://gamebanana.com/dl/1583674
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Name: motionsmoothing-v130_8fd0d.zip
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CategoryId: 4632
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CategoryName: Other/Misc
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- PageURL: https://gamebanana.com/mods/514198

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