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updatermirror/everest_update.yaml

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@@ -38720,14 +38720,14 @@ WaterMountain:
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URL: https://gamebanana.com/mmdl/1065778
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MotionSmoothing:
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GameBananaType: Mod
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Version: 1.2.0
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LastUpdate: 1764459914
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Size: 63919
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Version: 1.3.0
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LastUpdate: 1766170140
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Size: 67544
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GameBananaId: 514173
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GameBananaFileId: 1571644
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GameBananaFileId: 1583664
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xxHash:
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- bd0fef3dd1fd0207
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URL: https://gamebanana.com/mmdl/1571644
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- a414a66bdeb99696
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URL: https://gamebanana.com/mmdl/1583664
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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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@@ -83443,7 +83443,7 @@ MotionSmoothing:
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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/1571644
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URL: https://gamebanana.com/mmdl/1583664
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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: 28609
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Downloads: 7086
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Views: 28630
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Downloads: 7097
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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,&nbsp;<i>without</i>&nbsp;breaking\r\nphysics. Settings are available\
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\ to toggle the mod, change the target framerate, and change the player smoothing\r\
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\nmode. This essentially works by keeping the physics update at a fixed 60 FPS,\
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\ and smoothing the entity/camera/etc\r\npositions during render at 120+ FPS.\
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\ Should work with most modded maps, I've been using it successfully with\r\n\
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Strawberry Jam levels.\r\n<br><br><b>\r\n Note that the demo video is 60FPS,\
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\ so it's not a true representation of what the\r\n mod will look like on a\
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\ 120hz+ monitor, there is no motion blur when actually playing. Thank you&nbsp;Klyx\
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\ 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 option lets the camera move continuously: i.e. 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 class=\"SelectedElement\"><b>Hires</b>:&nbsp;<span\
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\ class=\"GreenColor\">[Recommended]</span>&nbsp;This substantially changes Celeste's\
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\ rendering pipeline to render everything at a 6x internal scale, so that the\
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\ gameplay and foreground can be composited onto the background with a fractional-pixel\
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\ offset. This makes for the highest-quality result, but it requires drawing the\
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\ foreground scaled, so there are occasional minor visual oddities like the snow\
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\ in chapter 7 moving smoothly, unstuck from the pixel grid. More importantly,\
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\ this mode <b>is incompatible with a small number of maps and mods</b>, particularly\
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\ those with a large number of dependencies like Strawberry Jam's Heart Sides.\
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\ If you encounter a game-breaking visual glitch in a level, you will likely have\
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\ to use the other mode.<br></li>\r\n <li><b>Unlock</b>:&nbsp;This accomplishes\
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\ the same effect as the Hires smoothing mode, but by just unlocking the camera\
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\ from the pixel grid instead. Since it doesn't change the internal rendering,\
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\ this is compatible with nearly every mod, but it has the drawback that the background\
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\ jitters uncontrollably when moving the camera. This isn't the end of the world,\
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\ but it's recommended to use the Hires mode instead when possible.<br></li>\r\
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\n <li><b>Off</b>:&nbsp;This smoothing can also be disabled.</li>\r\n</ul><br>\r\
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\n\r\n<h2>Smoothing Modes</h2>\r\nSeparate from camera smoothing, objects themselves\
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\ have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span\
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\ class=\"GreenColor\">[Recommended]</span>&nbsp;This mode predicts object\r\n\
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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.\
129674+
\ 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,\
129693+
\ so that the gameplay and foreground can be composited onto the background with\
129694+
\ a fractional-pixel offset. This makes for the highest-quality result, but it\
129695+
\ 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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\ 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>:&nbsp;<span class=\"GreenColor\">[Recommended]&nbsp;</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 number\
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\ for FPS (like 144) but at the cost of mod compatibility.\r\n It's rare,\
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\ but if a mod tries to hook the main XNA Tick method, then one of the mods might\
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\ not work\r\n properly. (Confirmed breaks TAS Recorder, maybe others).&nbsp;\r\
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\n </li>\r\n</ul>"
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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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\ 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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\r\n </li>\r\n</ul>"
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CreatedDate: 1716069297
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ModifiedDate: 1764534415
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ModifiedDate: 1766170193
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UpdatedDate: 1764460458
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
@@ -129736,11 +129735,18 @@
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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: 1128
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Downloads: 1139
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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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