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Update files mirrored from maddie480.ovh
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updatermirror/everest_update.yaml

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@@ -39230,14 +39230,14 @@ 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: 1.3.4
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LastUpdate: 1767598410
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Size: 71068
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Version: 1.3.5
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LastUpdate: 1767833087
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Size: 71252
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GameBananaId: 514173
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GameBananaFileId: 1596030
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GameBananaFileId: 1597891
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xxHash:
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- f39210831173b5eb
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URL: https://gamebanana.com/mmdl/1596030
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- 1be41e43b41fbd7e
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URL: https://gamebanana.com/mmdl/1597891
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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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@@ -84679,7 +84679,7 @@ 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/1596030
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URL: https://gamebanana.com/mmdl/1597891
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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: 23
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Views: 30183
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Downloads: 9182
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Views: 30238
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Downloads: 9217
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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 physics. It works by keeping the\
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\ physics update at a fixed 60 FPS and smoothing the entity/camera/etc positions\
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\ during render at 120+ FPS. It should work with most modded maps — I've been\
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\ using it successfully with Strawberry Jam levels. Please read the Smooth Camera\
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\ section for more on compatibility.\r\n<br><br><b>\r\n Note that the demo\
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\ video is 60FPS, so it's not a true representation of what the\r\n mod will\
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\ look like on a 120hz+ monitor, there is no motion blur when actually playing.\
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\ Thank you&nbsp;Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"\
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RedColor\"><span class=\"GreenColor\"><b>I have verified the accuracy of physics\
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\ with this mod enabled by running the Any% TAS, which still finishes like normal,\
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\ but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth\
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\ Camera</h2>\r\nThis lets the camera move continuously: that is, half of a pixel\
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\ could be shown on\r\nthe side of the screen while the camera is moving. This\
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\ is especially noticeable when the camera is slowly catching up to the player.\
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\ <span class=\"GreenColor\">This works regardless of FPS, so if you only have\
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\ a 60hz monitor, this option will still make the game smoother!</span> Like everything\
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\ in this mod, this does not affect physics in any way, and the camera still moves\
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\ exactly like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
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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 class=\"SelectedElement\"><b>Highest\
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\ Quality</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;This\
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\ substantially changes Celeste's rendering pipeline to render everything at a\
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\ 6x internal scale, so that the gameplay and foreground can be composited onto\
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\ the background with a fractional-pixel offset. This makes for the highest-quality\
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\ result, but it may impact performance on low-end systems, and it requires drawing\
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\ the foreground at high resolution, so there is the occasional minor visual artifact\
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\ (for example the snow in chapter 7 moving smoothly). More importantly, <b>this\
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\ mode may be incompatible with a small number of other mods</b>. Compatibility\
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\ is currently very good, but if you encounter a visual glitch in a level, please\
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\ ping Cruz (the current maintainer) in the Celeste discord server. Until or unless\
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\ it's fixed, you'll have to use the other mode instead.<br></li>\r\n <li><b>Most\
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\ Compatible</b>:&nbsp;This accomplishes the same effect as the previous smoothing\
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\ Quality</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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\ may impact performance on low-end systems, and it requires drawing the foreground\
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\ at high resolution, so there is the occasional minor visual artifact (for example\
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\ the snow in chapter 7 moving smoothly). More importantly, <b>this mode may be\
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\ incompatible with a small number of other mods</b>. Compatibility is currently\
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\ very good, but if you encounter a visual glitch in a level, please ping Cruz\
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\ (the current maintainer) in the Celeste discord server. Until or unless it's\
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\ fixed, you'll have to use the other mode instead.<br></li>\r\n <li><b>Most\
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\ Compatible</b>:\_This accomplishes the same effect as the previous smoothing\
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\ mode, but by unlocking the camera from the pixel grid instead. Since it doesn't\
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\ drastically change the internal rendering, this is compatible with nearly every\
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\ mod, but it has the drawback that the background jitters uncontrollably when\
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\ moving the camera. This isn't the end of the world, but it's recommended to\
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\ use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:&nbsp;This\
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\ smoothing can also be disabled.</li></ul><br><h2>Smooth Background</h2>\r\n\
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When Smooth Camera is set to Highest Quality, the background can also be rendered\
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\ use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
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This smoothing can also be disabled.</li></ul><br><h2>Smooth Background</h2>\r\
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\nWhen Smooth Camera is set to Highest Quality, the background can also be rendered\
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\ at 6x internal resolution. This allows parallax backgrounds to be rendered with\
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\ smooth detail, and it also fixes occasional slight color issues that occur with\
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\ a particular kind of parallax background (for example in the final checkpoints\
@@ -129512,33 +129512,33 @@
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\ at her exact subpixel-precise position while moving. She is drawn snapped to\
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\ the pixel grid when not moving, both to avoid visual oddities and so that information\
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\ about subpixel position cannot be gleaned. Like the previous setting, this is\
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\ only possible when Smooth Camera is set to&nbsp;Highest Quality. This effect\
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\ is surprisingly striking, and Madeline's sprite is much more clear and smooth\
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\ when this is enabled. On by default, and the performance impact on top of the\
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\ hires renderer should be minimal.<br><br>\r\n\r\nIn general, we recommend turning\
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\ only possible when Smooth Camera is set to\_Highest Quality. This effect is\
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\ surprisingly striking, and Madeline's sprite is much more clear and smooth when\
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\ this is enabled. On by default, and the performance impact on top of the hires\
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\ renderer should be minimal.<br><br>\r\n\r\nIn general, we recommend turning\
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\ on as many of the smoothing options as possible without interfering with the\
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\ map you're playing, the performance of the game, and your personal preference!&nbsp;<br><br><h2>Smoothing\
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\ Modes</h2>\r\nSeparate from camera smoothing, objects themselves have their\
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\ position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span class=\"\
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GreenColor\">[Recommended]</span>&nbsp;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>:&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\
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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. (Breaks TAS Recorder, and maybe others).&nbsp;\r\
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\n </li>\r\n</ul>"
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\ map you're playing, the performance of the game, and your personal preference!\_\
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<br><br><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>:\_<span\
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\ class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n \
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\ positions based on previous updates. It feels very similar to vanilla, but\
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\ it can introduce very brief (visual only) weirdness when changing quickly from\
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\ a high speed to a low one (for example, buffering a vertical dash out of a dream\
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\ block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates object\
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\ positions between the last two physics updates. This mode\r\n is more\
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\ technically correct, but it adds an extra 1–2 frames of input delay.\r\n \
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\ </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
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\ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
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\ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
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>[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
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\ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
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\ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
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\ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
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\n It's rare, but if a mod tries to hook the main XNA Tick method, then\
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\ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
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\ maybe others).\_\r\n </li>\r\n</ul>"
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CreatedDate: 1716069297
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ModifiedDate: 1767679159
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ModifiedDate: 1767833104
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UpdatedDate: 1767598497
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/66491f59cb21f.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: v1.3.5
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HasEverestYaml: true
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Size: 71252
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CreatedDate: 1767833087
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Downloads: 0
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URL: https://gamebanana.com/dl/1597891
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Name: motionsmoothing-v135.zip
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- Description: v1.3.4
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HasEverestYaml: true
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Size: 71068
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CreatedDate: 1767598410
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Downloads: 312
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Downloads: 345
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URL: https://gamebanana.com/dl/1596030
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Name: motionsmoothing-v134.zip
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- Description: v1.3.3
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HasEverestYaml: true
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Size: 70097
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CreatedDate: 1767228468
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Downloads: 384
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Downloads: 385
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URL: https://gamebanana.com/dl/1592635
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Name: motionsmoothing-v132.zip
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- Description: v1.3.1

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