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updatermirror/everest_update.yaml

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@@ -41000,14 +41000,14 @@ 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: 1.4.0
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LastUpdate: 1772169411
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Size: 81869
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Version: 1.4.1
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LastUpdate: 1772227910
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Size: 81893
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GameBananaId: 514173
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GameBananaFileId: 1635602
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GameBananaFileId: 1636090
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xxHash:
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- 1a16f50cc78fa041
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URL: https://gamebanana.com/mmdl/1635602
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- 1b6a01bd1504c82a
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URL: https://gamebanana.com/mmdl/1636090
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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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@@ -89275,7 +89275,7 @@ 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/1635602
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URL: https://gamebanana.com/mmdl/1636090
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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: 29
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Views: 34087
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Downloads: 15262
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Views: 34129
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Downloads: 15335
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Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that greatly improves\
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\ the smoothness of the camera and Madeline, and also can raise the FPS above\
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\ 60&nbsp;<i>without</i>&nbsp;breaking physics. <b><span class=\"GreenColor\"\
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>You do not need a high refresh rate monitor to get the vast majority of the benefit\
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\ of Motion Smoothing!&nbsp;</span></b>The higher fps options work by keeping\
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\ the physics update at a fixed 60 FPS but rendering using extrapolated entity/camera/etc\
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\ 60\_<i>without</i>\_breaking physics. <b><span class=\"GreenColor\">You do not\
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\ need a high refresh rate monitor to get the vast majority of the benefit of\
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\ Motion Smoothing!\_</span></b>The higher fps options work by keeping the physics\
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\ update at a fixed 60 FPS but rendering using extrapolated entity/camera/etc\
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\ positions during at 120+ FPS. Motion Smoothing should work with most modded\
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\ maps, but please read the Smooth Camera section for more on compatibility.\r\
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\n<br><br><b>\r\n Note that the demo video is 60 fps, so it's not a true representation\
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\ of what the\r\n mod will look like on a 120hz+ monitor; there is no motion\
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\ blur when actually playing. Thank you&nbsp;Klyx for\r\n the video!</b>\r\n\
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<br><br>\r\n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified\
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\ the accuracy of physics with this mod enabled by running the Any% TAS, which\
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\ 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 lets the camera move continuously:\
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\ that is, half of a pixel could be shown on\r\nthe side of the screen while the\
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\ camera is moving. This is especially noticeable when the camera is slowly catching\
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\ up to the player. <b>This works regardless of FPS, so if you only have a 60hz\
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\ monitor, this option will still make the game much smoother!</b>&nbsp;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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\ in two different ways:\r\n<ul>\r\n <li><b>Fancy</b>:&nbsp;<span class=\"\
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GreenColor\">[Recommended]</span>&nbsp;This substantially changes Celeste's rendering\
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\ pipeline to render everything at a 6x internal scale, so that the gameplay and\
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\ foreground can be composited onto the background with a fractional-pixel offset.\
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\ This makes for the highest-quality result, but it may impact performance on\
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\ low-end systems, and it&nbsp;may be incompatible with a small number of other\
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\ mods. There are currently no known incompatibilities, so if you encounter a\
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\ visual glitch in a level, please ping Cruz (the current maintainer) in the Celeste\
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\ discord server. Until or unless it's fixed, you'll have to use the Fast mode\
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\ instead.<br></li>\r\n <li><b>Fast</b>:&nbsp;This accomplishes the same effect\
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\ as the previous smoothing mode, but by unlocking the camera from the pixel grid\
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\ instead. Since it doesn't drastically change the internal rendering, this is\
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\ compatible with nearly every mod, but it has the drawback that the background\
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\ jitters uncontrollably when moving the camera. This can be visually distracting,\
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\ so it's recommended to use the previous mode instead when possible.<br></li>\r\
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\n <li><b>Off</b>:&nbsp;This smoothing can also be disabled completely.</li></ul><br><br><h2>Render\
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\ Madeline with Subpixel Precision</h2>With Fancy camera smoothing, Madeline can\
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\ be drawn at her exact, subpixel-precise position while moving. She is drawn\
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\ snapped to the pixel grid when not moving and in a number of other edge cases,\
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\ both to avoid visual oddities and so that information about subpixel position\
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\ cannot be gleaned. This effect is surprisingly striking, and Madeline's sprite\
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\ is much more clear and smooth when this is enabled. Turning this setting off\
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\ may slightly improve performance.<br><br><h2>Smooth Background</h2>With Fancy\
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\ camera smoothing, the background can also be rendered at 6x internal resolution,\
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\ which allows parallax backgrounds to be rendered with smooth detail.&nbsp;Turning\
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\ this setting off may slightly&nbsp;<i>worsen</i> performance, and also introduce\
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\ occasional color issues that occur with a particular kind of parallax background\
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\ (for example in the final checkpoints of Farewell).&nbsp;<br><br><h2>Smooth\
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\ Foreground</h2>This is identical to the smooth background setting, but for foreground\
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\ objects (for example, when this setting is on, the snow in chapters 4 and 7\
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\ drifts smoothly, rather than being snapped to the pixel grid). Turning this\
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\ setting off will prevent most, but not all, foreground objects from being smoothed;\
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\ while the vast majority of objects can have smoothing disabled, objects with\
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\ complicated blend states cannot. The more objects a level has that cannot be\
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\ smoothed, the more performance will be impacted when this setting is off.<br><br>In\
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\ general, we recommend turning on as many of the smoothing options as possible\
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\ without interfering with the map you're playing, the performance of the game,\
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\ and your personal preference!&nbsp;<br><br><h2>Smoothing Modes</h2>\r\nSeparate\
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\ from camera smoothing, objects themselves have their position smoothed.\r\n\
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<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;This\
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\ mode predicts object\r\n positions based on previous updates. It feels\
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\ very similar to vanilla, but it can introduce very brief (visual only) artifacts\
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\ when changing quickly from a high speed to a low one (for example, buffering\
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\ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
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\ This mode interpolates object positions between the last two physics updates.\
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\ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
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\ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
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To keep physics at 60 FPS while rendering at a higher framerate, there are two\
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\ options:<br>\r\n<ul>\r\n <li><b>Interval</b>:&nbsp;<span class=\"GreenColor\"\
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>[Recommended]&nbsp;</span>Has the best compatibility, but\r\n restricts\
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\ your FPS to increments of 60. For a 144hz monitor, you could try 120 or 180\
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\ and see which looks the\r\n best.\r\n </li>\r\n <li class=\"SelectedElement\"\
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><b>Dynamic</b>: Allows any number for FPS (like 144) but at the cost of mod compatibility.\r\
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\ blur when actually playing. Thank you\_Klyx for\r\n the video!</b>\r\n<br><br>\r\
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\n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified the accuracy\
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\ of physics with this mod enabled by running the Any% TAS, which still finishes\
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\ like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\
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\n<h2>Smooth Camera</h2>\r\nThis lets the camera move continuously: that is, half\
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\ of a pixel could be shown on\r\nthe side of the screen while the camera is moving.\
129813+
\ This is especially noticeable when the camera is slowly catching up to the player.\
129814+
\ <b>This works regardless of FPS, so if you only have a 60hz monitor, this option\
129815+
\ will still make the game much smoother!</b>\_Like everything in this mod, this\
129816+
\ does not affect physics in any way, and the camera still moves exactly like\
129817+
\ normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished in two\
129818+
\ different ways:\r\n<ul>\r\n <li><b>Fancy</b>:\_<span class=\"GreenColor\"\
129819+
>[Recommended]</span>\_This substantially changes Celeste's rendering pipeline\
129820+
\ to render everything at a 6x internal scale, so that the gameplay and foreground\
129821+
\ can be composited onto the background with a fractional-pixel offset. This makes\
129822+
\ for the highest-quality result, but it may impact performance on low-end systems,\
129823+
\ and it\_may be incompatible with a small number of other mods. There are currently\
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\ no known incompatibilities, so if you encounter a visual glitch in a level,\
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\ please ping Cruz (the current maintainer) in the Celeste discord server. Until\
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\ or unless it's fixed, you'll have to use the Fast mode instead.<br></li>\r\n\
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\ <li><b>Fast</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 can be visually distracting, so it's recommended to\
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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 completely.</li></ul><br><br><h2>Render Madeline\
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\ with Subpixel Precision</h2>With Fancy camera smoothing, Madeline can be drawn\
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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 and in a number of other edge cases, both to\
129837+
\ avoid visual oddities and so that information about subpixel position cannot\
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\ be gleaned. This effect is surprisingly striking, and Madeline's sprite is much\
129839+
\ more clear and smooth when this is enabled. Turning this setting off may slightly\
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\ improve performance.<br><br><h2>Smooth Background</h2>With Fancy camera smoothing,\
129841+
\ the background can also be rendered at 6x internal resolution, which allows\
129842+
\ parallax backgrounds to be rendered with smooth detail.\_Turning this setting\
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\ off may slightly\_<i>worsen</i> performance, and also introduce occasional color\
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\ issues that occur with a particular kind of parallax background (for example\
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\ in the final checkpoints of Farewell).\_<br><br><h2>Smooth Foreground</h2>This\
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\ is identical to the smooth background setting, but for foreground objects (for\
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\ example, when this setting is on, the snow in chapters 4 and 7 drifts smoothly,\
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\ rather than being snapped to the pixel grid). Turning this setting off will\
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\ prevent most, but not all, foreground objects from being smoothed; while the\
129850+
\ vast majority of objects can have smoothing disabled, objects with complicated\
129851+
\ blend states cannot. The more objects a level has that cannot be smoothed, the\
129852+
\ more performance will be impacted when this setting is off.<br><br>In general,\
129853+
\ we recommend turning on as many of the smoothing options as possible without\
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\ interfering with the map you're playing, the performance of the game, and your\
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\ personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera\
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\ smoothing, objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
129857+
<span 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,\
129859+
\ but it can introduce very brief (visual only) artifacts when changing quickly\
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\ from a high speed to a low one (for example, buffering a vertical dash out of\
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\ a dream block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates\
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\ object positions between the last two physics updates. This mode\r\n \
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\ is more technically correct, but it adds an extra 1–2 frames of input delay.\r\
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\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nTo keep physics at\
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\ 60 FPS while rendering at a higher framerate, there are two options:<br>\r\n\
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<ul>\r\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 class=\"SelectedElement\"><b>Dynamic</b>:\
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\ Allows 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).&nbsp;\r\n </li>\r\n</ul><br><br>"
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\ maybe others).\_\r\n </li>\r\n</ul><br><br>"
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CreatedDate: 1716069297
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ModifiedDate: 1772170884
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UpdatedDate: 1772169801
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ModifiedDate: 1772227917
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UpdatedDate: 1772227964
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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
@@ -129882,20 +129882,20 @@
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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: 1.4.1
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HasEverestYaml: true
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Size: 81893
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CreatedDate: 1772227910
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Downloads: 0
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URL: https://gamebanana.com/dl/1636090
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Name: motionsmoothing-v1-4-1.zip
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- Description: '1.4'
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HasEverestYaml: true
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Size: 81869
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CreatedDate: 1772169411
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Downloads: 57
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Downloads: 132
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URL: https://gamebanana.com/dl/1635602
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Name: motionsmoothing-v1-4-0.zip
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- Description: 1.3.20
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HasEverestYaml: true
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Size: 77001
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CreatedDate: 1771694360
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Downloads: 399
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URL: https://gamebanana.com/dl/1631011
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Name: motionsmoothing-v1-3-20.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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