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updatermirror/everest_update.yaml

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@@ -41120,14 +41120,14 @@ 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: 1.4.3
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LastUpdate: 1772574277
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Size: 82117
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Version: 1.4.4
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LastUpdate: 1772751470
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Size: 82144
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GameBananaId: 514173
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GameBananaFileId: 1639258
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GameBananaFileId: 1640669
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xxHash:
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- c71b683c74819a5e
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URL: https://gamebanana.com/mmdl/1639258
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- 8c93f30e1c4f6d49
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URL: https://gamebanana.com/mmdl/1640669
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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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@@ -89619,7 +89619,7 @@ 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/1639258
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URL: https://gamebanana.com/mmdl/1640669
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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: 34489
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Downloads: 16055
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Views: 34542
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Downloads: 16263
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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\_<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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\ 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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\ 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\_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<h1>Camera Smoothing</h1>\r\nThe Smooth Camera setting lets the camera move\
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\ continuously: that is, half of a pixel could be shown on\r\nthe side of the\
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\ screen while the camera is moving. This is especially noticeable when the camera\
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\ is slowly catching up to the player. <b>This works regardless of FPS, so if\
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\ you only have a 60hz monitor, this option will still make the game much smoother!</b>\_\
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Like everything in this mod, this does not affect physics at all, and the camera\
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\ 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><b>Fancy</b>:\_\
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<span class=\"GreenColor\">[Recommended]</span>\_This substantially changes Celeste's\
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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<h1>Camera Smoothing</h1>\r\nThe Smooth Camera setting lets the\
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\ camera move continuously: that is, half of a pixel could be shown on\r\nthe\
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\ side of the screen while the camera is moving. This is especially noticeable\
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\ when the camera is slowly catching up to the player. <b>This works regardless\
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\ of FPS, so if you only have a 60hz monitor, this option will still make the\
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\ game much smoother!</b>&nbsp;Like everything in this mod, this does not affect\
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\ physics at all, and the camera still moves exactly like normal, only smoother.<br><br>\r\
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\nCamera smoothing can be accomplished in two different ways:\r\n<ul>\r\n <li><b>Fancy</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 may impact performance\
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\ on low-end systems, and it\_may be incompatible with a small number of other\
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\ on 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 or visual glitches, so\
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\ if you encounter either, 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>:\_This accomplishes the same effect\
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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 directly unlocking the camera from the\
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\ pixel grid instead. Since it doesn't drastically 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 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>:\_This smoothing can also be disabled completely.</li></ul><br><h2>Render\
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\n <li><b>Off</b>:&nbsp;This smoothing can also be disabled completely.</li></ul><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, which dramatically\
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\ improves the clarity of her sprite while moving. There are many safeguards in\
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\ place to prevent subpixel information from being gleanable. Turning this setting\
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\ off may mildly improve performance.<br><br><h2>Smooth Background</h2>With Fancy\
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\ camera smoothing, the background can be drawn unlocked from the pixel grid,\
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\ which makes parallax backgrounds substantially smoother. Turning this setting\
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\ off may mildly <i>reduce\_</i>performance, especially in levels with unusually\
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\ off may mildly <i>reduce&nbsp;</i>performance, especially in levels with unusually\
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\ complicated backgrounds.<br><br><h2>Smooth Foreground</h2>This is identical\
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\ to the smooth background setting, but for foreground objects (for example, the\
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\ snow in chapter 7 drifts smoothly when this is on, rather than being snapped\
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\ to the pixel grid).\_Turning this setting off may mildly\_<i>reduce\_</i>performance,\
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\ to the pixel grid).&nbsp;Turning this setting off may mildly&nbsp;<i>reduce&nbsp;</i>performance,\
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\ especially in levels with unusually complicated backgrounds.<br><br>In general,\
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\ 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><h1>Higher Framerates</h1>Motion Smoothing always\
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\ keeps Celeste's physics running at 60 FPS. When the framerate is increased above\
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\ 60, the extra frames in between physics frames are rendered by predicting where\
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\ all of the objects in the level (including Madeline) should be, based on their\
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\ current position and velocity.<br><br><h2>Object Smoothing</h2>There are two\
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\ slightly different ways to predict where objects will be on non-physics frames.<ul>\r\
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\n <li><b>Extrapolate</b>:\_<span class=\"GreenColor\">[Recommended]</span>\_\
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Uses objects' current velocity to predict where they should be. When objects unexpectedly\
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\ personal preference!&nbsp;<br><br><h1>Higher Framerates</h1>Motion Smoothing\
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\ always keeps Celeste's physics running at 60 FPS. When the framerate is increased\
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\ above 60, the extra frames in between physics frames are rendered by predicting\
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\ where all of the objects in the level (including Madeline) should be, based\
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\ on their current position and velocity.<br><br><h2>Object Smoothing</h2>There\
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\ are two slightly different ways to predict where objects will be on non-physics\
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\ frames.<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;Uses\
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\ objects' current velocity to predict where they should be. When objects unexpectedly\
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\ change velocity, this can introduce very brief visual artifacts. In practice,\
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\ this is so rare and so brief that it is functionally unnoticeable.<br></li>\r\
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\n <li><b>Interpolate</b>: Uses the last two physics frames to calculate exactly\
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\ where objects should be in between. This is more technically correct, but it\
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\ adds an extra 1–2 frames of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\
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\n<h2 class=\"SelectedElement\">Framerate Increase Method</h2>\r\nRaising the\
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\ framerate above 60 can be accomplished in two ways:<br>\r\n<ul>\r\n <li><b>Interval</b>:\_\
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<span class=\"GreenColor\">[Recommended] </span>Draws one or more extra frames\
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\ for every physics frame. This has the best compatibility, but it restricts the\
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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>: Decouples\
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\ framerate above 60 can be accomplished in two ways:<br>\r\n<ul>\r\n <li><b>Interval</b>:&nbsp;<span\
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\ class=\"GreenColor\">[Recommended] </span>Draws one or more extra frames for\
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\ every physics frame. This has the best compatibility, but it restricts the FPS\
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\ to increments of 60. For a 144hz monitor, you could try 120 or 180 and see which\
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\ looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Decouples\
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\ the physics updates from the rendering. This allows any framerate (like 144)\
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\ but at the cost of mod compatibility: while it's unusual, any mod that tries\
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\ to hook the main XNA Tick method, like TAS recorder, will not work\r\n \
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\ properly.</li>\r\n</ul><br><br>"
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CreatedDate: 1716069297
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ModifiedDate: 1772574290
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UpdatedDate: 1772574405
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ModifiedDate: 1772751480
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UpdatedDate: 1772751554
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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: 1.4.4
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HasEverestYaml: true
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Size: 82144
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CreatedDate: 1772751470
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Downloads: 0
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URL: https://gamebanana.com/dl/1640669
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Name: motionsmoothing-v1-4-4.zip
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- Description: 1.4.3
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HasEverestYaml: true
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Size: 82117
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CreatedDate: 1772574277
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Downloads: 110
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Downloads: 308
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URL: https://gamebanana.com/dl/1639258
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Name: motionsmoothing-v1-4-3.zip
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- Description: 1.4.2
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HasEverestYaml: true
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Size: 82111
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CreatedDate: 1772304921
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Downloads: 404
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URL: https://gamebanana.com/dl/1636705
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Name: motionsmoothing-v1-4-2.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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