I guess I'm going to add a request here. I'm wondering if someone has looked into a proper 60FPS (or dynamic FPS) code for the Mary Skelter games (2 and Finale).
At least with Finale, from my time looking at what the FPS overlay spits out, it seems that there's a double-buffered VSync implementation in place that makes the slowdown (due to the game speed being tied to a 60FPS timestep) even worse when it can't hold a consistent 60FPS (it essentially caps the game at 30FPS and it causes weird slowdown spikes). Battles also have a 30FPS cap that isn't present in the PS4 release that essentially makes menu navigation a pain and makes fast-forwarding attacks not really work anymore. I was going to investigate debugging this kind of stuff on my own, but the process of doing that on my Switch is pretty difficult, and doing this kind of stuff through Yuzu is more difficult. I'm at least somewhat relieved that someone forgot to remove some debug information from the English release such as function and variable names, which makes it a bit easier to glance at what some functions do in Ghidra.
2 seemingly also has the same issue regarding game speed and double buffered VSync from my time using the FPS overlay, although to a far lesser degree of severity.