Now that's what I call progress- snip -
try injecting wooddumperi know theres unused code for dumping roms but can a dumping roms feature be added to twl or a romdumping app be made
just saw this thread. i looked into twl mode with some custom debugging hardware a while back for reasons and i should have a bunch of notes somewhere but the gist of what might be relevant off the top of my head is :
- you can totally make it load your own roms relatively easily if you want to, for example by editing twl_bg, the background process that runs on the arm11...
- ...but that's more or less limited to homebrew. basically the problem remains that the game will try to access data from a non-existant gamecard. you could potentially force it to run in twl instead of ntr and redirect rom and save to sd or nand, it the game might not even run due to some funky memory mapping differences. (something to do with mirrors iirc)
- even with legit games, you're pretty limited in terms of what improvements you could make to the twl_form experience. basically switching into twl mode completely disconnects the arm11 (the only thing running 3ds mode code at that point) from fcram, which is where most (?) twl memory lives. I tried but failed to bring that bus back up. so basically arm11 can't affect twl stuff : can't edit memory, can't control execution in any way (in fact, hitting home doesn't even pause execution iirc)
- the arm11 is responsible for fetching the DS frame buffers from lgyfb and displaying it. so you can totally change the way it does that, apply some post processing to that if you're into that, but that's basically it. I have some documentation on lgyfb, but the gist of it is there's some configuration for the upscale filter, and then it uses smea to fetch the actual data.
not sure if this information will be useful to anyone, but I figured posting it wouldn't hurt.
the guy called smea has said:This thread is interesting.
Please, can someone try to explain what the legendary Smea said, but with simple words?
lol that should have been DMA. i wrote this on my phone and for some reason it knows smea but not DMA i guess.Wait the arm11 uses SMEA to fetch the actual data? How does one make the arm11 do such magic?
basically the problem remains that the game will try to access data from a non-existant gamecard.
So what if you do use a gamecard?
How does a DS flashcart gain permission to run DS games? Could you hack the TWL_FIRM so that anything you put in automatically gets DSi permissions even if it just asks for DS permissions, then be able to use a DS flashcart for DSi games?
Perhaps I'm understanding this wrong, but are you saying in theory we might be able to sharpen the way the system outputs the DS image?so you can totally change the way it does that, apply some post processing to that if you're into that, but that's basically it. I have some documentation on lgyfb, but the gist of it is there's some configuration for the upscale filter
A ds flash cart sends and receives data the same way as a standard ds cart does....it's not about gaining permission (comparatively, that's probably actually rather simple), it's about the actual data transmission. Even if we were to use a "dummy" cartridge, it'd be retrieving all sorts of invalid data. This isn't as easy of an issue to tackle as it might appear to be.
100% possible, not even very hard. not sure (dont remember) if LGYFB's builtin filtering method would allow that directly (i suspect it would), but even if not you could just grab the original framebuffer and upscale it with the GPU. (twl_bg already uses the 3DS's GPU to render to DS mode framebuffer, so at that point it's just a matter of changing texture settings to nearest pixel and scale factor)Perhaps I'm understanding this wrong, but are you saying in theory we might be able to sharpen the way the system outputs the DS image?
The default scaling the system uses looks like a very blurry bilinear style filter, which is rather ugly in my opinion, so that sounds like a somewhat useful concept.
Though if we're talking about scaling output being tweaked, I'd be much more interested in seeing the video issues fixed in agb_firm first.
Who the hell thought all that ghosting and blur was acceptable?
Absolutely fascinating.100% possible, not even very hard. not sure (dont remember) if LGYFB's builtin filtering method would allow that directly (i suspect it would), but even if not you could just grab the original framebuffer and upscale it with the GPU. (twl_bg already uses the 3DS's GPU to render to DS mode framebuffer, so at that point it's just a matter of changing texture settings to nearest pixel and scale factor)
Out of curiosity, is possible to modify the AGB_FIRM to delete the motion blur and add more contrast?100% possible, not even very hard. not sure (dont remember) if LGYFB's builtin filtering method would allow that directly (i suspect it would), but even if not you could just grab the original framebuffer and upscale it with the GPU. (twl_bg already uses the 3DS's GPU to render to DS mode framebuffer, so at that point it's just a matter of changing texture settings to nearest pixel and scale factor)
just saw this thread. i looked into twl mode with some custom debugging hardware a while back for reasons and i should have a bunch of notes somewhere but the gist of what might be relevant off the top of my head is :
- you can totally make it load your own roms relatively easily if you want to, for example by editing twl_bg, the background process that runs on the arm11...
- ...but that's more or less limited to homebrew. basically the problem remains that the game will try to access data from a non-existant gamecard. you could potentially force it to run in twl instead of ntr and redirect rom and save to sd or nand, it the game might not even run due to some funky memory mapping differences. (something to do with mirrors iirc)
- even with legit games, you're pretty limited in terms of what improvements you could make to the twl_form experience. basically switching into twl mode completely disconnects the arm11 (the only thing running 3ds mode code at that point) from fcram, which is where most (?) twl memory lives. I tried but failed to bring that bus back up. so basically arm11 can't affect twl stuff : can't edit memory, can't control execution in any way (in fact, hitting home doesn't even pause execution iirc)
- the arm11 is responsible for fetching the DS frame buffers from lgyfb and displaying it. so you can totally change the way it does that, apply some post processing to that if you're into that, but that's basically it. I have some documentation on lgyfb, but the gist of it is there's some configuration for the upscale filter, and then it uses its own DMA engine to fetch the actual data.
not sure if this information will be useful to anyone, but I figured posting it wouldn't hurt.
ObviouslyAlso if twl_bg is the process that handles the arm11 instructions in twl_firm, is there a similar process governing it for agb_firm?
That's not really helpful. What I'm asking is if agb_firm's arm11 access is governed by the same process or a unique one, and if so what it's name would be.Obviously