@guitarburger What is your 3DS system version? TWPatch should work on 1.0 and anything past 9.2
@guitarburger What is your 3DS system version? TWPatch should work on 1.0 and anything past 9.2
@guitarburger What patches did you exactly apply? Also which TWPatch version? Hopefully I could try recreating the issue.
I'm wondering if it would be possible to add in something like the zfast CRT filter? I really like the way it looks on a TV for retro and may not be needed on such a small screen/native resolution. Just wondering.
Which config are you using? Crisp 1?I'm surprised that people aren't finding the image quality impressive with this app. To me it looks stunning with the config I'm using and is almost as crisp as a DSL.
Which config are you using? Crisp 1?
but horizontally it's possible to enable 240x800 mode, and have double the horizontal resolution, but sadly for the DS that still won't result in integer scaling :/
I remember hearing years back that this could theoretically be used to improve the GBA image quality. Is something like this still in the cards, or is it one of those cases where the problem is too hard and there isn't enough knowledge/manpower to do something like this?
You are indeed correct!@guitarburger Is your R key broken?
You managed to find a debug feature which only shows up if you hold R.
Where can I get the latest version with the gba scaling modes?
I'm so sorry in advance for my absolute noobery, but I've been sifting through dozens of pages of this thread and I can't find a clear guide to just patching TW and playing DS games with the filters.
Is it as simple as installing TWPatch.cia through FBI and that's it? Do I need to configure, move, or update anything, or NOT do anything? Thanks for any help - I have zero hacking experience, so I'm just trying to find a clear guide to this.
Would this also help with the DS side?Well don't expect it to be in TWPatch. There are multiple layers of graphics drivers, and both software and hardware bugs make it impossible to embed mode800 into Nintendo's code.
Other than that, I still need to figure out the correct DMA chain for scanline tripling, preferably without using the GPU at all.
The idea is to have the image rotated, then scaling it "vertically", then once that upscaling is done, do three DMA chains to copy that upscaled image to the framebuffer three times in such a way, so that the scanlines align up, and it's integer scaling.
I don't know if the programmable DMA controller is even capable of this feature, hopefully it is, otherwise I'd have to write a GPU driver to use this feature, which I want to avoid, as the GPU hangs at basically anything you throw at it wrong.
Would this also help with the DS side?