Homebrew TWPatcher - DS(i) mode screen filters and patches

  • Thread starter Sono
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Are you interested in a complete replacement of TwlBg which includes all patches?

  • Yes, I don't care how broken it will be!

    Votes: 188 79.3%
  • No, I don't want to use even more broken stuff

    Votes: 20 8.4%
  • Yes, but only in GBA mode, because I play DSi exclusives

    Votes: 12 5.1%
  • No, because I only use DS and DSi mode

    Votes: 17 7.2%

  • Total voters
    237
  • Poll closed .

Rahkeesh

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I guess I'm confused because I thought the top backlight had to nearly double in brightness when the parallax barrier was enabled to give the same apparent brightness with 3D on as off. If that's not how it works than forget I said anything.

Even if that was how it worked I guess that's kinda crap for DS mode where you may well need the bottom screen. Really only GBA mode might make sense where you hardly use it.
 
Last edited by Rahkeesh,

Sono

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I guess I'm confused because I thought the top backlight had to nearly double in brightness when the parallax barrier was enabled to give the same apparent brightness with 3D on as off. If that's not how it works than forget I said anything.

Even if that was how it worked I guess that's kinda crap for DS mode where you may well need the bottom screen. Really only GBA mode might make sense where you hardly use it.

In 3D mode yes, there is a separate brightness curve (curve*curve + multiplier + offset) for 3D and "2D" mode because of it, but it's afaik not perfectly double. It's useless in DS mode though, because it's forced 2D.

I don't get what you mean by the second statement though.
 

Rahkeesh

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Yeah and I'm not sure if brightness curve means something other than say backlight 5 in 3d mode is near double backlight five in 2d mode. I thought the parallax barrier cut off about half the light to each eye so it compensated by turning the backlight up massively in 3d mode.

Even if thats true, it sounds like no-one's gotten the 3d backlight levels to display while in 2d mode, or its somehow infessible due to how the hardware works, etc. And even if it worked you would have a brightness mismatch between top and bottom screens. It just seemed like some untapped potential to make GBA games ridiculously bright for outdoor use.
 
Last edited by Rahkeesh,

Waygeek

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Haven't looked in on this since page seven, is there a streamlined tool for this yet, and what are the features possible at this stage?

Hope you're sleeping Sono ;)
 

Sono

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@Sono In the last part, Rahkeesh is lamenting that even if you could use the "3D" backlight levels on the top screen, the bottom screen has no 3D and so presumably has no ability to run that bright, so there'd be a substantial brightness mismatch.
Yeah and I'm not sure if brightness curve means something other than say backlight 5 in 3d mode is near double backlight five in 2d mode. I thought the parallax barrier cut off about half the light to each eye so it compensated by turning the backlight up massively in 3d mode.

Even if thats true, it sounds like no-one's gotten the 3d backlight levels to display while in 2d mode, or its somehow infessible due to how the hardware works, etc. And even if it worked you would have a brightness mismatch between top and bottom screens. It just seemed like some untapped potential to make GBA games ridiculously bright for outdoor use.

Uhh... you know that each screen has a separate backlight driver? How else would gsp increase the brightness for the top screen only in 3D mode? xD
You could probably even turn off the bottom screen in GBA mode to save some power.

i really dont understand how to work with python and firmtool, i get stuck at part 4 of the tutorial :(

Does the exe not work for you?

Haven't looked in on this since page seven, is there a streamlined tool for this yet, and what are the features possible at this stage?

Hope you're sleeping Sono ;)

Don't know when I posted what, but there's a second version with more matrixes, and there is an exe with widescreen patches and debug text, and also experimental GBA support.

Edit: got a job, so I don't sleep anymore. I literally enter the house in my sleeptime.
 

RocketRobz

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No, the general upscaling, not sure I'm gonna be widescreening, if it stretches the image? Or does it simply widen the game's camera?
Both. It's anamorphic widescreen.
A widescreen cheat code will squish the image, and then the patched TWL_FIRM will stretch it back out.
 

Waygeek

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Woof. Complicated. This still has to be done on a per game basis right? Got a link to the instructions for just the beginning process? Then I might follow the widescreen part, thanks.
 

RocketRobz

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Woof. Complicated. This still has to be done on a per game basis right? Got a link to the instructions for just the beginning process? Then I might follow the widescreen part, thanks.
Yes, the widescreen cheats need to be done per-game.
TWiLight Menu++ already includes those, though.
 

Waygeek

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And just the regular enhancements too? Got a link to a post that details the latest method for that start to finish? Bit of confusion from this thread from what I can see.

BTW you're not the actual Rocket Robz are you?
 

RocketRobz

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robyspy

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Hi Robz8, I have a little doubt before starting.
In the godmode part1 procedure, after doing step 8 "Select Mount image to drive", I do not understand in step 9 which path to enter, which is the correct one?

Part 1: GodMode9

Go to SYSNAND CTRNAND.
Select title.
Select 00040138.
Select # 0000102. (# is 2 on new3DS, and 0 on old3DS)
Select content.
Select 000000 ##. App. (## represents any number.)
Select NCCH image options ....
Select Mount image to drive.
Enter path, when asked to.
Select exefs.bin
Copy to 0: / gm9 / out
Power off the console.
 

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