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 .

Sono

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oh i get it, would be cool if there was a color restoration patch someday

The problem is is that I don't have a DSi, and my DSLite is fried, so I don't have a comparison base sadly. Perhaps if someone could make a color curve test of both 3DS and DS(i) screens then I could look into color vibrancy, but at this moment I can't.
 

moke_2140

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picture quality is better on dsi that's for sure, but with sono's patch and maybe a color restoration patch or something, it could look pretty close
 
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Sono

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i have a question, does the widescreen patch have a scaling filters or i have to apply one w/ the cia? thanks!

Nope, not yet. Since the exe is a debugging tool, and was not intended to be released, it doesn't include any scale matrixes. Besides, the patch wipes the X scaler clean, so it's also very useless.
 
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H123

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Hello, I followed the instructions to play the game in widescreen and am using the latest bootstrap and twilightmenu. I am trying to play super mario 64 ds in widescreen but it is only coming out as 4:3. I've redone the instructions a few times now but no change. I made sure I have my Widescreen.cxi in the TwlBg folder inside the _nds/TwilightMenu folder and I changed the setting to 16:10 in the settings. I also enabled Loading external FIRMs and modules in Luma. I am playing my games from the flashcart, R4i 3DS GOLD Plus. Anyone know what might be wrong?
 

RocketRobz

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Hello, I followed the instructions to play the game in widescreen and am using the latest bootstrap and twilightmenu. I am trying to play super mario 64 ds in widescreen but it is only coming out as 4:3. I've redone the instructions a few times now but no change. I made sure I have my Widescreen.cxi in the TwlBg folder inside the _nds/TwilightMenu folder and I changed the setting to 16:10 in the settings. I also enabled Loading external FIRMs and modules in Luma. I am playing my games from the flashcart, R4i 3DS GOLD Plus. Anyone know what might be wrong?
It appears you missed my reply. :P
https://gbatemp.net/threads/ds-i-3d...menu-replacement.472200/page-403#post-8795106
 

Sono

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Thanks to @Gericom for his idea, it turns out his idea is possible in reality! We present to y'all, DS<-->ARM11 communication!

With this new discovery, it's possible to finally connect the DS and the 3DS world for extended features, including analog input (readable Circle Pad), extra hardware support (gyroscope is possible, but still work in progress), and custom trainers embedded into DS homebrew (via code upload to ARM11).

We're still experimenting with the idea, but in the meantime, here is a demo he made:


We're looking into how to put the communication driver into games to allow game patch makers to easily integrate it into their patches.
 
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wait... if we have access to arm11/communication... Could this mean wireless screen capture for ds mode?
 

Valery0p

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Whoah, woah, woah, wait a minute... This is really something...
How much of the 3ds features can we use with this "link"? How does it work? What are its limitations?
Like, can we finally access the extra ram to be used as cache for nds bootstrap? Man I've dreamed of this for years...
Or maybe, can the ARM11 at least access the sd card directly, without any bottleneck?
And at last, can we, like, patch the wifi code on the fly to use the WPA2 networks?

Lol now I can't sleep for the hype :rofl2:
 
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Gericom

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Whoah, woah, woah, wait a minute... This is really something...
How much of the 3ds features can we use with this "link"? How does it work? What are its limitations?
Like, can we finally access the extra ram to be used as cache for nds bootstrap? Man I've dreamed of this for years...
Or maybe, can the ARM11 at least access the sd card directly, without any bottleneck?
And at last, can we, like, patch the wifi code on the fly to use the WPA2 networks?

Lol now I can't sleep for the hype :rofl2:
Well, the communication is not very fast. You won't be using it to expand memory or so. And the arm11 can also not access main memory while it is used by ds mode (switched away). As for wifi code, you wouldn't need arm11 for that since dsi wifi can access wpa2 anyway. But mapping ds wifi to dsi wifi is difficult because it's entirely different, and besides is there still no useable implementation of dsi wifi.
But, other than that, a lot of the peripherals of the 3ds that don't require high speeds should be sort of possible to implement (things like circle pad, extra buttons, gyro, maybe ir, maybe rgb led and that kind of things)
 
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Valery0p

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Well, the communication is not very fast. You won't be using it to expand memory or so. And the arm11 can also not access main memory while it is used by ds mode (switched away). As for wifi code, you wouldn't need arm11 for that since dsi wifi can access wpa2 anyway. But mapping ds wifi to dsi wifi is difficult because it's entirely different, and besides is there still no useable implementation of dsi wifi.
Thanks for your reply... I thought it would be somewhat limited to little memory manipulations...
Still, this is an amazing discovery, there are a lot of new possibilities from now on, thanks again for all your work guys ^_^
 

Valery0p

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How is this implemented? I saw changes recently made by @Gericom regarding RTC registers on 3dbrew.
You have an eagle eye ;) quote the TWL mode hacking discord server (I can only read right now)
It works because the real time clock (rtc) is partially emulated by twlbg on arm11. It is possible to write to the rtc registers from ds side and read them on arm11 side and write things back. Since there are 2 unused registers the rtc just keeps working like normal
 

Gericom

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How is this implemented? I saw changes recently made by @Gericom regarding RTC registers on 3dbrew.
Yes, it communicates using ds rtc registers (for now at least). The ds rtc is partially software emulated, and as such the registers are read/writable from arm11. Two registers are unused which allows to use them for communication without disturbing the normal rtc functions.
 

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