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 .

Kohmei

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Is widescreen mode still not filtering horizontally, or did I just install this wrong?
I'm getting inconsistent horizontal pixel sizes that's creating this weird shimmering effect
 

Sono

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Does this "bad code" cause the twlbg bug as well? Or are they unrelated?

Same LCD synchronization code is used in TwlBg as well, including the janky capture card driver.

Is widescreen mode still not filtering horizontally, or did I just install this wrong?
I'm getting inconsistent horizontal pixel sizes that's creating this weird shimmering effect

Only GPU scaling can do true filtering, but you lose the ability to use custom scale matrixes. You either get bad filtering (custom MTX scale matrixes), or you get full filtering but as a blurry mess (GPU upscaling).
 

Kohmei

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Only GPU scaling can do true filtering, but you lose the ability to use custom scale matrixes. You either get bad filtering (custom MTX scale matrixes), or you get full filtering but as a blurry mess (GPU upscaling).
Can I enable GPU scaling or is that not a feature?
 

Kohmei

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GPU scaling is one of the "patches". The latest version should tell you a button combo to press to access patches.
Mine says Build 2020/02/09, which I got from the OP. No mention of patches, just a scale list

Edit: Ah, I see. The wiki has a more recent build.
 
Last edited by Kohmei,

AlterL

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So I gotta ask does this mean that there could be a patch to switch the screen in some games? Meaning to change for example the top screen to the bottom screen?
 

CuinnWatson

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I just upgraded from a very old version, and man.. the new GPU-scaled widescreen looks great.
I'm a bit out of the loop here, but is there a way to stretch GBA virtual console games to fullscreen?
 

Sono

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So I gotta ask does this mean that there could be a patch to switch the screen in some games? Meaning to change for example the top screen to the bottom screen?

That was removed because it only worked in DS mode.

I just upgraded from a very old version, and man.. the new GPU-scaled widescreen looks great.
I'm a bit out of the loop here, but is there a way to stretch GBA virtual console games to fullscreen?

Yes. Hold Y while TWPatch is starting, and that'll unlock the secret AGB_FIRM patch menu.
 
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Statesman

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Does anyone know a way to have Twilight Menu run completely Widescreen on a 3ds? Some time ago, I managed to get full-widescreen on Twilight Menu++ using TWPatch by mistake...but I can't replicate it with the latest TWLM.
 

bfoos

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Does anyone know a way to have Twilight Menu run completely Widescreen on a 3ds? Some time ago, I managed to get full-widescreen on Twilight Menu++ using TWPatch by mistake...but I can't replicate it with the latest TWLM.
I'm not sure why you want to do this but... In Twilight Menu++ settings (Make sure you are using v16+), set the default screensize to 4:3, then launch an NDS ROM with widescreen support with its per-game setting to 16:10 and viola! See the following Github issue for more detailed inspiration,,,

https://github.com/DS-Homebrew/TWiLightMenu/issues/1142
 
Last edited by bfoos,

RacsoSakuraba

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That was removed because it only worked in DS mode.



Yes. Hold Y while TWPatch is starting, and that'll unlock the secret AGB_FIRM patch menu.
But if I use DS mode for only GBARunner2 in botton screen that isn't good for x1.5 resolution with the original scaling? I only ask
 
Last edited by RacsoSakuraba,

Sono

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But if I use DS mode for only GBARunner2 in botton screen that isn't good for x1.5 resolution with the original scaling? I only ask

Unless you're playing WarioWare: Twisted!, you're probably better off with open_agb_firm, unless you have a game which has save detection fails with open_agb_firm, or you really just want to use GBARunner2.

I have done screen swap before, and I can also do 1.5x scaling (so the random garbage is cut off caused by the graphics emulation), you just have to decide which screen you want GBARunner2 to run on. You only need screen swap if you want to play on the bottom screen.
 

yuyuyup

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@Sono I'm sorry if this has already been answered, why are DS (and gba) games capable of extra widescreen, does it mean ds/gba games were programmed with a wider screen in mind? Or is the wider screen a result of the "culled" space treated like other consoles ("culling" areas the camera isn't focused upon, thus reducing system demand?) Can that "culling" be observed in any known games using the widescreen patch? (like, seeing the game elements vanishing and manifesting on the edges of the screen.) Thank you for all of your work and success.
 

ghjfdtg

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@Sono I'm sorry if this has already been answered, why are DS (and gba) games capable of extra widescreen, does it mean ds/gba games were programmed with a wider screen in mind? Or is the wider screen a result of the "culled" space treated like other consoles ("culling" areas the camera isn't focused upon, thus reducing system demand?) Can that "culling" be observed in any known games using the widescreen patch? (like, seeing the game elements vanishing and manifesting on the edges of the screen.) Thank you for all of your work and success.
No. DS and DSi games are made for 256x192. Widescreen works by changing the aspect ratio the game renders in squishing the output and trying to cram more into the 256 pixels. As you probably can imagine there is quite some loss of details because of this. On the 3DS side this is then stretched to fix the aspect ratio and fill the screen. This is the best you can make out of the situation because the output resolution of the DSi hardware is fixed in silicon.

so does GPU scaling unlock allot of potential for different scaling methods?
The GPU is too castrated (no fragment shaders) to implement custom scaling algorithms. Trying to work around this using cursed vertex- and geoshader tricks might be too slow. But we can combine nearest, linear and matrix scaling in arbitrary ways.
 

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