Hacking Circle Pad patches for Super Mario 64 DS and other games (in TwilightMenu with TWPatcher and RTCom)

Typhonite

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Does this work with DS Forwarders like YANBF?

Sorry if someone already asked but I tried to search and couldn't find this question or an answer.

I think I set up everything right but when I try executing games that are CPad patched (enabled previously on Twilight Menu and working) through forwarders they simply don't load, it gets stuck in white screen.
 

STJebus

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Does this work with DS Forwarders like YANBF?

Sorry if someone already asked but I tried to search and couldn't find this question or an answer.

I think I set up everything right but when I try executing games that are CPad patched (enabled previously on Twilight Menu and working) through forwarders they simply don't load, it gets stuck in white screen.
  • Games that don't support widescreen (or just mods for games that otherwise support widescreen) may need a separately patched TwlBg. Make two TwlBg versions in TWPatcher, one with widescreen and one without (both should have RTCom). Put the one with widescreen in "_nds/TWiLightMenu/TwlBg/" and rename it to "Widescreen.cxi" (or whatever the official guides say to enable widescreen). Leave the one without widescreen in "/luma/sysmodules" as "TwlBg.cxi". That way, TwilightMenu should swap them when a game has widescreen support and 16:10 mode is set, and not touch them otherwise.
 

Typhonite

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Hey thanks for the quick response!

I tried that, but got some new problems. Though forwarders are now loading with CPad patch enabled, and not stuck at white screen anymore, they take a lot longer to load, it looks like it freezes the system when I click the forwarded game for ~2min (though music from theme continues playing the system goes unresponsive) to then go on with normal game loading, but the games I set up widescreen ratio on TwilightMenu to test (Metroid Prime Hunters, TLOZ: Phantom Hourglass) start up in 4:3, do you know a way around this?
 

shoco

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I hope the Picture sheds some light on the I2C situation. Are the bus IDs also in there? If not I can test a 3rd version of the TestGyro to get these in case they aren't. I typed the code below to make it easier to copy. It seems to be identical to your example.
The bus ids are the numbers before ":" (0, 1, or 2). The table looks absolutely fine.
As I already said you have the third (and the last) kind of gyros where (unlike the other two) the axis X and Y should be swapped and the latter one inverted. At least, that's what I understood from the "rehid" code. Maybe it's not entirely true, I don't know. Either way, here is a version of the mod that should work for your gyro (I've just hardcoded that change). If it won't work properly, then probably this is it, I can't do anything else.

All zeros, I'm afraid:
That's weird, as always. I think it will be a lot easier if you just send me your TwlBg. If you are fine with this idea then this is how you can get it: open TWPatcher, press Y+B, disable all check boxes, especially "rtcom" (you'll need to tick the last checkbox), press B, select the filter "Nintendo default", press Start to generate the TwlBg. Then finally take it from the usual place "/luma/sysmodules/TwlBg.cxi" and send it to me in a private conversation; or chat, or whatever it's called on this website. Basically, don't share it publically, etc.

Does this work with DS Forwarders like YANBF?
Personally, never used them. And I don't remember anyone mentioning in this thread that it would work with the forwarders, so maybe they really don't. As for the widescreen issues, you may find it useful
 

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Ninja-Eule

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The bus ids are the numbers before ":" (0, 1, or 2). The table looks absolutely fine.
As I already said you have the third (and the last) kind of gyros where (unlike the other two) the axis X and Y should be swapped and the latter one inverted. At least, that's what I understood from the "rehid" code. Maybe it's not entirely true, I don't know. Either way, here is a version of the mod that should work for your gyro (I've just hardcoded that change). If it won't work properly, then probably this is it, I can't do anything else.
Yeah, I got that from the original message. I expected it to behave weirdly with the old 3DS mod. I just wanted to tell you the exact behavior in case Metroid treats the gyro inputs differently than the test file you sent.
Everything works perfectly now, thanks again for all the work that you did.
I hope that you can fix emcintosh gyro as well.
@emcintosh Does it work in 3DS games? If so then maybe there is something wrong with Twilight Menu. Have you tried reinstalling it?
 
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Typhonite

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From my latest tests, the CPad patch do work with fowarded NDS games, but makes the 1st loads way slower. After the 1st or 2nd game taking way more time, it will load normally and work as intended (tested 2 games, I'm not sure if it happens only on the 1st time you play a game patched, or if everytime the system is reset though).

Now I'm having some trouble with Widescreen, it seems either I have some setup done wrong or it doesn't work with forwarders, but I'll double check all of the steps on the troubleshooting from the link you sent, thanks!
 

PiPPiN640

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I can't get them to work, the game keeps hanging at the start, idk if I got the wrong cheat, or the patcher is outdated or even the Twlightmenu no longer supports it
 

Maeson

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In this case, the Circle Pad is essentially mapped to the DPad, so it may not be comparable to the touch screen controls. But If I understand you correctly, you can find the number "00027027" (it's in hexadecimal) in the cheat code and try to change it to something else (like "0004E04E", to be twice as strong)

I know some time has passed, but I've been playing with this version of the code on an Eur version, it works really well.

It makes it a bit harder to turn on very tight ground, but it much easier to go up ramps and such. Thank you, Shoco.
 

Xyvir

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From my latest tests, the CPad patch do work with fowarded NDS games, but makes the 1st loads way slower. After the 1st or 2nd game taking way more time, it will load normally and work as intended (tested 2 games, I'm not sure if it happens only on the 1st time you play a game patched, or if everytime the system is reset though).

Now I'm having some trouble with Widescreen, it seems either I have some setup done wrong or it doesn't work with forwarders, but I'll double check all of the steps on the troubleshooting from the link you sent, thanks!
WIth forwarders you need to hold the Y button while the game is loading to get to a menu where you can enable cheats or set widescreen vs default aspect ratio
 

Eltrik_Ave

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I've been trying to get LEGO Star Wars with c-pad but it gets stuck at a black screen when launching. Disabling it lets the game launch as normal. Is there anything that I need to do to get it to work?
 

Chalkin

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Is there any way to use these cheats on an emulator? I've tried inputting these codes in MelonDS, DeSmuME, and Retroarch, but it seems they all have character length limits for their cheats.

I'm personally more interested in playing these on PC than modding my 3DS, so I don't really know what the process is like with TWPatcher and all of that, but would it be possible to patch the rom directly, like a romhack? It feels like that wouldn't really be possible but I would really love to play these games on Steam Deck with these patches... Either way, thank you for making these! Any help would be appreciated!
 

emcintosh

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Is there any way to use these cheats on an emulator? I've tried inputting these codes in MelonDS, DeSmuME, and Retroarch, but it seems they all have character length limits for their cheats.

I'm personally more interested in playing these on PC than modding my 3DS, so I don't really know what the process is like with TWPatcher and all of that, but would it be possible to patch the rom directly, like a romhack? It feels like that wouldn't really be possible but I would really love to play these games on Steam Deck with these patches... Either way, thank you for making these! Any help would be appreciated!
I would expect not, as your DS emulator isn't emulating the 3DS hardware!
There is a special build of DeSmuME that gives you analog movement in Mario 64 using a fictional GBA-slot analog stick dongle.
I am not aware of analog mods for any other DS games in emulators. Maybe ask the creator of the SM64 DeSmuME mod for details of how they got the game to accept GBA-slot signals as touchscreen input? It might be possible to implement it in other games that use the touchscreen for analog movement.
 

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