By the way, would it be possible to integrate into akmenu-next the option to disable widescreen individually for each NDS game? There are NDS games that don't support widescreen (the game crashes), and I have to disable it from the Luma settings for all of them.
AKMenu-Next doesn't explicitly support Widescreen, although it may be via nds-bootstrap that allows for it. Is disabling it per game something that Twilightmenu++ lets you do?
AKMenu-Next doesn't explicitly support Widescreen, although it may be via nds-bootstrap that allows for it. Is disabling it per game something that Twilightmenu++ lets you do?
Yes, akmenu-next does support widescreen, both the menu and the NDS games. Installing the TwlBg.cxi file in the sd:/luma/sysmodules/ folder enables it.
The creator of Twilightmenu++ told me that it is possible to disable it from the menu in each game individually, although in the last version of Twilightmenu++ (when I was using it) I tried to disable it and it didn't work.
Yes, akmenu-next does support widescreen, both the menu and the NDS games. Installing the TwlBg.cxi file in the sd:/luma/sysmodules/ folder enables it.
The creator of Twilightmenu++ told me that it is possible to disable it from the menu in each game individually, although in the last version of Twilightmenu++ (when I was using it) I tried to disable it and it didn't work.
I no longer have Twilightmenu++ installed, I prefer akmenu-next because the interface loads much faster and I only use it for playing Nintendo DS games.
Yesterday I asked the creator of Twilightmenu++ about this and this is what he replied.
I no longer have Twilightmenu++ installed, I prefer akmenu-next because the interface loads much faster and I only use it for playing Nintendo DS games.
Yesterday I asked the creator of Twilightmenu++ about this and this is what he replied.
I spoke with the Twilight devs about how this is implemented, Twilight uses a whitelist to selectively enable/disable it for known widescreen supported games and it involves checking for widescreen mod, checking if the game has a supported widescreen patch and moving files around to disable it and then re-enabling it upon rebooting back to the menu.
So I would need to support all that in AKMenu-Next for the feature to work properly, but that would take a fair bit of extra work.
But in any case the 3DS widescreen mode is not a very stable hack in the first place (I don't use it for that reason on my N3DS) and I feel its not within the scope of AKMenu-Next. Maybe it will change later on, I do know the Widescreen Luma patch is being rewritten by one of the devs.
I spoke with the Twilight devs about how this is implemented, Twilight uses a whitelist to selectively enable/disable it for known widescreen supported games and it involves checking for widescreen mod, checking if the game has a supported widescreen patch and moving files around to disable it and then re-enabling it upon rebooting back to the menu.
So I would need to support all that in AKMenu-Next for the feature to work properly, but that would take a fair bit of extra work.
But in any case the 3DS widescreen mode is not a very stable hack in the first place (I don't use it for that reason on my N3DS) and I feel its not within the scope of AKMenu-Next. Maybe it will change later on, I do know the Widescreen Luma patch is being rewritten by one of the devs.
Ah, I thought the widescreen toggle function was simpler. If that's the case, I understand perfectly.
Yesterday I had widescreen enabled in a Nintendo DS game and it seemed to be working fine, but during cutscenes it would freeze and I'd get screenshots like these, so I had to turn it off.
Even so, thank you very much for this project, this simplicity for playing NDS games is much appreciated.
Ah, I thought the widescreen toggle function was simpler. If that's the case, I understand perfectly.
Yesterday I had widescreen enabled in a Nintendo DS game and it seemed to be working fine, but during cutscenes it would freeze and I'd get screenshots like these, so I had to turn it off.
Even so, thank you very much for this project, this simplicity for playing NDS games is much appreciated.
Ah, I thought the widescreen toggle function was simpler. If that's the case, I understand perfectly.
Yesterday I had widescreen enabled in a Nintendo DS game and it seemed to be working fine, but during cutscenes it would freeze and I'd get screenshots like these, so I had to turn it off.
Even so, thank you very much for this project, this simplicity for playing NDS games is much appreciated.
I've been comparing the nds-bootstrap.ini file from akmenu-next and the one from TWiLight Menu++, and it would be nice to add the ability to configure nds-bootstrap like TWiLight Menu++ does. This would especially improve compatibility with NDS games and prevent errors.
I've been comparing the nds-bootstrap.ini file from akmenu-next and the one from TWiLight Menu++, and it would be nice to add the ability to configure nds-bootstrap like TWiLight Menu++ does. This would especially improve compatibility with NDS games and prevent errors.
AKMenu-Next writes the INI file differently to Twilightmenu++. Twilightmenu++ has some fields in the INI that also do apply to your console, its more of a broad template. And some of them are not configurable in Twilight either and are for test/dev purposes. Also some of these fields are for loading DSiWare which AKMenu-Next doesn't support for nds-bootstrap (and it's implementation is far too complex for me to add).
AKMenu-Next only writes what is needed to the INI to keep it clean, For example if you enable "DS Phat Colours", AKMenu-Next will write it to the INI. If you disable it, it is removed from the INI, nds-bootstrap treats a missing INI flag as 0 or false.
There are some missing like Card read DMA and Boost CPU but they are planned to be added.
But I can assure you that game compatibility is the same between the two menus (maybe except card read DMA ofc)
AKMenu-Next writes the INI file differently to Twilightmenu++. Twilightmenu++ has some fields in the INI that also do apply to your console, its more of a broad template. And some of them are not configurable in Twilight either and are for test/dev purposes. Also some of these fields are for loading DSiWare which AKMenu-Next doesn't support for nds-bootstrap (and it's implementation is far too complex for me to add).
AKMenu-Next only writes what is needed to the INI to keep it clean, For example if you enable "DS Phat Colours", AKMenu-Next will write it to the INI. If you disable it, it is removed from the INI, nds-bootstrap treats a missing INI flag as 0 or false.
There are some missing like Card read DMA and Boost CPU but they are planned to be added.
But I can assure you that game compatibility is the same between the two menus (maybe except card read DMA ofc)
You know with AKMenu-Next 2.2.x, pico-loader 1.6.0, nds-bootstrap, and the emulator plus video plugins I can pretty confidently say the DSpico can replace all of my other flashcards. Wood UI, bult in emulator launching including GBA from slot-1, DSi SD card access, video playback, etc. It does it all. And GBARunner3 runs better than the DSTWO's GBA emulators anyway without a second CPU. This really is the best flashcart frontend/firmware AIO now.
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