Homebrew [DS(i)/3DS] TWiLight Menu++ - GUI for DS(i) games, and DS(i) Menu replacement

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How would someone go about creating a custom LUT/screen filter? Is it like a certain type of multi-point cube lut, 3d, 2d, etc? Is there a specific tool we should be using to generate them?
The screen color filters are made from images similar to this default one:
Default.png


There is no tool to create the ".lut" files from those images, so instead, the images are launched using TWLMenu++'s image viewer, and the data of the displayed images are made as RAM dumps using NO$GBA, and then saved as ".lut" files at 64KB (0x10000 bytes).
 
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Hello,

I'm using akmenu-next with nds-bootstrap (2.15.0, the latest version) on my Nintendo 3DS, and when I play Code Lyoko nds, I get these screenshots. They only appear when a cutscene plays in the game, at the beginning, middle, or end. I play NDS games in widescreen mode and I don't use any cheats.

a6f8f658-af35-4329-84b6-9af1492268e9.jpg
 

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Hello,

I'm using akmenu-next with nds-bootstrap (2.15.0, the latest version) on my Nintendo 3DS, and when I play Code Lyoko nds, I get these screenshots. They only appear when a cutscene plays in the game, at the beginning, middle, or end. I play NDS games in widescreen mode and I don't use any cheats.

View attachment 572977
Try turning off widescreen then.
If the issue persists, try turning off card read DMA in the per-game settings menu.

Wrong thread, btw. (This is for TWiLight Menu++, not akmenu-next.)
 
Try turning off widescreen then.
If the issue persists, try turning off card read DMA in the per-game settings menu.

Wrong thread, btw. (This is for TWiLight Menu++, not akmenu-next.)
I posted this in this thread because akmenu-next isn't responsible for nds-bootstrap. nds-bootstrap is your creation, along with TWiLight Menu++, which is why I posted it here.

I've disabled widescreen and the game works perfectly, thank you very much.

One question. Is it possible to disable widescreen in a single game? I had to disable it from the Luma settings.
 
Last edited by crismu2000,
I posted this in this thread because akmenu-next isn't responsible for nds-bootstrap. nds-bootstrap is your creation, along with TWiLight Menu++, which is why I posted it here.

I've disabled widescreen and the game works perfectly, thank you very much.

One question. Is it possible to disable widescreen in a single game? I had to disable it from the Luma settings.
Turn it back on in Luma settings, then in TWLMenu++, press the Y button to open the per-game settings menu, then change the Screen Aspect Ratio setting to 4:3.
 
Turn it back on in Luma settings, then in TWLMenu++, press the Y button to open the per-game settings menu, then change the Screen Aspect Ratio setting to 4:3.
The game crashed again, another red screen, although it was an isolated incident, not as frequent as when widescreen was enabled.

It only happens during cutscenes. Would turning off card read DMA fix it?
 
The game crashed again, another red screen, although it was an isolated incident, not as frequent as when widescreen was enabled.

It only happens during cutscenes. Would turning off card read DMA fix it?
Not sure, since turning it off didn't fix it last time.
Open TWLMenu++ Settings and check what "Screen Color Filter" (not "Screen Aspect Ratio") is set to. If it's set to "Default", and if DS Phat colors are turned off in the per-game settings menu when the crash occurred, then try turning off card read DMA again.
 
Not sure, since turning it off didn't fix it last time.
Open TWLMenu++ Settings and check what "Screen Color Filter" (not "Screen Aspect Ratio") is set to. If it's set to "Default", and if DS Phat colors are turned off in the per-game settings menu when the crash occurred, then try turning off card read DMA again.
I tried the game on another Nintendo 3DS I own, and the cutscene didn't crash. I had widescreen and the DMA reader enabled. On the other console, I had akmenu-next, and on this one, I have TWLMenu++. I don't think it's related to the menu since both use nds-bootstrap. The microSD card in my first Nintendo 3DS might be corrupted. I'll keep investigating.

Now that I'm talking to you, I'd like to ask two things.

1. Is it possible to skip the TWLMenu++ intro? So that pressing a button takes you directly to the menu. The intro takes so long to load is infuriating, and that's why I switched to akmenu-next.

2. Some Nintendo 3DS users only want TWLMenu++ to play NDS games, since mGBA and open_agb_firm are available for GBA games. Wouldn't it be better to move the GBA files to the AddOn-VirtualConsole package? Or release a light version of TWLMenu++, many users just want to quickly access the menu interface and play NDS games.
 
I tried the game on another Nintendo 3DS I own, and the cutscene didn't crash. I had widescreen and the DMA reader enabled. On the other console, I had akmenu-next, and on this one, I have TWLMenu++. I don't think it's related to the menu since both use nds-bootstrap. The microSD card in my first Nintendo 3DS might be corrupted. I'll keep investigating.

Now that I'm talking to you, I'd like to ask two things.

1. Is it possible to skip the TWLMenu++ intro? So that pressing a button takes you directly to the menu. The intro takes so long to load is infuriating, and that's why I switched to akmenu-next.

2. Some Nintendo 3DS users only want TWLMenu++ to play NDS games, since mGBA and open_agb_firm are available for GBA games. Wouldn't it be better to move the GBA files to the AddOn-VirtualConsole package? Or release a light version of TWLMenu++, many users just want to quickly access the menu interface and play NDS games.
  1. That is already possible. If you want to turn it off, you can do so in TWLMenu++ Settings.
  2. The Virtual Console add-on was made due to some users only wanting to play DS games (also to save space for those who don't want to play non-DS games).
    GBARunner is part of the default installation because the DSi isn't natively backwards compatible with GBA games (and being the only console in the DS family to not do so). That said, it would be a good idea to split GBARunner from 3DS installations of TWLMenu++ (to maybe a 3DS-specific Virtual Console add-on).

    Add-ons we're created because TWLMenu++ was getting large due to features such as extra UI music, emulators, and multimedia apps. By not installing any add-ons, you are already using a light version of TWLMenu++.
 
  1. That is already possible. If you want to turn it off, you can do so in TWLMenu++ Settings.
  2. The Virtual Console add-on was made due to some users only wanting to play DS games (also to save space for those who don't want to play non-DS games).
    GBARunner is part of the default installation because the DSi isn't natively backwards compatible with GBA games (and being the only console in the DS family to not do so). That said, it would be a good idea to split GBARunner from 3DS installations of TWLMenu++ (to maybe a 3DS-specific Virtual Console add-on).

    Add-ons we're created because TWLMenu++ was getting large due to features such as extra UI music, emulators, and multimedia apps. By not installing any add-ons, you are already using a light version of TWLMenu++.
Is it possible to disable the intro and go directly to this menu? I've been looking in the settings and haven't found anything.

1778986248041.png


I understand, the DSi doesn't have the hardware to play GBA games natively. That's my perspective as a Nintendo 3DS user, because there are better alternatives for playing non-NDS games, and many of us just want the menu to load very quickly when we open the program and to have very few files on the SD card. Akmenu-next is a good concept, but as I've used it, I've realized it lacks many features, such as the option to disable the DMA reader, the option to change the widescreen view, etc.

Speaking of the widescreen view, I enabled widescreen in Luma's settings, changed the widescreen view to 4:3 in both TWLMenu++'s settings and the game options, and nothing changed; widescreen is still enabled.

By the way, it would also be nice to add the option to change the size of the NDS game save file.

1778987553038.png


1778987575618.png
 
Is it possible to disable the intro and go directly to this menu? I've been looking in the settings and haven't found anything.

View attachment 573336
The setting is called "TWLMenu++ Splash Screen" and is in the GUI settings page (seen after opening TWLMenu++ Settings).
Make sure you've scrolled through the whole page if you don't see the setting.
I understand, the DSi doesn't have the hardware to play GBA games natively. That's my perspective as a Nintendo 3DS user, because there are better alternatives for playing non-NDS games, and many of us just want the menu to load very quickly when we open the program and to have very few files on the SD card. Akmenu-next is a good concept, but as I've used it, I've realized it lacks many features, such as the option to disable the DMA reader, the option to change the widescreen view, etc.

Speaking of the widescreen view, I enabled widescreen in Luma's settings, changed the widescreen view to 4:3 in both TWLMenu++'s settings and the game options, and nothing changed; widescreen is still enabled.
You'll need to re-follow the widescreen guide then: https://wiki.ds-homebrew.com/ds-index/rtcom
TWiLight Menu++ itself is not supposed to run in widescreen.
By the way, it would also be nice to add the option to change the size of the NDS game save file.
Why do you want that?
 
The setting is called "TWLMenu++ Splash Screen" and is in the GUI settings page (seen after opening TWLMenu++ Settings).
Make sure you've scrolled through the whole page if you don't see the setting.

You'll need to re-follow the widescreen guide then: https://wiki.ds-homebrew.com/ds-index/rtcom
TWiLight Menu++ itself is not supposed to run in widescreen.

Why do you want that?
I just checked the TWLMenu++ settings page and you're right, I hadn't scrolled all the way down. Now TWLMenu++ opens just as fast as akmenu-next.

Pues ojalá implementes la idea de crear un nuevo addon para los usuarios de la Nintendo 3DS, ya que hay usuarios que solo usamos TWLMenu++ para jugar a juegos nds y queremos la menor cantidad de archivos posibles en la tarjeta SD.

Regarding the possibility of changing the size of NDS game saves, I mention this because flashcards only support 512 KB saves, and it would be great to be able to transfer a TWLMenu++ save to the flashcard without having to convert it.

I only have the TwlBg.cxi file installed in the sd:/luma/sysmodules/ folder, and even then, it forces us to view it in widescreen mode without having it enabled. In TWLMenu++'s options and the game settings, I have 4:3 enabled (as you can see in the screenshots I sent you), and yet it still displays in widescreen. The only solution is to disable it in Luma's settings. Many users have reported this problem. Try it yourself and you'll see.
 
Regarding the possibility of changing the size of NDS game saves, I mention this because flashcards only support 512 KB saves, and it would be great to be able to transfer a TWLMenu++ save to the flashcard without having to convert it.
Do the games not recognize the saves if they're less than 512KB?
I only have the TwlBg.cxi file installed in the sd:/luma/sysmodules/ folder, and even then, it forces us to view it in widescreen mode without having it enabled. In TWLMenu++'s options and the game settings, I have 4:3 enabled (as you can see in the screenshots I sent you), and yet it still displays in widescreen. The only solution is to disable it in Luma's settings. Many users have reported this problem. Try it yourself and you'll see.
The reason why you (and others) are having this issue is because the "TwlBg.cxi" file in "sd:/luma/sysmodules/" is the widescreen version (which should already be in "sd:/_nds/TWiLightMenu/TwlBg/" named as "Widescreen.cxi").
Seeing as the aspect ratio setting is still visible, you just need to delete "TwlBg.cxi" in "sd:/luma/sysmodules/" to fix this issue.

If you (or others reading) still want to use C-Pad patches, the guide has now been updated to add a step to ensure widescreen is disabled in the patch menu after re-running TWPatch.
 
Last edited by RocketRobz,
Do the games not recognize the saves if they're less than 512KB?

The reason why you (and others) are having this issue is because the "TwlBg.cxi" file in "sd:/luma/sysmodules/" is the widescreen version (which should already be in "sd:/_nds/TWiLightMenu/TwlBg/" named as "Widescreen.cxi").
Seeing as the aspect ratio setting is still visible, you just need to delete "TwlBg.cxi" in "sd:/luma/sysmodules/" to fix this issue.

If you (or others reading) still want to use C-Pad patches, the guide has now been updated to add a step to ensure widescreen is disabled in the patch menu after re-running TWPatch.
1. If I move the TwlBg.cxi file from the sd:/luma/sysmodules/ folder, will I then be able to play original NDS cartridges in widescreen mode? I'd also like to play original NDS cartridges in widescreen mode.

2. What is the widescreen.pck file in the sd:/_nds/TWiLightMenu/extras folder for?

3. I've tested it, and yes, the flashcards recognize saves smaller than 512 KB. Excuse my ignorance, I haven't used the console in many years and I'm a bit lost.
 
Last edited by crismu2000,
1. If I move the TwlBg.cxi file from the sd:/luma/sysmodules/ folder, will I then be able to play original NDS cartridges in widescreen mode? I'd also like to play original NDS cartridges in widescreen mode.
Yes, you just need to launch them using TWiLight Menu++ with the "Screen Aspect Ratio" setting set to 16:10 in TWLMenu++ Settings.
Since it looks like you're using the 3DS UI in TWLMenu++, touch the game card icon on the top of the bottom screen.
2. What is the widescreen.pck file in the sd:/_nds/TWiLightMenu/extras folder for?
"widescreen.pck" includes cheats which squish the 3D FOV horizontally in order to display more on the sides.
If there's a cheat found for the launched game, TWiLight Menu++ will reboot the console into the "Widescreen.cxi" file which stretches the top screen to 16:10 in order for the screen to look proper and non-squished when the cheat is activated. Only 2D elements such as the HUD or some game's title screens will look stretched.
 
Yes, you just need to launch them using TWiLight Menu++ with the "Screen Aspect Ratio" setting set to 16:10 in TWLMenu++ Settings.
Since it looks like you're using the 3DS UI in TWLMenu++, touch the game card icon on the top of the bottom screen.

"widescreen.pck" includes cheats which squish the 3D FOV horizontally in order to display more on the sides.
If there's a cheat found for the launched game, TWiLight Menu++ will reboot the console into the "Widescreen.cxi" file which stretches the top screen to 16:10 in order for the screen to look proper and non-squished when the cheat is activated. Only 2D elements such as the HUD or some game's title screens will look stretched.
I followed the instructions and everything works perfectly. Some games launch in widescreen, but others don't, even though the option is enabled.

How does TWLMenu++ work to decide which games launch in widescreen and which don't? How does it function? Is there a compatibility list included?
 
Last edited by crismu2000,
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Hi. I ordered a DSPico and i plan to use Twilight++ running from SD Card of my DSi, to show DSi splash boot (H&S screen) them auto-boot the flashcart in slot-1. In that way , Is the DSPico will work in fully capacity, since i setted to the direct method of boot in slot-1 on Misc settings of TWL++? I have my doubts 'cause after some research, i read that to the flashcart uses the potencial of DSi clock and memory, SCFG in slot-1 option need to be ON, but with this option enabled, some retail carts like Mario&Luigi Bowser's Inside don't boot at all via slot-1 autoboot. Is this expected? Is anyone tried to run DSPico after Twilight++ boot the DSi splash and auto start slot-1 carts @RocketRobz ?
Thanks!
 
Last edited by DarthMotzkus,
v27.24.0 New
Hi. I ordered a DSPico and i plan to use Twilight++ running from SD Card of my DSi, to show DSi splash boot (H&S screen) them auto-boot the flashcart in slot-1. In that way , Is the DSPico will work in fully capacity, since i setted to the direct method of boot in slot-1 on Misc settings of TWL++? I have my doubts 'cause after some research, i read that to the flashcart uses the potencial of DSi clock and memory, SCFG in slot-1 option need to be ON, but with this option enabled, some retail carts like Mario&Luigi Bowser's Inside don't boot at all via slot-1 autoboot. Is this expected? Is anyone tried to run DSPico after Twilight++ boot the DSi splash and auto start slot-1 carts @RocketRobz ?
Thanks!
The "SCFG access for Slot-1" option is only needed for regular DS flashcards. It is not needed for DSpico.
Also, "Auto-start Slot-1" will work fine with the DSpico.



v27.24.0-v27.24.1: Rocket Robz' Birthday Releases
Includes nds-bootstrap v2.16.0 (GBATemp thread)

To celebrate Rocket Robz' birthday, the Rocket Robz logo (if enabled) has been updated with an improved background and text display (plus a shadow appearing underneath Robz for a 3D-like effect)!

What's new?​

  • As some of the emulators included in the Virtual Console add-on have better alternatives for 3DS users, the add-on has been split into Minimal and Full versions.
    • Minimal: Does not include NES/GEN/SNES/GBA emulators (recommended for most users)
    • Full: Does include NES/GEN/SNES/GBA emulators
    • This change only applies to 3DS users. DSi and Flashcard users will still have a version of the add-on which includes all of the emulators (except for GBA, which comes with the default installation).
  • 3DS SD Card: The TID for TWLMenu++ is now written to both `srBackendId.bin` & `srFrontendId.bin` (at `sd:/_nds/nds-bootstrap`) when launching a DS(i) game via nds-bootstrap. This will allow nds-bootstrap to reboot back to TWLMenu++ when quitting a DS(i) game running in DS mode.
  • Added cheat support for when Pico Loader is used as the flashcard game loader.
  • Untested: Box art is now displayed for folders/directories!
  • @lifehackerhansol: Re-enabled support for EZ-Flash Vi autoboot.
  • If the alternate DSTWO DLDI driver is detected (when returning from nds-bootstrap), it'll be switched to the normal one.
  • 3DS UI: Updated the latest supported RVID version to v5.
  • Various: Updated translations.

Bug fixes​

  • Directories with . (dots) in their names are now properly supported in order for nds-bootstrap to run DSiWare from those kinds of directories.
  • Fixed regression which caused some Slot-1 flashcards (and possibly game cards) to not boot.
 
Last edited by RocketRobz,
The "SCFG access for Slot-1" option is only needed for regular DS flashcards. It is not needed for DSpico.
Also, "Auto-start Slot-1" will work fine with the DSpico.


v27.24.0: Rocket Robz' Birthday Release
Includes nds-bootstrap v2.16.0 (GBATemp thread)

To celebrate Rocket Robz' birthday, the Rocket Robz logo (if enabled) has been updated with an improved background and text display (plus a shadow appearing underneath Robz for a 3D-like effect)!

What's new?​

  • As some of the emulators included in the Virtual Console add-on have better alternatives for 3DS users, the add-on has been split into Minimal and Full versions.
    • Minimal: Does not include NES/GEN/SNES/GBA emulators (recommended for most users)
    • Full: Does include NES/GEN/SNES/GBA emulators
    • This change only applies to 3DS users. DSi and Flashcard users will still have a version of the add-on which includes all of the emulators (except for GBA, which comes with the default installation).
  • 3DS SD Card: The TID for TWLMenu++ is now written to both `srBackendId.bin` & `srFrontendId.bin` (at `sd:/_nds/nds-bootstrap`) when launching a DS(i) game via nds-bootstrap. This will allow nds-bootstrap to reboot back to TWLMenu++ when quitting a DS(i) game running in DS mode.
  • Added cheat support for when Pico Loader is used as the flashcard game loader.
  • Box art is now displayed for folders/directories!
  • @lifehackerhansol: Re-enabled support for EZ-Flash Vi autoboot.
  • If the alternate DSTWO DLDI driver is detected (when returning from nds-bootstrap), it'll be switched to the normal one.
  • 3DS UI: Updated the latest supported RVID version to v5.
  • Various: Updated translations.

Bug fixes​

  • Directories with . (dots) in their names are now properly supported in order for nds-bootstrap to run DSiWare from those kinds of directories.
  • Fixed regression which caused some Slot-1 flashcards (and possibly game cards) to not boot.
Happy Birthday RocketRobz!!
 

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