I'm happy that I could help you out!You are ABSOLUTELY right!!! The GBAVC was the USA version and in OPEN_AGB_Firm I was using the European one thank you very much for your support! How dumb of me
I'm happy that I could help you out!You are ABSOLUTELY right!!! The GBAVC was the USA version and in OPEN_AGB_Firm I was using the European one thank you very much for your support! How dumb of me
Damn, I'm definitely using this version. Thanks for this!I had just finished compiling .cia/.3dsx shortcuts for the first alpha build a few minutes ago and then this one suddenly drops. I've recompiled new versions with the latest build now. You can find them here. Feel free to link in the OP if you like - just add credit to https://github.com/Ordim3n/That-Shortcut-Thingy for providing the tooling.
Note: it does require FastBoot3ds or GodMode9 Firm0 instead of B9S (follow links through to official instructions on GitHub if you would like to do this).
The CIA version requires you to have FastBoot3DS or GodMode9 installed as Firm0 instead of B9S. People would need to follow the official instructions from FastBoot3DS/GodMode9 GitHub pages to set that up first. So it might not be worth the hassle for many people, since the CIA version is just a handy way to reboot into "open_agb_firm mode" from an icon on your home menu. It does NOT give you any new features or let you use Rosalina because you still end up in "open_agb_firm mode". The official .firm and unofficial CIA versions are currently in-sync with build 2020-08-09. So, considering the explanation above, take your pick .Cia version is a shortcut? o is better use cia than start + power on?
Do games look sharper than GBA VC titles?The new color range adjustment looks gorgeous! Much sharper than before.
Has been testing it, definitive replace for the NSUI method (alas injecting to GBA VC). The colors also looks way better. Hope this gets spiced up as time flies by!
i hope to see someday some form of scaling implementation. now we only have two scales: original (way too small on 3ds screen) or that weird full screen that screws with sprites and such (aka no perfect pixel scale).
i hope to see someday some form of scaling implementation. now we only have two scales: original (way too small on 3ds screen) or that weird full screen that screws with sprites and such (aka no perfect pixel scale).
im noob about resolutions lol, so excuse my next question XD: is possible to get at least 1.5 resolution (not fullscreen, but at least more than 1:1 resolution) something like 360 x 240?For that being possible the screen needs to be at least 2x the size of the original output, and the 3DS is only 1.5x of the GBA height resolution, so it won't be possible at all.
im noob about resolutions lol, so excuse my next question XD: is possible to get at least 1.5 resolution (not fullscreen, but at least more than 1:1 resolution) something like 360 x 240?
Is it possible to get 1:1 on the resolution? (I am not a fan of the Vaseline effect caused by non-integer scaling. Give me those razor sharp pixels even if it's a smaller area!)
Sono said:To put it simply, hardware timings align to whack the capture card out of sync, but the code responsible for synchronization is so bad that it can't recover, so it'll get stuck in this cycle where it tries to whack the 3DS LCD into sync, but fails miserably due to a small amount of lag messing up the timing, and it'll stay like this until the capture card is reset and restarted.
The code is so complex that it's easier to just disable the code responsible for this. You can notice when this code is disabled because if you're looking at 60FPS fluid motion, you'll see stutter every once in a while because the LCD timings can NOT be matched without artifacts or within the 3DS LCD's limit.
Does anyone know if this problem is also present in OPEN_AGB_FIRM? It's the bug that slices some of the top part of the image and draws it below instead.
I must be missing something somehow but how do you increase the brightness because its on the lowest brightness by default