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 .

Sono

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Hi @Sono, I loved this patch. I've intalled it on my son's 2DS and it is amazing. On the other hand, I've installed it on my 2DS and unfortunately, it didn't worked. In my 2DS I installed the latest Twilight Menu and after that I unistalled it and installed the same version of my son's 2DS with Twilight 11.2.0 and it didn't worked too. Any hint?

TWPatch is independent of TWiLightMenu++. What doesn't work? If it doesn't work at all, you'll have to turn off the 2DS, hold SELECT, press Power, and in the menu that pops up, you can release SELECT, check in "Enable game patching" and "Enable module loading" (actual name might be different depending on Luma version), press START to save the settings, and it should work after that.

Pretty cool patch, the default Nintendo scaling is not very good. Thank you, Sono!

I have two questions, might be a bit dumb though, but would it be possible to center the screens on DS games at 1:1 resolution?
And are borders (like the Wii U DS VC) feasible? The black background is kind of distracting.

The centering feature was requested years ago, but sadly I don't have time since months to work on homebrew, or anything really.

As for borders, it's next to impossible to hack it into Nintendo's code. If I get GPU drivers working, I could easily add this as a feature into my own homebrew replacement of TwlBg/AgbBg.

Hi,
Anyone has problem with Pokemon White/Black or White 2/Black 2? After using TWPatcher gives me a white screen. I have twilight menu settings with DS standard, not DSI or DSI forced.

There has to be some other problem, because TWPatcher is independent of TWiLightMenu++.

Are you using latest TWPatcher? There are some known bugs in older versions.
 

Maximoff

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TWPatch is independent of TWiLightMenu++. What doesn't work? If it doesn't work at all, you'll have to turn off the 2DS, hold SELECT, press Power, and in the menu that pops up, you can release SELECT, check in "Enable game patching" and "Enable module loading" (actual name might be different depending on Luma version), press START to save the settings, and it should work after that.

Yeeeeeeesssss! Thank you very much man!! Now it works!!!
 

KungBore

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Hello there! I've got a question about Redshift in TWPatcher: Can I apply the filter with different settings on the screens? For example, the top screen with 0.9 brightness and the bottom one, 0.8 or something like this?
 

Sono

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Hello there! I've got a question about Redshift in TWPatcher: Can I apply the filter with different settings on the screens? For example, the top screen with 0.9 brightness and the bottom one, 0.8 or something like this?

It would be possible, but there is just barely not enough data space to store a second redshift setting. There is enough space for roughly only ~1.6-1.8 screens, if my memory serves correct.
 
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Sono

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Even on a N3DS?

I didn't say RAM, I said data. I need to store the computed redshift data in TwlBg or AgbBg, and there is not enough unused free space to store two screens worth of redshift data. And no, the code to calculate the redshift data is MUCH bigger than the data itself, so that's also not an option sadly.
 
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KungBore

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I didn't say RAM, I said data. I need to store the computed redshift data in TwlBg or AgbBg, and there is not enough unused free space to store two screens worth of redshift data. And no, the code to calculate the redshift data is MUCH bigger than the data itself, so that's also not an option sadly.
Oh, I see now. Thanks for the quick reply!
 
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chainswordcs

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It would be possible, but there is just barely not enough data space to store a second redshift setting. There is enough space for roughly only ~1.6-1.8 screens, if my memory serves correct.

Just wondering, how much free memory do you have to work with?

Also, are there any benefits or meaningful differences in upscaling with GPU instead of CPU?
 

Sono

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Just wondering, how much free memory do you have to work with?

Also, are there any benefits or meaningful differences in upscaling with GPU instead of CPU?

Depends on where I want to put what piece of code.
- runonce code space is around 480bytes, but could be less in AgbBg I think
- there is space reserved for rtcom ~304bytes, but it's probably less than that in TwlBg
- the rest of the space ~108bytes is free for trainers which run every frame

There is no CPU upscaling. It's either done in MTX (the capture card used to record the DS/GBA hardware, so it can be displayed on the 3DS screen), or in GPU (only available with bad hacks, as Nintendo didn't finish this functionality (it was obviously planned, but never completed)).

Edit: GPU upscaling is blurry, but it looks very good if it doesn't hurt your eyes. Otherwise go with MTX, because you can customize the upscale filter.
 

Sono

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Why does MTX inherently look bad? (Or at least subjectively bad)

It uses fixed point math with really low fractional resolution. Not only that, but the filters you can "port" to it are quite limited. Actually calling the upscale filter a matrix is an overstatement, because it doesn't support 3D or 4D matrixes, but two 1D matrixes.
 

Sono

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Trying to get WarioWare twisted to work, but I ran the Patch, and it still won't work, did I miss a step somewhere?

Are you using the special build of GBARunner2? Also, currently it only works on new3DS and 2DS because I didn't implement old3DS gyro yet.
 

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