Homebrew Can hacking open up the other 400 pixels?

Hmm, you need to think of the physics involved. When you have all the pixels enabled, one set of photons gets sent to one eye and the other gets sent to the other eye due to the parallax barrier.

In the 3DS, they are stacked horizontally, which means when you disable the parallax barrier (put it into 2D mode), you double the screen resolution.

I'm not sure what practical purpose that would serve though since the extra pixels were designed for 3D, not 2D other than the fact that the resolution is high enough that instead of seeing individual pixels, you just see horizontal lines when you switch to 2D mode. So yes, you most certainly can see all 800 pixels with one eye when the parallax barrier is disabled. This can be verified by anyone with decent vision or a simple magnifying glass and it also makes a priori sense from the physics involved.

But what are you going to do with the extra pixels even if the 3DS lets you change their values individually in 2D mode? Other than drawing a thinner vertical line, what use are they? Also, you wouldn't have access to those extra pixels on the 2DS.
 
800x480 has an odd/non-standard 5:3 aspect ratio (is there a monitor that actually supports this without black bars?).

Do you mean 800x600 (4:3 ratio), which used to be a common PC monitor resolution?

As for usefulness, I can't imagine 800x240 being good for many applications.

alot of android phones had 800x480
 
Here's my take on this. I used to think that this could be possible, but over time (and some homebrew discoveries) I realized that the system can only work in 400x240, regardless of whether or not it's using 3D mode. The only reason the pixels are split in halves is 3D mode, so my "idea" of "unlocking" the 800x240 resolution is simple - alternating screen buffers in 3D mode. If you render the screen in two halves, interlace them and then display them, the software side of things is running at 400x240, but technically you're displaying 800x240. Just a thought, plus it would probably work poorly, but hey - it's something. ;)
 
Can HACKING play NDS Roms/Backup with 100% total screen on 3ds xl and 3ds?
No, cannot be done, the aspect ratio would be all whack (256x192 = 4:3 vs 400x240 = 5:3), the best you can count on is the built-in stretched mode (320x240 = 4:3). Technically possible if someone wrote a custom NDS layer, but it would look awful and stretched.
 

here you can see switching between 2D display mode and 3d display mode from only "one eye"
 
Here's my take on this. I used to think that this could be possible, but over time (and some homebrew discoveries) I realized that the system can only work in 400x240, regardless of whether or not it's using 3D mode. The only reason the pixels are split in halves is 3D mode, so my "idea" of "unlocking" the 800x240 resolution is simple - alternating screen buffers in 3D mode. If you render the screen in two halves, interlace them and then display them, the software side of things is running at 400x240, but technically you're displaying 800x240. Just a thought, plus it would probably work poorly, but hey - it's something. ;)
Wait, can't this only be done in 3D mode. Because the only time both framebuffers are activated at the same time is in 3D mode.

I think this is what I was saying before. Use 3D mode to render each image to fool the system into thinking the 3D is on, but then interlace largely identical images(as opposed to differing images typically used for the 3D effect) together which will then go to each eye. To elaborate, because each image in 3D mode is slightly different and each image shows different levels of detail that the other does not. Interlacing images at the same angle, but with different levels of detail can let the resulting image take advantage of each sub-pixel and present more levels of detail by rendering both images as if it were displaying 3D. I don't know if directing the images to both eyes with disable the 3D effect if the images are at the same angle, though.
 
I've tried doing this, the main problem especially with the old 3DS is sometimes the two sides "leak" depending on your eyes. Might be better with an N3DS though. Also, since you're projecting one thing to each eye, it looks really, really weird. If anyone's ever had that vision test for driving, you might be familiar with how things look black in one eye and normal in the other. And a lot of the time, your eyes prioritize certain colors. On my Rift when it's on my desktop (not a proper Rift app), sometimes different icons will overlap, and red always shows up in front with my eyes. So would most likely be more uncomfortable than useful.
 
No, cannot be done, the aspect ratio would be all whack (256x192 = 4:3 vs 400x240 = 5:3), the best you can count on is the built-in stretched mode (320x240 = 4:3). Technically possible if someone wrote a custom NDS layer, but it would look awful and stretched.


I think he meant something like what the Wii U hacks like Devolution can do for many Gamecube games. A lot of times the game is giving more information (especially 3D games) to the system than is actually rendered. It's similar to how most movies and television film has a lot more information than what is shown on screen.

That's why you can take an old TV show shot in 4:3 and expand it to 16:9 without losing information or stretching the aspect ratio. Of course, on television that extra information may be boom mikes and the wrong sides of the set, but it's still there.

ON video games, it's far more likely to be useful information that is ready to be rendered when the "camera" moves it into view.

I doubt it would be worth anyone's time, but I also suspect it would be possible, at least for some DS games. Similarly, it might be possible to render 3D DS games in 3D on the 3DS. I doubt it is worth the effort though.
 
I think he meant something like what the Wii U hacks like Devolution can do for many Gamecube games. A lot of times the game is giving more information (especially 3D games) to the system than is actually rendered. It's similar to how most movies and television film has a lot more information than what is shown on screen.

That's why you can take an old TV show shot in 4:3 and expand it to 16:9 without losing information or stretching the aspect ratio. Of course, on television that extra information may be boom mikes and the wrong sides of the set, but it's still there.

ON video games, it's far more likely to be useful information that is ready to be rendered when the "camera" moves it into view.

I doubt it would be worth anyone's time, but I also suspect it would be possible, at least for some DS games. Similarly, it might be possible to render 3D DS games in 3D on the 3DS. I doubt it is worth the effort though.
You're talking about overscan on old TV's - this "feature" is not present on handhelds with fixed resolution, on the DS everything is 256x192, I can guarantee you that much. You could change the native resolution for rendering or create custom stretching, but it would require rewriting the whole virtualization layer, so practically writing an NDS emulator that takes advantage of the built-in hardware. Even then though the results would be poor because of the different aspect ratios - play a 4:3 game that actually renders at 4:3 without overscan stretched to 16:9 and you'll see what I mean. ;)
 
You're talking about overscan on old TV's - this "feature" is not present on handhelds with fixed resolution, on the DS everything is 256x192, I can guarantee you that much. You could change the native resolution for rendering or create custom stretching, but it would require rewriting the whole virtualization layer, so practically writing an NDS emulator that takes advantage of the built-in hardware. Even then though the results would be poor because of the different aspect ratios - play a 4:3 game that actually renders at 4:3 without overscan stretched to 16:9 and you'll see what I mean. ;)


It's not overscan. In 3D rendered scenes, a much larger environment is loaded into memory than what is typically shown on-screen. That's why the force 16:9 mode works in a lot of gamecube games even though few if any supported it.

I'm not sure whether that applies to games in 2D mode, which is most DS games.

An example is here.

It's relatively trivial to change the camera resoultion in an emulated playback of a 3D game in many cases, but can often break the game, especially visually.
 
It's not overscan. In 3D rendered scenes, a much larger environment is loaded into memory than what is typically shown on-screen. That's why the force 16:9 mode works in a lot of gamecube games even though few if any supported it.

I'm not sure whether that applies to games in 2D mode, which is most DS games.

An example is here.

It's relatively trivial to change the camera resoultion in an emulated playback of a 3D game in many cases, but can often break the game, especially visually.
As someone who dabbled in DS development I can assure you that it is fixed to 256x192. I do know what you're saying, but that only applies to 3D games where you're not so much resizing as you're broadening the field of view by changing the target resolution - this would not work on 2D content at all and would require changing the native resolution of DS games which the compatibility layer doesn't do - it resizes with some modest filtering - two very different things. ;)
 

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