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Nintendo 3DS
Circle Pad patches for Super Mario 64 DS and other games (in TwilightMenu with TWPatcher and RTCom)
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<blockquote data-quote="Sono" data-source="post: 10026593" data-attributes="member: 373734"><p>Short reply: poggers</p><p></p><p>[HR][/HR]</p><p></p><p>Long reply:</p><p>Yay, finally someone has did it! <img src="/styles/default/gbatemp/smileys/grog.gif" class="smilie" loading="lazy" alt=":grog:" title="grog :grog:" data-shortname=":grog:" /></p><p></p><p></p><p>I'm not a rich corporate monster, so there is a way to disable it! It just requires two click instead of one, so people don't accidentally untick it, because some patches do rely on rtcom being present (even if it does nothing), and don't want people who can't read be complaining that they get a black screen because they have disabled it.</p><p></p><p></p><p>That sounds about right, because they did mount it sideways for easier routing of the analog traces.</p><p></p><p></p><p>As for the slowdown, the timing is very weird. You have to request rtcom for the next frame after releasing it, otherwise you'll have to wait a whole frame to communicate.</p><p>There is also an autorelease function in the latest version, so the ARM11 won't get hanged if you forget to release it. I think you could use this to your advantage, to schedule a read from CStick controller, and just return that data instantly, so the ARM7 is hogged down for less time.</p><p></p><p>Also yes, rtcom init needs around 2-3 VBlanks before it's fully functional.</p><p>I can make you a debug build, which has raster bars for debugging timing, if you need it.</p><p>Oh also, rtcom doesn't work while any of the display controllers are off. Both screens must have a controller assigned, and after assigning display controller to both, you need to wait 2-3 VBlanks. This is a limitation of Nintendo's code, not mine.</p><p></p><p>Oh, and those complaining that sleep mode doesn't work, they are correct. Closing the lid wipes parts of VRAM, which is also where the rtcom payload is uploaded to. There is literally no more space to put any data into, so sadly this has to be solved on the DS side, to re-upload the payload.</p></blockquote><p></p>
[QUOTE="Sono, post: 10026593, member: 373734"] Short reply: poggers [HR][/HR] Long reply: Yay, finally someone has did it! :grog: I'm not a rich corporate monster, so there is a way to disable it! It just requires two click instead of one, so people don't accidentally untick it, because some patches do rely on rtcom being present (even if it does nothing), and don't want people who can't read be complaining that they get a black screen because they have disabled it. That sounds about right, because they did mount it sideways for easier routing of the analog traces. As for the slowdown, the timing is very weird. You have to request rtcom for the next frame after releasing it, otherwise you'll have to wait a whole frame to communicate. There is also an autorelease function in the latest version, so the ARM11 won't get hanged if you forget to release it. I think you could use this to your advantage, to schedule a read from CStick controller, and just return that data instantly, so the ARM7 is hogged down for less time. Also yes, rtcom init needs around 2-3 VBlanks before it's fully functional. I can make you a debug build, which has raster bars for debugging timing, if you need it. Oh also, rtcom doesn't work while any of the display controllers are off. Both screens must have a controller assigned, and after assigning display controller to both, you need to wait 2-3 VBlanks. This is a limitation of Nintendo's code, not mine. Oh, and those complaining that sleep mode doesn't work, they are correct. Closing the lid wipes parts of VRAM, which is also where the rtcom payload is uploaded to. There is literally no more space to put any data into, so sadly this has to be solved on the DS side, to re-upload the payload. [/QUOTE]
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Xdqwerty
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@BakerMan
, i heard hazbin hotel and helluva boss are shit
Today at 2:04 AM
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SylverReZ
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@Xdqwerty
, Just the fanbase is toxic. The pilot was quite good.
Today at 2:05 AM
@
BakerMan
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@Xdqwerty
my point exactly
Today at 2:05 AM
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BakerMan
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nah fr there some bangers in the donkey kong cartoon
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BakerMan
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Today at 2:08 AM
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Xdqwerty
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@SylverReZ
, although im not the main demographic and i heard is quite a lot more obscene and nsfw compared to other adult shows
Today at 2:09 AM
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BakerMan
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btw i feel this a good time to remind you guys that sea of thieves was made by rare, who also made DKC1-3 and DK64, alongside banjo kazooie and conker's bad fur day
Today at 2:11 AM
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Xdqwerty
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https://www.youtube.com/watch?v=k9FS3ZIO73E
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Xdqwerty
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good night
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a_username_that_isnt_cool
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Good morning!
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NinStar
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https://twitter.com/NintendoAmerica/status/1788375084886892947
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NinStar
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look, a multibillion dollar company can't pay for twitter API
+1
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so sad
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Psionic Roshambo
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Not a huge loss? Lol
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NinStar
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someone is saying ultimate nes remix didn't had less games, it makes my brain hurts
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The Real Jdbye
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well it had more games than either of the individual nes remixes
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The Real Jdbye
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and it had all the good ones
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The Real Jdbye
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like who the fuck cares about NES Golf
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NinStar
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there a bunch of good games missing, one of them (which makes a lot of sense for this type of game) was wario woods
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whoever made flog cared about NES golf
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i brung that up because i remembered it randomly and it has become my hyperfixation
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NinStar
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nes remix 1 had the bad one, nes remix 2 had the good one
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https://www.youtube.com/watch?v=dZbUuSmFgMo
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