Homebrew OPEN_AGB_FIRM discussion thread

  • Thread starter Thread starter Pickle_Rick
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:lol: 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).
Damn, I'm definitely using this version. Thanks for this!
Edit: Added to OP.
 
Last edited by Pickle_Rick,
Cia version is a shortcut? o is better use cia than start + power on?
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 :) .

Edit: Also, I call it a "shortcut" because that was the terminology that the developer of the tool for making "CIA versions" of .firm files named it (https://github.com/Ordim3n/That-Shortcut-Thingy). The .firm is actually included in the compiled CIA file, so you don't need the .firm on your SD card.

Edit, edit: There is one minor advantage to using the CIA: you can switch off the power LED through the Rosalina menu before you boot into "open_agb_firm mode" via CIA and it will remain switched off.
 
Last edited by Nutez,
Sharper, not really, it looks about the same as VC, which are already aggressively sharp for the display.

Colors are however fairly saturated for a 3DS, but this is done with a bright backlight with low color values, making it impossible to see in daylight.
 
Has been testing it, could potentialy be a 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!
 
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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).

800 px mode would be our answer, because then you can have perfect 3x horizontal scaling and only have to interpolate vertically. However I'm not sure that the libctr stuff that recently came out can easily apply to this AGB_FIRM stuff.
 
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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).

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.
 
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!)
 
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!)

Is currently hardcoded, to make that change you need to change the setting on the source code then compile a build for 1:1 scaling.
 
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.
 
Last edited by Stellar,
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.

What someone with the random username in the TWPatch thread said is true, open_agb_firm's MTX driver is written from scratch, and uses optimized DMA routines, so it doesn't have this issue.
 
Last edited by Sono, , Reason: reverted the edit because I really can't read
I must be missing something somehow but how do you increase the brightness because its on the lowest brightness by default
 
I must be missing something somehow but how do you increase the brightness because its on the lowest brightness by default

As stated above, most of the settings are hardcoded, you need to modify the source to make changes then compile it. This is why the project is still an alpha.
 
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