- Joined
- Mar 10, 2019
- Messages
- 125
- Trophies
- 0
- Age
- 19
- Location
- Marietta, Ohio
- Website
- jacobatice.com
- XP
- 564
- Country
How is it in your area of Hungary?
Sent from my moto z3 using Tapatalk
Sent from my moto z3 using Tapatalk
How is it in your area of Hungary?
Hey Sono, you did a great job finding a way to make the DS mode Widescreen! But i would like to know how you did that, because you didn't show up a tutorial on how to do this manually in the first post, but take your time! I'm not forcing you, again awesome work
Damn 1.7 Million Bytes?! I'll probably give up really fast like thatI can't make a manual patching tutorial, because it involves a lot of steps, and you have to scan the code manually byte-by-byte (CTRL-F is not possible), checking each byte by hand. I doubt you want to check ~1.7 MILLION bytes manually...
Damn 1.7 Million Bytes?! I'll probably give up really fast like that
Rip, i hope the situation gets better soon then, and good luck!The patcher already includes the widescreen patch, and all patches have been tested across various system versions and old3DS/new3DS, and they all seem to work. The problem is that there is no GUI to change which mods you want to apply, and I'm bad at making GUIs. The awful weather changes don't help me either, hence the extreme delay on a trivial task.
Centered Joystick
0202B444 E3A02080
0202B458 E3A01060
Centered Joystick
0202B708 E3A02080
0202B71C E3A01060
Centered Joystick
0202C528 E3A02080
0202C53C E3A01060
-snip-
I know almost nothing about how the touch screen works, but this sets the origin of the virtual joystick to the center of the screen, which I assume would have coordinates something like 127,95 assuming it goes from 0-255,0-191. The on-screen graphic for the virtual stick is 80*80 pixels, which I presume corresponds to the actual size in terms of where the virtual stick's bounding is, so when applying virtual touches you'd want them within a range from -40 to +40 from the center on both axes, so on the X axis that would be 87-167 and on the Y axis, 55-135.
As FroggestSpirit explained in that thread, the stick still moves around on the screen, but you can ignore it, the origin is always the center of the screen, not wherever the stick is displaying.
For anyone reading along at home and not following, we were discussing the possibility of mapping the 3DS Circle Pad to the DS touch screen; with this setup, it would be theoretically possible to have full analog control in Super Mario 64 DS when played on 3DS.
Yeah, absolutely, @Sono, wasn't intending to put any pressure on you to do it, I just wanted to make sure it was documented somewhere for future reference. I'm not sure what your plans are with the source for your patcher--if it ends up open source you could just let this be somebody else's problem.
oh @Sono about the GBA full screen support, will GBARunner2 support it too?
oh @Sono about the GBA full screen support, will GBARunner2 support it too?
I don't think so since GBARunner2 is running in DS Mode, not AGB_FIRM Mode, which is the one that is being patched.
GBARunner2 is basically a DS application, so you could use DS scaling on a GBA box that is itself unscaled. Not sure what the point would be though.
In older GBARunner2 versions, the screen was placed on the top-left, so we could take the 1.5x scale mode, and only use it for the top screen.Basically this:
The DS scaling would be applied to GBA games, but the GBA screen would be stretched to the middle of the screen, which is rather pointless.
But yeah, GBARunner2 does support widescreen, but you'll be scaling it using the DS scaler, and it would be in the middle of the screen, so it's not really useful.
In older GBARunner2 versions, the screen was placed on the top-left, so we could take the 1.5x scale mode, and only use it for the top screen.
Probably not possible though.
Hey @Sono do you have a discord account? i would like to know more about how did you managed to find the Widescreen mode on the ds, like going into the details