Homebrew TWPatcher - DS(i) mode screen filters and patches

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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 .

IvanIvan

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Thanks Sono,
I have installed your filter patch, it is very nice and much better than the original filter.

As a suggestion, may I know is it possible for patching the color temperature (i.e. increase the color situation a bit)? then this should improve the visual quality on the LCD typed 3DSXL/2DSXL compare with the IPS.

Thanks again!!
 

IvanIvan

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Also, is there any way to patch the top lcd to display full screen? a small gap at the right & left sides after I tried the wide screen mode on my 2DS XL. Thanks so much!
 

datjocko

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Hey Sono, had a question:

I'm using a custom luma build that has brightness options that extend past the preset max. Obviously this turns off when entering DS mode, but I was wondering if this is something that could be implemented as a patch similar to redshift?
 

Sono

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Thanks Sono,
I have installed your filter patch, it is very nice and much better than the original filter.

As a suggestion, may I know is it possible for patching the color temperature (i.e. increase the color situation a bit)? then this should improve the visual quality on the LCD typed 3DSXL/2DSXL compare with the IPS.

Thanks again!!

You can, it's the "Redshift" option. Contrary to its name, it can actually do "reverse Redshift" as well (so it can make the screen blue as well).
If you want to do microadjustments to a color component, you can hold R while adjusting a color gamma to do the adjustments in really small steps.

Also, is there any way to patch the top lcd to display full screen? a small gap at the right & left sides after I tried the wide screen mode on my 2DS XL. Thanks so much!

There is a way only with the GPU patch, but the GPU patch is so difficult that I'll leave this as a feature for LgyBg, and not implement it into TWPatch patch to preserve my remaining sanity. Sorry.

Hey Sono, had a question:

I'm using a custom luma build that has brightness options that extend past the preset max. Obviously this turns off when entering DS mode, but I was wondering if this is something that could be implemented as a patch similar to redshift?

Hmm... that's not a Redshift option, it's a new patch. I haven't yet discovered the brightness changing code, so this will take a really long time to find. I think I'll make LgyBg alpha functional faster than finding a brightness patch...
 

datjocko

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Hmm... that's not a Redshift option, it's a new patch. I haven't yet discovered the brightness changing code, so this will take a really long time to find. I think I'll make LgyBg alpha functional faster than finding a brightness patch...

Here's the specific Luma build I'm using if that helps in anyway:
gbatemp.net/download/luma-10-2-1-with-redshift-and-quick-switchers.35619/

Either way I appreciate the response! I'm trying to hang up my DS Lite for good but the 3DS's lower brightness is a hard pill to swallow when you're used to how stupid vibrant the lite is
 

Sono

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Here's the specific Luma build I'm using if that helps in anyway:
gbatemp.net/download/luma-10-2-1-with-redshift-and-quick-switchers.35619/

Either way I appreciate the response! I'm trying to hang up my DS Lite for good but the 3DS's lower brightness is a hard pill to swallow when you're used to how stupid vibrant the lite is

I know how to implement brightness adjustment, but the problem is that I can only patch Nintendo's code, which doesn't have any symbol information. Don't know if you've ever seen code, but imagine that everything human-readable (function names, variable names, comments, etc.) are turned into unreadable junk, and you have to do a LOT of guesswork on what the code does, and YOU have to give back the names to the functions. If this doesn't sound that difficult, then also consider that the code has been translated from code to wingdings - to symbolize how different the code I have to read actually is.

So in short: even if I know how to do things in homebrew, I can't use that, and I have to add my own functionality while reusing Nintendo's garbled mess, while also keeping it as intact as possible.
 

LaHumita

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Hi, I really don't speak English so if you notice any errors I'm sorry.
The problem I have is that when trying to install the widescreen I get this "this funtionality has been removed please enable the patches from the Y + B menu intead of this key combo.
Does anyone have a solution?
 

fmkid

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Hi, I really don't speak English so if you notice any errors I'm sorry.
The problem I have is that when trying to install the widescreen I get this "this funtionality has been removed please enable the patches from the Y + B menu intead of this key combo.
Does anyone have a solution?
In your own post you find the answer:
please enable the patches from the Y + B menu instead of this key combo
 

LaHumita

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When you press the combo Y+B you will see an exactly option related to widescreen patch (16:10). There's no lose on that
I have done what you told me and I got the same message. Any other ideas?
Edit:

I made it, fix something and that's it, thank you very much for your help.
 
Last edited by LaHumita,

fmkid

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I have done what you told me and I got the same message. Any other ideas?
No, you're doing something wrong. When you finish with selecting the widescreen patch, you must return to the TWLPatcher main menu pressing the B button, and then just press the START button to get your patched TWLBg.cxi file
 
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saeros

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Works fine for me. What did you do exactly?[/QUOTE]

I wanted to disable widescreen for a game, so I went to twpatch, pressed y + start, wait for it to finish, and when I opened tw ++ everything was blurry, mostly it was noticeable in the text. so I reopened twpatch, activated the widescreen, and when I deactivated it, I did it by selecting the "nintendo default" filter, and this time when I opened tw ++ everything looked perfect.
I don't remember which filter I was selecting the first time because I didn't expect that to happen,
I also did not realize to take a photo. but if it happens to me again, I will.
 

Sono

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I wanted to disable widescreen for a game, so I went to twpatch, pressed y + start, wait for it to finish, and when I opened tw ++ everything was blurry, mostly it was noticeable in the text. so I reopened twpatch, activated the widescreen, and when I deactivated it, I did it by selecting the "nintendo default" filter, and this time when I opened tw ++ everything looked perfect.
I don't remember which filter I was selecting the first time because I didn't expect that to happen,
I also did not realize to take a photo. but if it happens to me again, I will.

Y + START disabled rtcom before I removed that shortcut, it didn't disable widescreen.

Are you using old TWiLightMenu++? Sounds like you have the old version which did funky business with the files to achieve automatic widescreen switching.

Although this made me remember that I was asked to add identification data to the patched files, so TWiLightMenu++ can detect if the current patch set contains widescreen or not.
 

IvanIvan

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You can, it's the "Redshift" option. Contrary to its name, it can actually do "reverse Redshift" as well (so it can make the screen blue as well).
If you want to do microadjustments to a color component, you can hold R while adjusting a color gamma to do the adjustments in really small steps.

Thanks so much!!! I have tried this configuration. This can help to improve the color and make it more deep and rich. This helps to solve the color wash-out issue on my non-IPS 2DSXL.

My configuration is below:

color temperature = 6500K
Red = 0.9
Green = 0.9
Blue = 0.9
 
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LugubriousRapeman1488

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would it be possible to force the nds to render the image at 2x scale or higher and then use the gpu driver to downscale it, so that it produces a sharper perceived image?

or is that what lgybg is for?
 

Sono

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would it be possible to force the nds to render the image at 2x scale or higher and then use the gpu driver to downscale it, so that it produces a sharper perceived image?

or is that what lgybg is for?

I don't know yet. The problem is that I don't have a GPU driver yet, and I don't know how much time I'll have to render the image, let alone render it twice (upscale + downscale).

Another problem is that Nintendo has disabled the 2nd core, so I have extremely limited processing power.

I'll however try my best trying to add this to LgyBg, as it's been demonstrated how much better linear downscaling looks compared to linear upscaling.

And yes, I obviously can't hack this into Nintendo's code.
 

LugubriousRapeman1488

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I don't know yet. The problem is that I don't have a GPU driver yet, and I don't know how much time I'll have to render the image, let alone render it twice (upscale + downscale).

Another problem is that Nintendo has disabled the 2nd core, so I have extremely limited processing power.

I'll however try my best trying to add this to LgyBg, as it's been demonstrated how much better linear downscaling looks compared to linear upscaling.

And yes, I obviously can't hack this into Nintendo's code.

GOOD LUCK!
 
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