There's no way to mix twpatcher with open_agb_firm. Open_agb_firm has its own custom scaling code, twpatcher changes to GBA mode are only for GBA Virtual Console games.
Some people like to play 4:3 games stretched to the full extent of the screen, which looks terrible for me but I guess they prefer a bigger image and they don't care about proportions. It's a matter of preferences I guess.I'm wondering why people want to sacrifice aspect ratio for these few pixels at the sides? It looks even worse than the x1.5 scaling we already got.
It does look very good in stretched screen in mGBA, that's like the x1.5 and stretched to the sides.I'm wondering why people want to sacrifice aspect ratio for these few pixels at the sides? It looks even worse than the x1.5 scaling we already got.
Actually is not like GPU scaling, that is noticeable more blurry. Go and try in mGBA the Stretched/Top with Bilinear (pixelated) options, is literally the x1.5 and stretched to the sides which looks almost the same as default x1.5 and it's not blurry like GPU scaling or Bilinear (smoother) optionIts more like if you're going to use GPU scaling anyway, you can stretch a bit further and you won't see any decrease in scaling quality, its still super blurry either way.
Now the aspect ratio is obviously weird, but think of all the SNES ports that had their fat pixels thinned out to square ones on the GBA. So its going to make stuff like the Mario and Final Fantasy games actually look more correct.
In GBA i like to have the fullscreen since the pixels aren't that much stretched like a SNES or NES game and native res is too small to me.I would rather prefer the original GBA look than mixing in CRT and destroying aspect ratio in the process. But that's just my opinion.
I can see that the agb_firm options for this are just Nintendo default, linear interpolation and GPU scaling. Is there a way to enable something like Linear Sharpen 1 for it? I'm also fine with doing a manual hex edit of the .cxi, if instructions are given.
Universal-DB has a mirror of it: https://db.universal-team.net/3ds/twpatchwhere can i find the download file for TWPatcher.cia?
hey sono, today while playing I remembered the glitch I had that caused the screen to blur when "turning off the widescreen". At that time I thought that deactivating the rtcom deactivated the widescreen. After the update, it was clear to me that it was not like that, and although I never had problems again, I always wonder if I could have affected something in any way. Is this possible?
I'm using the GPU scaling patch, and it looks great when I'm playing normally, but if I go into pixel perfect mode it makes games look stretched and cut off near some edges (it seems that horizontal scaling is disabled, however vertical scaling is not.) Is there a way to fix this? Or disable it entirely when using pixel perfect mode?
If none of that is possible could it be possible to make a kind of make a kind of workaround solution by making something that could move TwlBg.cxi to a temp folder while using pixel perfect mode, either manually through a homebrew app/cia that would automatically switch it to and from the temp folder when launched or automatically when loading pixel perfect mode?
I think I may be seeing some issues with TwlBg patches applying after sleep mode.
I've slept my 3DS while using the Twilight Launcher widescreen mode with patched TwlBg plenty of times, and the game always wakes back up in widescreen. Recently I've taken a liking to GPU scaling and started using a patched 4:3 TwlBg in my luma/sysmodules folder. I never noticed a difference in visual quality after resuming from sleep, but I also was never looking for it. Yesterday I started fooling around with the the switching Luma mod so I could use redshift at night, and something jumped out at me immediately:
When TwlBg is patched for redshift, the color temperature reverts to default after sleep mode. Once I noticed this, I started looking for other reverts. I'm pretty sure that GPU scaling shuts off after sleep mode too. The game I'm playing (SaGa 2) has quite a lot of anti-aliasing jagged edges using default scaling, and GPU scaling gets rid of most of them. After waking from sleep mode those jagged edges are back.
There's plenty which I do not understand about what causes this behavior. Does the 3DS read the TwlBg from the firmware instead of the luma sysmodule folder after returning from sleep? Do the GPU and Redshift patches modify code in RAM in a way which does not persist through sleep? If there's nothing special about redshift or GPU scaling compared with other patches, then it seems that nds-bootstrap has a way to accommodate this to prevent widescreen games from reverting to 4:3 after sleep. Can the same thing be done for games using a patched TwlBg for reasons other than widescreen?
edit: dug back a few pages and it looks like everything I'm talking about is a known issue. Looks like I'll be patiently awaiting the full release of LgyBg
Yeah, it's not possible to make Redshift reapply itself after sleep mode. There is not enough space in non-cleared RAM to fit the redshift table into.
As for GPU patch reverting, that's weird. I expected it to crash, as it always crashes for me after sleep mode. Weird.