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Nope, head-to-toe 2D. The stage maps, the battles, the support conversations, it's all fully 2D. The battles in particular are using pre-rendered 3D graphics for the sprites (like Donkey Kong Country), that's about as close as it gets.@Vague Rant
What about this game it kinda feels like it has some potential 3d rendering
Fire Emblem: Shin Monshou no Nazo Hikari to Kage no Eiyuu
16:10 Widescreen for 3DS
92004024 00001555
12004024 00001999
D2000000 00000000
Well that is why i just kinda ignore how the game looks like and go for trial and error method xD@deisuke1234 Nice one, I had thought that game wouldn't work in 3DS widescreen because I watched a gameplay video where someone was playing with a stylus, but it looks like the stylus stuff is all optional after all.
Added to the bonus post's "Bottom-screen games" spoiler.
While this is no help in terms of playing Newer DS, gamemasterplc has graced us with a 16:10 widescreen hack for New Super Mario Bros.Can someone please make a widescreen code for New Super Mario Bros.? Woud love to play Newer DS in Widescreen! Thanks!
While this is no help in terms of playing Newer DS, gamemasterplc has graced us with a 16:10 widescreen hack for New Super Mario Bros.
It comes in the form of an xdelta patch rather than a cheat code because it makes some deeper game changes like adjusting certain levels to better suit 16:10.
This was one that has and continues to give me a lot of trouble, but there's now a widescreen code added to the Issues section. Personally, I feel the problems with it are pretty minor and the improved visibility is worth the occasional cosmetic bugs: e.g. the door markers next to certain special doors still seem to move relative to 4:3 instead of 16:10, so they slide around a bit relative to the rest of the stage geometry. This is really as far as I can take it, ASM hacks like this are pretty far outside of my wheelhouse.Need a code for Metroid Prime Hunters if its possible.
Thanks.
Thanks for the report, @Dartz150. If at all possible, would you be able to upload your save as well so I can take a look?
EDIT: OK, yeah, this game is a lot more cavalier about the number of addresses it uses to determine aspect ratio than I had seen in my brief initial test. I've found three more addresses that need to be hit from a quick test, and there's probably more.
EDIT2: In the meantime, attached is an updated version of the USA Dementium II code for use with TWLMenu++. You can drop it into sdmc:/_nds/TWiLightMenu/widescreen and it should improve things somewhat, but it almost certainly needs more work to capture all of the needed offsets. I'll get back to it tomorrow hopefully.
I don't think @Sono (sorry for the highlight, just in case you wanted to advise in any way) has posted any updates on the subject of screen-swapping since the initial tests, and frankly there's nobody else around right now with his knowledge or expertise about TwlBg, so his thread will be the first place you'll hear about it if there's any news.any news regarding changing the screens display yet? I mean changing the touchscreen image with the top screen? BTW can this support homebrew I used to have some 3d homebrews from the ds days that I would like to try
any news regarding changing the screens display yet? I mean changing the touchscreen image with the top screen? BTW can this support homebrew I used to have some 3d homebrews from the ds days that I would like to try
GBARunner2 also recently added native screen-swapping, so there's no pressing need for it on the TwlBg side any more.including GBArunner2