D
Kek. Don't count on it. I'm talking to CTurt. He's done with the project.Hope C-Stick support will come soon!
Oh that sucks.Kek. Don't count on it. I'm talking to CTurt. He's done with the project.
I never said that. Just that I was busy with something else.Kek. Don't count on it. I'm talking to CTurt. He's done with the project.
I don't think I can turn off backlight, but I could definitely reduce the power consumption of the 3DS app. There is currently no throttling for it, it streams all keys once per frame. Also, looking at the source now, double buffering seems to be enabled when there is no need for it. I never tested this for any long periods of time.Is there no way to turn the backlights off?
This homebrew seems to drain battery like crazy.
Love it. Use if for all my emulators.
Well Well WELLL. He's here now!I never said that. Just that I was busy with something else.
Yesterday I updated the PC client to be compatible with the latest compilers and latest version of vJoy.
I don't think I can turn off backlight, but I could definitely reduce the power consumption of the 3DS app. There is currently no throttling for it, it streams all keys once per frame. Also, looking at the source now, double buffering seems to be enabled when there is no need for it. I never tested this for any long periods of time.
I also see a lot of people complaining about DLL errors still, I will sort it soon. Sorry for the delay,
#ifndef REG_LCDBACKLIGHTMAIN
#define REG_LCDBACKLIGHTMAIN (u32)(0x1ED02240 - 0x1EB00000)
#endif
#ifndef REG_LCDBACKLIGHTSUB
#define REG_LCDBACKLIGHTSUB (u32)(0x1ED02A40 - 0x1EB00000)
#endif
static u32 brightnessMain;
static u32 brightnessSub;
void disableBacklight() {
u32 off = 0;
GSPGPU_ReadHWRegs(NULL, REG_LCDBACKLIGHTMAIN, &brightnessMain, 4);
GSPGPU_ReadHWRegs(NULL, REG_LCDBACKLIGHTSUB, &brightnessSub, 4);
GSPGPU_WriteHWRegs(NULL, REG_LCDBACKLIGHTMAIN, &off, 4);
GSPGPU_WriteHWRegs(NULL, REG_LCDBACKLIGHTSUB, &off, 4);
}
void enableBacklight() {
GSPGPU_WriteHWRegs(NULL, REG_LCDBACKLIGHTMAIN, &brightnessMain, 4);
GSPGPU_WriteHWRegs(NULL, REG_LCDBACKLIGHTSUB, &brightnessSub, 4);
}
Interesting, good work! Is it per screen (main = top, sub = bottom), or do main & sub mean something else, and the screens can't be controlled independently?I just managed to get backlight control working,
that would be awesome I've stopped booting into windows at this point... it's actually surprisingly unstable compared with Linux (I'm tired of bluescreens and all of the extra programs you need to do things Linux can do on a fresh install)I've also been looking into the possibility of a Linux port, but I'm not promising that it will be in the next version, or will ever be released for that matter.
Main is the top screen, sub is the bottom screen. The naming convention stems back from the DS scene which had two video engines: the main engine (which can do 3D graphics and has more VRAM) and the sub engine; each screen is assigned 1 engine (can be either way around). But for the 3DS, main is always the top, and sub is always the bottom.Interesting, good work! Is it per screen (main = top, sub = bottom), or do main & sub mean something else, and the screens can't be controlled independently?
All operating systems have their flaws; but overall I choose to use Windows. If I had to use anything else, I'd use FreeBSD with GNOME 3 though; you should too if your main concern is stability.that would be awesome I've stopped booting into windows at this point... it's actually surprisingly unstable compared with Linux (I'm tired of bluescreens and all of the extra programs you need to do things Linux can do on a fresh install)
I run all of my games with wine (lets you run windows apps on Linux, though for something like this an official port would probably work better)