Homebrew Hori-HD Image Gallery - Demonstration of the 800px wide mode

Rahkeesh

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cp2 runs on 3ds?

Runs pretty well in Retroarch on New3DS, yes. (Some branch of FBA I think...) No 800px mode though.

Smudgy CPS2 in the correct aspect ratio would at least be an option. Right now you are practically locked into a fat 16:10 AR or just completely dropping pixels to squish it to 4:3.

Holy grail would be applying this to GBA games, for a perfect 3x horizontal upscale (while still doing 1.5x vertical scale).
 
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RocketRobz

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Is there any way to modify the source code of the hori viewer to add your own png files? How would I do this?
If you have no coding knowledge, then just simply replace the included .png files with your own.
If you do have some coding knowledge, I suggest looking in "main.cpp", and see what's going on.

For graphics, check in "assets/gfx/" for the game logos, and "assets/gfx_gameshots/" for the 800px screenshots.
.t3s files are included, which contain the path to the respective .png file, and also allow the image(s) to be converted to a 3DS image format called .t3x.
 

Bazooka_Face

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If you have no coding knowledge, then just simply replace the included .png files with your own.
If you do have some coding knowledge, I suggest looking in "main.cpp", and see what's going on.

For graphics, check in "assets/gfx/" for the game logos, and "assets/gfx_gameshots/" for the 800px screenshots.
.t3s files are included, which contain the path to the respective .png file, and also allow the image(s) to be converted to a 3DS image format called .t3x.
How do I set everything up to compile the source code?
 

Bazooka_Face

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If you have no coding knowledge, then just simply replace the included .png files with your own.
If you do have some coding knowledge, I suggest looking in "main.cpp", and see what's going on.

For graphics, check in "assets/gfx/" for the game logos, and "assets/gfx_gameshots/" for the 800px screenshots.
.t3s files are included, which contain the path to the respective .png file, and also allow the image(s) to be converted to a 3DS image format called .t3x.
How do I set everything up to compile the source code?
 

Bazooka_Face

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Have you tried it? I haven't, that's why I am curious on how the results compare to a "real" 800px mode...
Yes, i have tried it. It only makes the image a 3d image in 2d, so its like in the camera photo channel when you turn on 3d with a 2d image, with the image getting a weird look to it, where viewing angles create this vertical dark line on the screen if viewed at the wrong angle.
 
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Bazooka_Face

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Have you tried it? I haven't, that's why I am curious on how the results compare to a "real" 800px mode...
Yes, i have tried it. It only makes the image a 3d image in 2d, so its like in the camera photo channel when you turn on 3d with a 2d image, with the image getting a weird look to it, where viewing angles create this vertical dark line on the screen if viewed at the wrong angle.
 

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