If I might ask a dumb question, how is the screen scaling accomplished when the ARM7 is running the game? Is the ARM9 doing it? Also, GBARunner2 displays games 1:1 by default, right? (It definitely isn't 360x240, since there are borders on all sides.)
Oh, interesting. Are the limits of the scaling already known in terms of what kinds of algorithms can be used, i.e. is bilinear the only type of scaling possible?The GPU is doing it, which is controlled by the ARM11, because the GPU is only mounted to the ARM11.
I wasn't lamenting the lack of stretching; I think GBA games look better without it. I was just wondering if GBARunner2 was displaying GBA games 1:1 or if they were stretched to DS resolution, or something. Games look crisp, so my assumption was 1:1.As for why GBARunner2 can't stretch to fill the screen is because it's just copying GBA graphics data directly to DS graphics hardware
Oh, interesting. Are the limits of the scaling already known in terms of what kinds of algorithms can be used, i.e. is bilinear the only type of scaling possible?
I wasn't lamenting the lack of stretching; I think GBA games look better without it. I was just wondering if GBARunner2 was displaying GBA games 1:1 or if they were stretched to DS resolution, or something. Games look crisp, so my assumption was 1:1.
You mean nds-bootstrap, right? GBARunner2 doesn't respond to those buttons at startup.Also noteworthy that you get the crappy DS mode scaling on top of GBARunner2 if you don't disable it by holding START/SELECT.
You mean nds-bootstrap, right? GBARunner2 doesn't respond to those buttons at startup.
You mean nds-bootstrap, right? GBARunner2 doesn't respond to those buttons at startup.
Oh, I didn't know you could do that when launching TWM. Thanks for the tip. Is the type of scaling used in DS mode known?
This is pretty cool, but what is the purpose of doing it as a firmware like this instead of making it like Nintendont on WiiU where we can load it up and just use a button command or home button to get back to the home menu? That’s almost how GBA VC injects are, except the injects are one game rather than a launcher for the games, so it seems like that part was already implemented.
Plus a nice added bonus is that you can get this loaded and be playing your game quicker than it takes just the 3ds sysmenu to load. Which is a good thing.Easy: because this isn't a WiiU, it's a 3DS. Because GBA mode on the 3DS uses real GBA hardware, we have to reboot into this special mode to be able to use the real hardware. Trying to do this in 3DS mode will crash the 3DS, and that's both a hardware and software limitation.
Nintendont uses real hardware as well, so “because this is a 3DS” doesn’t answer my question at all. Obviously I’m aware that it’s done because of the way the two consoles are made, but “the 3DS isn’t a WiiU” doesn’t even begin to explain why, it just comes off as dickish.Easy: because this isn't a WiiU, it's a 3DS. Because GBA mode on the 3DS uses real GBA hardware, we have to reboot into this special mode to be able to use the real hardware. Trying to do this in 3DS mode will crash the 3DS, and that's both a hardware and software limitation.
GBA VC games enter it though and are installed via CIA, and I’m pretty sure they reboot to enter it and reboot when you exit. This is why I’m asking this question. What is the purpose of doing it the way it is done instead of the way GBA VC games do it which theoretically should let you boot into a menu to select games. DS mode basically has Nintendont style functions though Twilight Menu so it seems like GBA mode should be able to support it as well using a GBA VC title as the entry point.You could boot into the FIRM from HOME menu by using "A9SP" and a compatible bootloader like fastboot3DS or GodMode9. Other than that yeah. GBA mode can't be entered from userland homebrew (3dsx or CIA). You have to reboot.