Homebrew TWPatcher - DS(i) mode screen filters and patches

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Are you interested in a complete replacement of TwlBg which includes all patches?

  • Yes, I don't care how broken it will be!

    Votes: 188 79.3%
  • No, I don't want to use even more broken stuff

    Votes: 20 8.4%
  • Yes, but only in GBA mode, because I play DSi exclusives

    Votes: 12 5.1%
  • No, because I only use DS and DSi mode

    Votes: 17 7.2%

  • Total voters
    237
  • Poll closed .

Sono

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Hey folks, now I may be missing something obvious, BUT:
I can select and apply patches just fine (e.g. redshift and widescreen), however, I can't seem to get the main filters to work.
I select the filter I want (zero interpolation) by placing the ">" next to it, I enter the patch menu, I select the patches to apply (GPU scaling and widescreen) by pressing A on them, I leave the patch menu, and I press START to create TwlBg.cxi.
But, when I load TWLoader++, any game launched from TWLoader++, or any DSi game launched from the 3DS menu, it doesn't appear that the zero interpolation filter has been applied; it's still all blurry (on both the top and bottom screen).
What am I doing wrong?

Also, this has probably been asked a thousand times, but is it necessary to recreate TwlBg.cxi after every system update? Or only after updates that touch TWL (for lack of a better term)? Or not at all...?

Did you enable game patches and FIRM loading in Luma config?

Also, currently you only need to recreate the files if you upgrade from like 9.x to anywhere after 9.x

Oh, and I just noticed right before pressing the post button; GPU scaling has higher priority over the filters, since you can't apply filters to GPU upscaling, since the GPU can only do linear and nearest. Since nearest is very bad due to how the GPU upscales images, there is no such patch, so you need to select between scaler filters OR GPU patch.
 

Edgarska

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Hey folks, now I may be missing something obvious, BUT:
I can select and apply patches just fine (e.g. redshift and widescreen), however, I can't seem to get the main filters to work.
I select the filter I want (zero interpolation) by placing the ">" next to it, I enter the patch menu, I select the patches to apply (GPU scaling and widescreen) by pressing A on them, I leave the patch menu, and I press START to create TwlBg.cxi.
But, when I load TWLoader++, any game launched from TWLoader++, or any DSi game launched from the 3DS menu, it doesn't appear that the zero interpolation filter has been applied; it's still all blurry (on both the top and bottom screen).
What am I doing wrong?

Also, this has probably been asked a thousand times, but is it necessary to recreate TwlBg.cxi after every system update? Or only after updates that touch TWL (for lack of a better term)? Or not at all...?
You applied GPU scaling, so the filters don't work.
 
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Ah, I wasn't aware game patches as well as FIRM loading had to be enabled. I only had the latter, so it's weird that redshift and widescreen worked fine.

Disabling GPU scaling (and enabling game patches?) does get the filter to show, thanks! This is probably the closest I'll ever get to the DSi XL display on my 3DS, which is really awesome.
 

BETA215

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Hey folks, now I may be missing something obvious, BUT:
I can select and apply patches just fine (e.g. redshift and widescreen), however, I can't seem to get the main filters to work.
I select the filter I want (zero interpolation) by placing the ">" next to it, I enter the patch menu, I select the patches to apply (GPU scaling and widescreen) by pressing A on them, I leave the patch menu, and I press START to create TwlBg.cxi.
But, when I load TWLoader++, any game launched from TWLoader++, or any DSi game launched from the 3DS menu, it doesn't appear that the zero interpolation filter has been applied; it's still all blurry (on both the top and bottom screen).
What am I doing wrong?

Also, this has probably been asked a thousand times, but is it necessary to recreate TwlBg.cxi after every system update? Or only after updates that touch TWL (for lack of a better term)? Or not at all...?

GPU scaling overrides any filter you might choose. That's the issue. Either you use a filter, or you choose GPU scaling - in the menu it doesn't matters which filter gets selected if you choose GPU scaling, it just does that scaling thing.

EDIT: oops, after sending the message, the last replies were shown. I never said anything
 
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Sono

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Minor TWPatch update.

It's not that well known, but I actually sometimes go out into the wild internet, and search for my own homebrew via various means, just to see what others think about it, and to see if there are any annoyances or issues I could fix.

Sadly not everyone wants to make an account to report a minor thing, and I'm personally guilty in not reporting game-breaking bugs (I don't mean fun or balance-breaking bugs, I do mean useless severe annoyances), so I don't expect everyone to conveniently report issues where I (usually) get notified when someone reports an issue.

Today I found out, that TWPatcher's UI is actually unusable, despite how much I have worked on it to look half decent.

So I have spent some time to "translate" the debug gibberish leftover from the alpha release to easier understandable text, and also changed a little bit on how the UI can be interacted if some things are enabled. Basically I made it less confusing and a bit more foolproof.

So, the changes:
- Pressing B on the Redshift configurator goes back to the patch menu instead of the scale filter menu
- Finally unlocked the hiddent content in TWPatch: there are actually more test images than what meet the eye! Hold X + LEFT/RIGHT to switch between them
- Enabling GPU scaling hides the scale filter list, subtly signalling that GPU scaling is not compatible with scale filters
- Fixed a bug in the patch selector which was surprisingly not caught until it started corrupting the memory on me...

and the biggest change of all:
- FINALLY removed the annoying shortcut for enabling widescreen by holding X + START

I'm sorry to piss off people by removing the shortcut, but I bet you'd rather spend a few more seconds just enabling the widescreen patch manually with 100% success rate than trying to "get the timings right on START + X" just because I printed the controls in reverse... I don't want to imagine someone fiddling with this on an old3DS where patching can take up to 6 minutes(!!!), and having to do multiple tries, when it's just actually X + START...

Anyway... as usual, I updated the download in the first post.
Thanks to chibon chibon for messing up the timing on "START + X", otherwise I would not have realized how unusable the UI was :grog:
 

PrincessLillie

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Minor TWPatch update.

It's not that well known, but I actually sometimes go out into the wild internet, and search for my own homebrew via various means, just to see what others think about it, and to see if there are any annoyances or issues I could fix.

Sadly not everyone wants to make an account to report a minor thing, and I'm personally guilty in not reporting game-breaking bugs (I don't mean fun or balance-breaking bugs, I do mean useless severe annoyances), so I don't expect everyone to conveniently report issues where I (usually) get notified when someone reports an issue.

Today I found out, that TWPatcher's UI is actually unusable, despite how much I have worked on it to look half decent.

So I have spent some time to "translate" the debug gibberish leftover from the alpha release to easier understandable text, and also changed a little bit on how the UI can be interacted if some things are enabled. Basically I made it less confusing and a bit more foolproof.

So, the changes:
- Pressing B on the Redshift configurator goes back to the patch menu instead of the scale filter menu
- Finally unlocked the hiddent content in TWPatch: there are actually more test images than what meet the eye! Hold X + LEFT/RIGHT to switch between them
- Enabling GPU scaling hides the scale filter list, subtly signalling that GPU scaling is not compatible with scale filters
- Fixed a bug in the patch selector which was surprisingly not caught until it started corrupting the memory on me...

and the biggest change of all:
- FINALLY removed the annoying shortcut for enabling widescreen by holding X + START

I'm sorry to piss off people by removing the shortcut, but I bet you'd rather spend a few more seconds just enabling the widescreen patch manually with 100% success rate than trying to "get the timings right on START + X" just because I printed the controls in reverse... I don't want to imagine someone fiddling with this on an old3DS where patching can take up to 6 minutes(!!!), and having to do multiple tries, when it's just actually X + START...

Anyway... as usual, I updated the download in the first post.
Thanks to chibon chibon for messing up the timing on "START + X", otherwise I would not have realized how unusable the UI was :grog:
As usual, QR code
upload_2021-2-21_13-32-30.png

I'm shocked people had problems with it and thought you had to "time it right", I thought it was fairly straightforward
 

ccfman2004

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I always had timing issues with the 09/03/2020 build and thought it was an issue with Luma3DS. I only ever got it to work once among the dozens of times I tried.
 
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Sono

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Probably people who tried to hold start and X at the same time, instead of holding X and then start after.

Yeah, but they actually have a fair point, because before I removed the text, it did actually say

START - to patch
+X - for widescreen
+Y - to disable rtcom

And not the other way around.

Although now in hindsight I could've made it so the patching starts when you *release* the key, and X was ever pressed during START was held... oh well, this is for the better.
 
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saeros

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Does the bug corrupt the memory in any moment or just when you apply the patch? I have the previous build and if the bug only occurs when you patch i prefer to wait a little bit before update.
unless you tell me it's dangerous to leave it as is
 

Sono

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Does the bug corrupt the memory in any moment or just when you apply the patch? I have the previous build and if the bug only occurs when you patch i prefer to wait a little bit before update.
unless you tell me it's dangerous to leave it as is

It's fine, as long as you don't trigger the bug.

The memory corruption happened when you scrolled outside of the visible patch menu area. This did not occur in the scale filter selector, as this was already worked around there from the start. But in the patch menu this issue was just fixed.
 
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Sono

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Are you planning to implement 800px mode?

Yes, in LgyBg. Not into TWPatcher as a patch, because Nintendo's code is so bad and spagetti, I'll lose my last remaining sanity if I'll ever attempt it again...

These images speak on how bad Nintendo made the rendering of two simple images: [1] [2] (yes, on the image the 3DS LCD is in mode800)
 

ber71

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If you enable GPU scaling, the filtering list dissapears as expected, but these filters are still applied to the preview image when pressing up or down. Not important but a bit weird.
 

saeros

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something I noticed is that if you deactivate the patch and the filter selector is not in "nintendo default", when you enter tw ++ everything will be very blurry
 

Sono

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If you enable GPU scaling, the filtering list dissapears as expected, but these filters are still applied to the preview image when pressing up or down. Not important but a bit weird.

That's intentional.

something I noticed is that if you deactivate the patch and the filter selector is not in "nintendo default", when you enter tw ++ everything will be very blurry

Works fine for me. What did you do exactly?
 

Sono

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Ow I thought its another command because it says START + SELECT. So that feature Automatically set Twilight Menu to run in Pixel Perfect Mode.

The reason the patch menu says START+SELECT is because the way I implemented it, it exactly inverts how the functionality works. So instead of checking for START *or* SELECT to disable upscaling, my patch changes it so you must hold START *and* SELECT to re-enable upscaling.
 
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