Does this "bad code" cause the twlbg bug as well? Or are they unrelated?
Is widescreen mode still not filtering horizontally, or did I just install this wrong?
I'm getting inconsistent horizontal pixel sizes that's creating this weird shimmering effect
Can I enable GPU scaling or is that not a feature?Only GPU scaling can do true filtering, but you lose the ability to use custom scale matrixes. You either get bad filtering (custom MTX scale matrixes), or you get full filtering but as a blurry mess (GPU upscaling).
Mine says Build 2020/02/09, which I got from the OP. No mention of patches, just a scale listGPU scaling is one of the "patches". The latest version should tell you a button combo to press to access patches.
So I gotta ask does this mean that there could be a patch to switch the screen in some games? Meaning to change for example the top screen to the bottom screen?
I just upgraded from a very old version, and man.. the new GPU-scaled widescreen looks great.
I'm a bit out of the loop here, but is there a way to stretch GBA virtual console games to fullscreen?
I'm not sure why you want to do this but... In Twilight Menu++ settings (Make sure you are using v16+), set the default screensize to 4:3, then launch an NDS ROM with widescreen support with its per-game setting to 16:10 and viola! See the following Github issue for more detailed inspiration,,,Does anyone know a way to have Twilight Menu run completely Widescreen on a 3ds? Some time ago, I managed to get full-widescreen on Twilight Menu++ using TWPatch by mistake...but I can't replicate it with the latest TWLM.
But if I use DS mode for only GBARunner2 in botton screen that isn't good for x1.5 resolution with the original scaling? I only askThat was removed because it only worked in DS mode.
Yes. Hold Y while TWPatch is starting, and that'll unlock the secret AGB_FIRM patch menu.
But if I use DS mode for only GBARunner2 in botton screen that isn't good for x1.5 resolution with the original scaling? I only ask
Is the gyro patch still not implemented on o3ds for GBARunner2 motion sensor games?
What wiki? I can't find any.Mine says Build 2020/02/09, which I got from the OP. No mention of patches, just a scale list
Edit: Ah, I see. The wiki has a more recent build.
i cant either Please shareWhat wiki? I can't find any.
What wiki? I can't find any.
i cant either Please share
No. DS and DSi games are made for 256x192. Widescreen works by changing the aspect ratio the game renders in squishing the output and trying to cram more into the 256 pixels. As you probably can imagine there is quite some loss of details because of this. On the 3DS side this is then stretched to fix the aspect ratio and fill the screen. This is the best you can make out of the situation because the output resolution of the DSi hardware is fixed in silicon.@Sono I'm sorry if this has already been answered, why are DS (and gba) games capable of extra widescreen, does it mean ds/gba games were programmed with a wider screen in mind? Or is the wider screen a result of the "culled" space treated like other consoles ("culling" areas the camera isn't focused upon, thus reducing system demand?) Can that "culling" be observed in any known games using the widescreen patch? (like, seeing the game elements vanishing and manifesting on the edges of the screen.) Thank you for all of your work and success.
The GPU is too castrated (no fragment shaders) to implement custom scaling algorithms. Trying to work around this using cursed vertex- and geoshader tricks might be too slow. But we can combine nearest, linear and matrix scaling in arbitrary ways.so does GPU scaling unlock allot of potential for different scaling methods?