Hacking Circle Pad patches for Super Mario 64 DS and other games (in TwilightMenu with TWPatcher and RTCom)

Typhonite

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Does this work with DS Forwarders like YANBF?

Sorry if someone already asked but I tried to search and couldn't find this question or an answer.

I think I set up everything right but when I try executing games that are CPad patched (enabled previously on Twilight Menu and working) through forwarders they simply don't load, it gets stuck in white screen.
 

STJebus

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Does this work with DS Forwarders like YANBF?

Sorry if someone already asked but I tried to search and couldn't find this question or an answer.

I think I set up everything right but when I try executing games that are CPad patched (enabled previously on Twilight Menu and working) through forwarders they simply don't load, it gets stuck in white screen.
  • Games that don't support widescreen (or just mods for games that otherwise support widescreen) may need a separately patched TwlBg. Make two TwlBg versions in TWPatcher, one with widescreen and one without (both should have RTCom). Put the one with widescreen in "_nds/TWiLightMenu/TwlBg/" and rename it to "Widescreen.cxi" (or whatever the official guides say to enable widescreen). Leave the one without widescreen in "/luma/sysmodules" as "TwlBg.cxi". That way, TwilightMenu should swap them when a game has widescreen support and 16:10 mode is set, and not touch them otherwise.
 

Typhonite

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Hey thanks for the quick response!

I tried that, but got some new problems. Though forwarders are now loading with CPad patch enabled, and not stuck at white screen anymore, they take a lot longer to load, it looks like it freezes the system when I click the forwarded game for ~2min (though music from theme continues playing the system goes unresponsive) to then go on with normal game loading, but the games I set up widescreen ratio on TwilightMenu to test (Metroid Prime Hunters, TLOZ: Phantom Hourglass) start up in 4:3, do you know a way around this?
 

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I hope the Picture sheds some light on the I2C situation. Are the bus IDs also in there? If not I can test a 3rd version of the TestGyro to get these in case they aren't. I typed the code below to make it easier to copy. It seems to be identical to your example.
The bus ids are the numbers before ":" (0, 1, or 2). The table looks absolutely fine.
As I already said you have the third (and the last) kind of gyros where (unlike the other two) the axis X and Y should be swapped and the latter one inverted. At least, that's what I understood from the "rehid" code. Maybe it's not entirely true, I don't know. Either way, here is a version of the mod that should work for your gyro (I've just hardcoded that change). If it won't work properly, then probably this is it, I can't do anything else.

All zeros, I'm afraid:
That's weird, as always. I think it will be a lot easier if you just send me your TwlBg. If you are fine with this idea then this is how you can get it: open TWPatcher, press Y+B, disable all check boxes, especially "rtcom" (you'll need to tick the last checkbox), press B, select the filter "Nintendo default", press Start to generate the TwlBg. Then finally take it from the usual place "/luma/sysmodules/TwlBg.cxi" and send it to me in a private conversation; or chat, or whatever it's called on this website. Basically, don't share it publically, etc.

Does this work with DS Forwarders like YANBF?
Personally, never used them. And I don't remember anyone mentioning in this thread that it would work with the forwarders, so maybe they really don't. As for the widescreen issues, you may find it useful
 

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Ninja-Eule

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The bus ids are the numbers before ":" (0, 1, or 2). The table looks absolutely fine.
As I already said you have the third (and the last) kind of gyros where (unlike the other two) the axis X and Y should be swapped and the latter one inverted. At least, that's what I understood from the "rehid" code. Maybe it's not entirely true, I don't know. Either way, here is a version of the mod that should work for your gyro (I've just hardcoded that change). If it won't work properly, then probably this is it, I can't do anything else.
Yeah, I got that from the original message. I expected it to behave weirdly with the old 3DS mod. I just wanted to tell you the exact behavior in case Metroid treats the gyro inputs differently than the test file you sent.
Everything works perfectly now, thanks again for all the work that you did.
I hope that you can fix emcintosh gyro as well.
@emcintosh Does it work in 3DS games? If so then maybe there is something wrong with Twilight Menu. Have you tried reinstalling it?
 
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Typhonite

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From my latest tests, the CPad patch do work with fowarded NDS games, but makes the 1st loads way slower. After the 1st or 2nd game taking way more time, it will load normally and work as intended (tested 2 games, I'm not sure if it happens only on the 1st time you play a game patched, or if everytime the system is reset though).

Now I'm having some trouble with Widescreen, it seems either I have some setup done wrong or it doesn't work with forwarders, but I'll double check all of the steps on the troubleshooting from the link you sent, thanks!
 

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