The numbers on puzzles and textures that appear on solved puzzles shake. Tried various combination of settings, nothing stops the shaking. Vsync slows it down but does not stop it.
the game jitters on purpose. it relies on a sluggish lcd to mask it. there's nothing you can do about it, except use desmume in a retroarch core and use a temporal antialiasing filter.
The game alters part of the texture matrix on alternating frames. You can disable this with this AR code:
-- see below post --
Last edited by windwakr (2017-03-03 05:39:08)
nice work. i wish we had an UI in the frontend for registering useful AR codes for a given game.
I've come up with a simpler code. I hadn't actually looked into the game's disassembly when I made that code earlier. I found the values being set in no$gba's i/o map viewer and searched for them in memory, then made the code to zero them. Turns out the game has support to just set those values to zero if a certain read value is zero.
Picross 3D (USA):
Picross 3D (Europe):
Rittai Picross (Japan):