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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.
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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.
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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)
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nice work. i wish we had an UI in the frontend for registering useful AR codes for a given game.
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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):
0208B5B0 E3A00000
Picross 3D (Europe):
0208B4DC E3A00000
Rittai Picross (Japan):
020A3BBC E3A00000
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