For one thing, try BurgerTime, the arcade game. A 3DS is not designed for holding sideways-even when games do involve sideways play, they tend to be based around the touch screen, not using the button inputs which are now horridly uncomfortable.įurthermore, it doesn't make sense not to allow rotation on 3DS, because any number of issues roll on from it. The WonderSwan was designed to have useful, comfortable inputs in two (or more) different orientations. Just rotating the system doesn't work on any handheld which doesn't share this feature, so RetroArch has a feature to rotate the screen and remap the inputs upon pressing RetroPad Select. The WonderSwan specifically has three sets of inputs, of which two are used at any given time depending on the current rotation. This still means that platforms like WonderSwan (a piece of hardware which relies on being physically rotated) are largely broken on 3DS. Mirroring was really only a side-effect of rotation not working, not the real issue. Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.įor reference, that pull request prevents the image becoming mirrored when games are rotated, but doesn't fix the underlying issue of rotation not working. Save 'per game overrides' after this.įinally, go to the control options under the quick menu, set your controller to be rotated (up is right, right is down, down is left, left is up) and save the 'per game controller remap'. Once this has been done, in order to get 1:1 pixel mapping, one has to manually change to a custom screen resolution, set integer scaling to OFF, set the resolution and offsets to the correct values (224x384 for cps and cps2 with 8 offset, 224x320 for DonPachi with 40 offset in x, 224x2 Kai, etc), since retroarch reports wrong values for these. This removes the mirroring and keeps the image horizontal in vertical games. WorkaroundĪs a workaround, one can modify the "retroarch.cfg" file to set "video_allow_rotation=false". I suggest that the contents of the 'if' blocks corresponding to cases rotation=1 and rotation=3 (the 'else' case) be set as in the cases of rotation=0 and rotation=2, respectively. In my opinion, it makes little sense to rotate the screen of vertical games in a portable system, since you can always rotate the system itself. It's not clear what the author intented there, but I think this was probably a copy/paste error that went unnoticed for a while. The limits of the x0/x1 and y0/y1 run with the opposite 'handedness' as they should in those two cases I mentioned. The cases for 90 degrees and 270 degrees are in error. It seems the error is found in the function ctr_set_screen_coords, which starts in line 93 of the gfx/drivers/ctr_gfx.c. I didn't actually bisect this, but rather I had a look at the code. Try to read the text and notice it's all mirrored.
![pac man retroarch border pac man retroarch border](https://i.pinimg.com/236x/a1/d7/fe/a1d7fec725f44720f39959630cf4b540.jpg)
Start the FBA2012 retroarch core from the 3ds home menu.Rotating the image of the game wouldn't make very good use of the screen real estate in a portable. I expected the game to appear neither rotated, nor mirrored, and with integer scaling. Examples are 19XX (cps2 game) and DonPachi (cave game), but every vertical game seems to show this issue.
![pac man retroarch border pac man retroarch border](http://www.stickboutik.com/prod_img/Cat1/sCat26/Prod121/show/5.jpg)
This is using the cia release of a Februrary nightly on a N3DS with A9LH and Luma running the 11.2 system software version. I have observed this while using the final burn alpha 2012 core, although in troubleshooting I found that this was previously reported as issue #2838 in the mame 2003 core.
![pac man retroarch border pac man retroarch border](https://i.ytimg.com/vi/rNh1tucBe8o/maxresdefault.jpg)
The image appears at the wrong aspect ratio, too, even with integer scaling ON. When choosing a game with vertical screen orientation, the game appears not rotated, but mirrored.