If current3Dcore is one, then we want to use GX, if it is two, we use the software renderer. When we use the software renderer, everything ends up coming out in the wrong format, so we need to convert it to be 4x4 texels what the Wii likes in order to render it to the screen. I direct your gaze to the Draw function in main. If you load up the game, you will see something very, very odd: What looks like four blue buttons on the top screen and blue gibberish on the bottom screen. I will be using Super Mario 64 DS as an example. There is actually very little wrong with GX, it is actually Desmume, and how it does its work, that is causing the trouble when we move to native GX code. Someone more familiar with the software renderer should be able to address this better than I. What does this mean? It means unless there IS a big storage place that houses all the sprite layers, which would be awesome that it may be very difficult to convert the individual lines into 4x4 texels, since each line would not comprise all the information that a 4x4 texel would need. Speaking with the "Vanilla" Desmume developers, it seems that they are taken directly from the DS game. I do not know where the sprites are stored. Now that Desmume can run on native GX translation: hardware acceleration baby! The GPU renders things in lines.
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