I'm sure you've looked over blargSNES's code, so you should be able to see how I implemented Mode 7 there.
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Now, there are additional settings for Mode 7, but first focus on the regular Mode 7 format first. Chose Snes9x v1.43 with the hope that compatibility will be better. failed to install cia file 0xd8e0806a without buying software.
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So, render with a window area of 512x512 for each corner, and assign a polygon list for each that contains static coordinates, that only changes with regard to what tile is shown in each slot (which could be done when writing to SNES VRAM). SNES Special Edition Enjoy amiibo functionality with a range of Nintendo 3DS titles thanks to the built-in NFC reader/write Nintendo 3DS XL allows you to play.
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As to rendering to this large texture buffer in the first place, it requires some adjustments, because the 3DS has an issue with rendering to a destination that uses a window greater than a 1023x1016 (width greater than 1023 causes no polygons to be rendered, and height greater than 1016 causes the GPU to hang).
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Mode 7 is just a 1024x1024 layer that is scaled/rotated, and adjustable per scanline, so represent this as a texture buffer, then use it as a texture source per scanline to render to the buffers that you would do normal rendering of backgrounds. The basis for the hardware-rendered Mode 7 is actually quite simple.