i'll see if i can get you a picture of an o3ds, it works but its so slow on game.ndsWHY DOES IT HAVE TO BE A n3DS!!!
i'll see if i can get you a picture of an o3ds, it works but its so slow on game.ndsWHY DOES IT HAVE TO BE A n3DS!!!
Or maybe exploiting undocumented, closed-source firmware is really tough. Think about what's more likely before you post something incredibly small-minded and rude.Some devs are dumb.
That comes with accelerated rendering. Scaling and writing all the pixels to the framebuffer by hand is going to make performance even worse. That's the next step, graphically. I may try taking a stab at it at some point, since it's similar to the OpenGL API, which I've been learing for a personal project lately. I'd be happy to work with @shutterbug2000 on it when I have the time.cool but, I'll be waiting for when a full screen option is avalable... because I found the original ds screens to be small and hard to see any action... thats why I had the brightness on 5 and my face glued to the console (not literally glued)
not a thing, but we can access DS carts in 3ds mode if that hellps@shutterbug2000 Surpised we're seeing this before N64 lol. Is it possible to boot into a semi-TWL mode, or is that not a thing?
NSMBDS
xd wow
Yeah, you read that right.
I have been working quite a bit on porting Desmume to the 3DS. As it stands, it:
Runs at a decent fps on N3DS and an alright fps on O3DS(clockspeed)
Has no input support
Here is a video thanks to @Sasori :
BTW, please no spamming. Lets actually try to keep the discussion on topic, shall we? Thanks .
That comes with accelerated rendering. Scaling and writing all the pixels to the framebuffer by hand is going to make performance even worse. That's the next step, graphically. I may try taking a stab at it at some point, since it's similar to the OpenGL API, which I've been learing for a personal project lately. I'd be happy to work with @shutterbug2000 on it when I have the time.
I'll be certain to start with nearest-neighbor interpolation instead of the blurry bilinear or bicubic interpolation Nintendo is using in TWL_FIRM, since no one seems to like that.
lol, The World Lags With You won't start (O3DS [Whitescreen])
I would say compatibility list time, but it is waaaay too soonTM for that
I was looking at Portal3D and was thinking of porting over gfx/gs, unless it's in ctrulib now. The way it mimics the OpenGL API makes it pretty usable, in my opinion. Have you got a solution you'd like to use?What API would you be using? ctrulib? Or something external(it doesn't matter, just wondering what your plan was.)?
It will probably load eventually. I can't emphasize this enough; cia loading on old3ds is slooooooowww.uh the cia from @Robz8 just says "HOMEBREW" then blackscreens...
oh okay lolIt will probably load eventually. I can't emphasize this enough; cia loading on old3ds is slooooooowww.
It takes 30 seconds for a 150KB homebrew to load so you can imagine how long a full sized commercial rom would take.
I was looking at Portal3D and was thinking of porting over gfx/gs, unless it's in ctrulib now. The way it mimics the OpenGL API makes it pretty usable, in my opinion. Have you got a solution you'd like to use?