What about games that use the touch screen? How do we deal with that? lol
The Legend of Zelda: Majora's Mask 3D images.
That was solved waaay back in the DS days, you click and/or drag on the location most of the time. Can't remember what was used for things where pressure mattered since I don't think I've ever played a game where it did.
I didn't even know that the DS/3DS had pressure-sensitive touch screens.
So many games are booting now. Can't wait to try Kid Icarus Uprising at a higher resolution. =) Nintendo has a great artstyle that's hindered by low resolution. Then again, I usually don't care because of poor eyesight. Heh.
So, are they at the stage of development where the majority of the pieces fall into place?
So many games are booting now. Can't wait to try Kid Icarus Uprising at a higher resolution. =) Nintendo has a great artstyle that's hindered by low resolution. Then again, I usually don't care because of poor eyesight. Heh.
So, are they at the stage of development where the majority of the pieces fall into place?
They're probably not showing Pokémon until its presentable in some form. That will open the floodgates.
Fuck man. The future is gonna be rad.Can't wait for when future me has a dope glasses free 3D monitor and play my old 3DS library in UHD.
What about games that use the touch screen? How do we deal with that? lol
Yep that's exactly what you need to do to your ROMs.I can never seem to get Citra to work. Everytime I try to load one of my ROMs it fails. Do I need to provide my own bios, or is there a specific type of ROM it has to be?
Edit: It seems the method is described here.
What about games that use the touch screen? How do we deal with that? lol
I can never seem to get Citra to work. Everytime I try to load one of my ROMs it fails. Do I need to provide my own bios, or is there a specific type of ROM it has to be?
Edit: It seems the method is described here.
IIRC only some of the DS models (I think just the Phat and Lite) had them. But Nintendo didn't allow devs to actually use that feature, so only some homebrew apps supported it.
My dream is to be able to play my 3DS games on my 3D projector with my Surface pro in my lap as the touch screen. I guess it would be better if I had one of those tablets that has a controller 'cradle' accessory though.
Kinda for the best. Pressure sensitive buttons were a mistake. The only games I ever saw to use them well was MGS2 and 3 and even then I can see how it would be confusing for a LOT of people.
Vids already down?
Man, when Metal Gear Solid 3 can run at 60fps at high resolutions, it should be the best version of the game. The HD rereleases didn't include crouch walking.
Hi, I've always been fascinated by people's ability to rework tech and understand hardware that has no basis for comparison or documentation. I just had a question about the general process of developing the software and hardware involved with emulation.
How do you go about development on a day to day basis? I know I won't understand the very technical aspects but just in simple terms, is it alot of experimentation that you'll make small changes to code, test it out and rinse and repeat? And how do you know what changes to make, is it experimentation or following the digital architecture you're attempting to emulate through access to internal code on said system?
I guess I'm unsure of how someone knows where to start in such a large endeavor. I know if I was provided all the hardware necessary to figure out some tech I had never seen that I'd have no idea what to do/where to begin.
How did people develop the hardware to either read code from the system itself or to even read games? My mind is blown by the fact that people are able to create hardware capable of interfacing with these closed systems that I can't even imagine how they would know where to start in terms of creating software capable of interacting with tech that's previously undocumented.
To put it in the simplest terms, I have no idea how someone begins a project like this, do they begin by attempting to recreate the O.S. from scratch? Do they find a way to read processes as they are running and then change values, comparing what happens to find out what function affects what?
I apologize for this wall of text and so many questions, it's entirely passion driven as it amazes me what some people can do with tech that didn't exist before the console manufacturers made it.
I remember being shocked about initial D.S. emulation as I had assumed that DS carts are manufactured using proprietary hardware that "readers" didn't exist for, in the way that SD cards used for save files were an existent tech beforehand.
Thanks for bearing with me, and a big thanks for all the hard work put in by the people working on this emulator and explaining it to people like me, I can't wait to see how it turns out down the road![]()
Emulators can't magically make games that were hard coded to run at 20 fps suddenly run at 60 fps.
Sure they can when hacks are implemented.
See: N64 games, PSP and PS2 games, etc. Absolutely no reason why that same kind of hack can't be implemented for some 3DS games if its viable.
Sure they can when hacks are implemented.
See: N64 games, PSP and PS2 games, etc. Absolutely no reason why that same kind of hack can't be implemented for some 3DS games if its viable.
pos = pos + (5 * delta);
pos = pos + 0.25;
That's true, but such hacks are rare and expecting one to come out for any one particular game is folly. Many games have certain animations or other aspects tied to the game's framerate and hacking the game to run at 60 fps can cause severe glitches.
Wow that's amazing!
We've seen it work in practice in multiple games already, no reason to doubt that it's possible. If the poster is willing enough, they could implement the 60fps hack themselves. It's not wholly unrealistic that some programmer in the world might be passionate about the MGS franchise and want to see that game running at its best.