The original DS had some impressive full 3d capabilities. Between Mario 64, mario kart DS, as well as some of the beautifully rendered scenes like the Sky Arrow Bridge in pokemon black:https://www.youtube.com/watch?v=IE16BT9RFEc
I remembered having my socks knocked off the first time I walked down Sky Arrow Bridge! I always wondered if it was truly 3d or if they were using some doom-style hack, but watching the video again I think it must have been true 3D. Also, it's amazing how much higher-fidelity it looked in my memory
3d DS games look terrible on larger screens, because there's not much of anti aliasing going on in the original hardware.
Luckily if you play on something like DraStic, you can add AA yourself which looks much better upscaled.
The PSX had similar MHZ but with a less powerful MIPS CPU and less RAM.
Re:Architecture of the Nintendo DS
by CJefferson on Tuesday August 18, 2020 @03:37PM
(#24203319)
I would love to run a university course like this, but I am too afraid of getting the Nintendo banhammer half way through the year.
What bannhammer? Home brew is completely legal in the US and they can’t just come and take your hardware or devtools away (provided you use the open source ones.)
One does not simply avoid Nintendo’s lawyers by following the law :P
Don't the flashcarts count as breaking DRM and thus not allowed by the DMCA?
Re:Architecture of the Nintendo DS
by furbyhater on Thursday August 20, 2020 @05:51AM
(#24221588)
Usually the students would run their programs on an emulator instead of the original hardware (this also means they don't need to be provided with a GBA each).
NDS development has always been something I wanted to explore. This article provides a nice excuse to get started.
Just to put things in perspective. DS could run a full 3D platformer like Super Mario 64 DS back in 2005 using only 32-bit ARM7 at 34 MHz. New PS5 specs: 8-core Zen 2 at 3.5GHz, 10 TFLOPs GPU, 16 GB GDDR6