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<blockquote data-quote="granville" data-source="post: 1003185" data-attributes="member: 97430"><p>I'm not of the opinion that n64 on the DS is possible. the n64 has a larger poly per second count and allows greater strides in graphics than the DS (although I don't think many games took advantage of this....maybe conker). I got this comparison from here:</p><p><a href="http://forums.e-mpire.com/archive/index.php/t-15500.html" target="_blank">http://forums.e-mpire.com/archive/index.php/t-15500.html</a></p><p></p><p>Nintendo DS:</p><p></p><p>Main CPU: ARM 9, 67 MHz</p><p>Secondary CPU: ARM 7, 33 MHz</p><p></p><p>Memory: 4 MB main RAM, 656 kB VRAM</p><p></p><p>Sound: ARM 7, 33 MHz </p><p>16 simultaneous channels</p><p>stereo sound</p><p></p><p>Graphical prestations/effects:</p><p>ARM 9 </p><p>dual 256x192 screen resolution</p><p>solid 60fps</p><p>120,000 polygons per second with all hardware effects @ 60 fps (expect game benchmarks to be a little less.)</p><p>262,144 colors</p><p>4 million vertices/second</p><p>30 million pixels/second fillrate</p><p>Cel-shading</p><p>Hardware fog</p><p>no bilinear filtering This really sucks...</p><p></p><p>N64</p><p></p><p>Nintendo 64:</p><p></p><p>Main CPU: R4000, 93.75 MHz</p><p>Secondary CPU: , 62.5 MHz</p><p></p><p>RAM: 36 Mb (4.5MB) main RAM, 8.5MB with expansion pak</p><p></p><p>Sound: , 62.5 MHz</p><p>16-24 channels OR</p><p>max. 100 simultaneous channels, though take 1% of the CPU each (developer's choice)</p><p>Dolby Pro Logic (1, not 2) Surround sound</p><p></p><p>Graphical prestations/effects:</p><p></p><p>256x224 or 640x480 screen resolution</p><p>lots of graphical sacrifice needed for a solid 60fps (like F-Zero X)</p><p>32,000 colors on-screen</p><p>150,000 polygons with all effects @ 60 fps (Nintendo says)</p><p>100,000 " " " " " " (benchmark says)</p><p>unknown vertices and fillrate</p><p>hardware fog, bi- and trilinear filtering</p></blockquote><p></p>
[QUOTE="granville, post: 1003185, member: 97430"] I'm not of the opinion that n64 on the DS is possible. the n64 has a larger poly per second count and allows greater strides in graphics than the DS (although I don't think many games took advantage of this....maybe conker). I got this comparison from here: [url=http://forums.e-mpire.com/archive/index.php/t-15500.html]http://forums.e-mpire.com/archive/index.php/t-15500.html[/url] Nintendo DS: Main CPU: ARM 9, 67 MHz Secondary CPU: ARM 7, 33 MHz Memory: 4 MB main RAM, 656 kB VRAM Sound: ARM 7, 33 MHz 16 simultaneous channels stereo sound Graphical prestations/effects: ARM 9 dual 256x192 screen resolution solid 60fps 120,000 polygons per second with all hardware effects @ 60 fps (expect game benchmarks to be a little less.) 262,144 colors 4 million vertices/second 30 million pixels/second fillrate Cel-shading Hardware fog no bilinear filtering This really sucks... N64 Nintendo 64: Main CPU: R4000, 93.75 MHz Secondary CPU: , 62.5 MHz RAM: 36 Mb (4.5MB) main RAM, 8.5MB with expansion pak Sound: , 62.5 MHz 16-24 channels OR max. 100 simultaneous channels, though take 1% of the CPU each (developer's choice) Dolby Pro Logic (1, not 2) Surround sound Graphical prestations/effects: 256x224 or 640x480 screen resolution lots of graphical sacrifice needed for a solid 60fps (like F-Zero X) 32,000 colors on-screen 150,000 polygons with all effects @ 60 fps (Nintendo says) 100,000 " " " " " " (benchmark says) unknown vertices and fillrate hardware fog, bi- and trilinear filtering [/QUOTE]
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