Hacking N64 Emulation on 3DS... Speculation

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wouldnt it look terrible with the 3ds' resulution?
I feel the need to say this
It would look beautiful. In fact, everything from Genesis, SNES, to PSX to N64 would look astonoshingly good on the 3DS. You can see for yourself running a NES game from the VC. Reason being the 3DS has a resolution of 400x240, which is perfect for these kind of consoles, they have the same 240 lines of resolution. Running these games in native resolution on a big 3DS XL screen... No other portable anything can do this.
 
spyro3dsguy, You do realise in videos you posted lowest phones have 2xfrequency and still play game in slow motion?
 
I feel the need to say this
It would look beautiful. In fact, everything from Genesis, SNES, to PSX to N64 would look astonoshingly good on the 3DS. You can see for yourself running a NES game from the VC. Reason being the 3DS has a resolution of 400x240, which is perfect for these kind of consoles, they have the same 240 lines of resolution. Running these games in native resolution on a big 3DS XL screen... No other portable anything can do this.

Uh... Playing Zelda II: Adventure of Link shows the opposite. Then again, it's possible that Nintendo were just crap at making their emulator.
 
Do you have the 3DS VC Zelda II? It's especially noticeable when you get near swamps; compare it with the regular game on NES.

Then again, I don't see *why* they would have had to make it like that, since you make a good point with both NES native resolution and 3DS screen being 240 pixels in height.
 
Hmm yeah I don't. That sounds pretty weird. I only have Kirby's Adventure and Metroid here and I love how they look
 
spyro3dsguy, You do realise in videos you posted lowest phones have 2xfrequency and still play game in slow motion?
Yeah, it's been explained over and over. Then again, there's the OS overhead of wasted resources, the application isn't running natively, so hey. Still, good luck parallelizing an N64 emulator on an ARM11 266 MHz dual core, I still maintain that it'll be a challenge to even make a PoC version that runs at semi-decent framerates.
 
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I feel the need to say this
It would look beautiful. In fact, everything from Genesis, SNES, to PSX to N64 would look astonoshingly good on the 3DS. You can see for yourself running a NES game from the VC. Reason being the 3DS has a resolution of 400x240, which is perfect for these kind of consoles, they have the same 240 lines of resolution. Running these games in native resolution on a big 3DS XL screen... No other portable anything can do this.

The N64 actually has 480i resolution with the expansion pack added. I think those games would probably scale down fine to 240p though. It's not as if the N64 had detailed polygons or textures.
 
wouldn't running the mupen64 port for android on a phone be a proof of concept? I'll install it right now on my rooted galaxy s3, down clock to say 300-400mhz and disable 3 of my s3's 4 cores or down clock to 200-ish and leave 2 on to see what happens
(as obviously some will be used by the os, and the 3ds only uses 1 core for games)


Edit: Laggy, I also forgot to say I down clocked the GPU to 208mhz, it was tested with ocarina of time 3d and 2 cpu cores at 200mhz, I can't say the exact fps but I would say 11-15 at the title screen, which means that with specific optimizations for the 3ds and it's lower resolution I'm pretty sure we would squeeze something playable, considering the architectures of the 3ds and a galaxy s3 are close enough, and that ocarina of time 3d is mostly emulated plus android is different to the 3ds's os

, this whole post may be completely wrong though
 
Nope....different OS architecture, potentially different codebase as well (depending on what can and can't be directly ported over).....no matter how you look at it, it's comparing apples to oranges.
 
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Nope....different OS architecture, potentially different codebase as well (depending on what can and can't be directly ported over).....no matter how you look at it, it's comparing apples to oranges.
On top of that, an Android-based emulator is probably taking advantage of OpenGL ES which makes all matters 3D simple and straightforward. On the 3DS, things may or may not work in a similar way.
 
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Why? It's a 256x240 game like all NES games. It runs in pixel clear native res on the 3DS.

This might not actually be true, some 3DS screenshots from Nintendo's website show 284x238

5UnXMPVguerzGvKRO055g2Lc6CdpkcnT.jpg


In the Kirby's Dream Collection for Wii the Gameboy games' folder both show a config.ini with a list of settings used for 3DS VC if you check the NES section it says it's using 284x240

;DMGŽÀ‹@ÄŒ»ƒJƒ‰[ƒpƒŒƒbƒg
[DMG_COLOR]
Color0 = c23,31,4 ;R,G,B (0~31)
Color1 = c19,29,5
Color2 = c11,17,8
Color3 = c9,9,9
ColorLCD = c20,27,7 ;LCD

;DMGƒOƒŒ[ƒJƒ‰[ÄŒ»ƒJƒ‰[ƒpƒŒƒbƒg
[DMG_COLOR_GRAY]
Color0 = c25,25,21
Color1 = c20,20,17
Color2 = c13,13,10
Color3 = c5,5,3
ColorLCD = c25,25,21 ;LCD

[DMG_COLOR_COLOR]
BGColor0 = c23,23,19
BGColor1 = c17,17,14
BGColor2 = c11,11,9
BGColor3 = c6,6,3
OBJ0Color0 = c23,23,19
OBJ0Color1 = c17,17,14
OBJ0Color2 = c14,14,11
OBJ0Color3 = c6,6,3
OBJ1Color0 = c17,17,14
OBJ1Color1 = c17,17,14
OBJ1Color2 = c11,11,9
OBJ1Color3 = c6,6,3
ColorLCD = c23,23,19 ;LCD


;ƒOƒ‰ƒtƒBƒbƒNŠÖ˜AÝ’è
[Mask]
; Normal Mode
DarkEnable0 = 0
ReduceEnable0 = 0
MotionBEnable0 = 0
Dark0 = 10 ;0~10
ReduceColorR0 = 0 ;0~31
ReduceColorG0 = 0 ;0~31
ReduceColorB0 = 0 ;0~31
MotionBlur0 = 31 ;0~31

; DMG Green Mode
DarkEnable1 = 1
ReduceEnable1 = 0
MotionBEnable1 = 1
Dark1 = 8 ;0~10
ReduceColorR1 = 0 ;0~31
ReduceColorG1 = 0 ;0~31
ReduceColorB1 = 0 ;0~31
MotionBlur1 = 8 ;0~31

; Dotbydot DMG Green Mode
DarkEnable2 = 1
ReduceEnable2 = 0
MotionBEnable2 = 1
Dark2 = 7 ;0~10
ReduceColorR2 = 0 ;0~31
ReduceColorG2 = 0 ;0~31
ReduceColorB2 = 0 ;0~31
MotionBlur2 = 10 ;0~31

[AGB]
Width = 360
Height = 240

[CGB]
Width = 267
Height = 240
ColorDelay = 200 ;ms unit
SoundSwapLR = 0 ;ƒTƒEƒ“ƒhLR“ü‚ê‘Ö‚¦
Dotbydot = 1 ;0: Disable, 1: Enable
Parallax = 300 ;1/1000 mm unit
RenderTime = 0 ;0: Begin of Mode3(Default), 1: End of Mode3
Logo = 0 ;Show Nintendo(R) Logo
ObjLineLimit = 1 ;0: Max, 1: Limit
LCDOnDelay = 1 ;LCD On Delay Frame Count(Only for DMG)
LCDIntOnce = 0 ;1: LCD's interrupt active once in one scanline
VBlankDelay = 1 ;VBlankDelay Ticks (1~113) (Default: 1)
SoundCH1Sweep = 1 ;0:Old Sweep Mode 1: New Sweep Mode
SoundNoiseTable = 1 ;0: old noise 1:use noise table

[NES]
Width = 284
Height = 240
ClipUp = 4 ;pixel unit
ClipDown = 4 ;pixel unit
ClipLeft = 4 ;pixel unit
ClipRight = 4 ;pixel unit

[Sound]
Volume = 78 ;0~...
CutRate = 10000 ;Hz unit

[Save]
RecordTime = 60 ;seconds
Interval0 = 60 ;seconds (Size<32KB)
Interval1 = 240 ;seconds (Size>=32KB)

[Menu]
MenuDark = 4 ;0~10
MenuDelay = 200 ;ms unit
MenuFade = 200 ;ms unit
SaveAnim = 1 ;1:On 0:0ff
LoadAnim = 1 ;1:On 0:0ff
ResetAnim = 1 ;1:On 0:0ff
FadeInTime1 = 200 ;ms unit
FadeInTime2 = 200 ;ms unit
FadeWaitTime = 2000 ;ms unit
FadeOutTime = 200 ;ms unit

[Demo]
DemoTime = 180 ;seconds
DemoResetTime = 1000 ;ms

However from the 3D Sonic 1 which has to use 320x224 doesn't seem to be any different so N64 games which use that width should look clear and normal.
 
On top of that, an Android-based emulator is probably taking advantage of OpenGL ES which makes all matters 3D simple and straightforward. On the 3DS, things may or may not work in a similar way.
what does the 3ds use for gfx? and yes, the emulator benefits from opengl es 2.0
 
what does the 3ds use for gfx? and yes, the emulator benefits from opengl es 2.0
Beats me. I'm willing to wager that it's going to be something "OpenGL-like-but-not-quite" as per Nintendo's habit. The DS used OpenGL-like 3D registers, the 3DS is probably no different in this regard, but I haven't dug into it too deeply to say. Perhaps one of the local 3DS homebrew devs will have something to say regarding that matter.
 
Beats me. I'm willing to wager that it's going to be something "OpelGL-like-but-not-quite" as per Nintendo's habit. The DS used OpenGL-like 3D registers, the 3DS is probably no different in this regard, but I haven't dug into it too deeply to say. Perhaps one of the local 3DS homebrew devs will have something to say regarding that matter.

maybe smealum has info on that, I saw on his twitter he ported a game called yeti to the 3ds, I'll ask that later
 
It's a little sad that most people here have so little hope, But Im pretty sure that it's just selfdefence :P
Let's pray to the allmighty god of Silicon and digital data that the 3DS vill be able to run n64 games!!
 
This thread is for anything relating to Nintendo 64 Emulation for 3DS

Do you think it is Possible


Seeing as though we don't know the Official Specifications of the 3DS it is Unknown at this point

Discuss

Please No Flaming, Trolling or Arguing







I do think its possible Super Mario 64 DS is 1 example take away the bottom screen & that just leaves the original Super Mario 64
 
I do think its possible Super Mario 64 DS is 1 example take away the bottom screen & that just leaves the original Super Mario 64
Yeah, except if you took the time to read this thread you'd know that the game was recoded from the ground up for the DS and is in no shape or form being emulated on the system. :P
 

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