I know emulation is out of the question for the 3DS, but with the source code, would it be possible to recompile it to run on the 3DS?
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Last edited by Quantumcat,
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I need to learn how to compile this so I can just do it myselfYes, especially since we can do hardware accelerated 3D graphics with this:
https://github.com/fincs/citro3d
(Works in conjunction with and requires ctrulib.)
Also possibly for the Switch?
A 3DS port should be done first, because they are both ARM machines and there would be a code base to use for any ARM machine without too much modification.In theory? Probably. But given the state of the scene these days, I can't imagine anyone will put in the effort to do so, compared to, say, a Switch port.
I'd love it, though.
I doubt that. Doom needs at minimum a framebuffer output, while Mario 64 needs specialised 3d acceleration hardware which they stopped producing years ago(a.k.a. the N64).It's supposed to be the "new Doom."
I mean, yeah, probably, but I don't think anyone with the necessary coding skill has enough interest to port it to 3DS.A 3DS port should be done first, because they are both ARM machines and there would be a code base to use for any ARM machine without too much modification.
And later port it to weaker systems by downgrading things. (reducing poly count, fixed-point instead of floating point, etc.)
It's supposed to be the "new Doom."
The many purists who say sm64ds is a crime.I mean, yeah, probably, but I don't think anyone with the necessary coding skill has enough interest to port it to 3DS.
Well, the important part is "with the necessary coding skill".The many purists who say sm64ds is a crime.
I disagree with that part, but it's nice to see someone in "these kinda threads" who knows what they are talking about and don't just go "it's more powerful so it's easy to port" >.>It's supposed to be the "new Doom."
Good luck!I'm analyzing every source file to see what has to be changed to separate it from the Nintendo 64 hardware.
They work too slowly, and I have a different approach.Good luck!
Though, since you're already going over the source, why not straight join the decompiling efforts? Once the sm64decomp team work is done, putting #define all over to isolate parts should become easier.