Hacking 3d mode in browser?

megavirus1994

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to everyone who said that the sites are not made in 3d

technically true but the site is still rendered so that you can have e.g. images super positioned above each other (z-index)
so you could theoretically change a 2d site into 3d by taking the z-index values and actually positioning the stuff in "3d space"
but wether or not the 3ds browser will be able to handle it is another question... maybe if it was an app which might happen as soon as homebrew comes out

edit:


Well, a server script that reads HTML and generates an MPO image (based on the tags - h1 would be "closer" on the 3D screen while normal text will be "in the back") is fully possible, but you wouldn't be able to click the links and stuff... and the entire page will just be a static image...

I wouldn't be surprised if something like that was made... I lack the JavaScript and PHP skills that are required to do it, though.

True you'd have no stylus support but maybe the analog stick/d pad/a button would still be readable? Thats all it would really take to navigate the website, especially if the site were designed for ease of navigating with those controls. So as long as the other controls remain readable i wouldnt count that idea out

doesnt the 3ds browser change into an image mode when it shows a 3d image??
or can it show 3d embed images directly as well???
 

McHaggis

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Seriously no one on this site cares about this subject? I guess this forum should be renamed from "3ds hacking and homebrew" to "flash cart talk" seeing as thats apparantly all anyone here cares about. I thought 3d websites(which opens the door to 3d javascript games, which has been a popular topic on the net) would interest people but I guess playing illegal games is more imortant than utilizing the device to its full potential. So much for forward thinking.

</rant>

I know there are good coders and people who are very knowledgeable about these sorts of things on this site, maybe we can get their input?
Nobody cares because everybody knows that it's not possible, at least right now. The browser isn't built for 3D, the web isn't even really built for 3D right now, some browsers support showing 3D images, but it doesn't go much beyond that. For instance, you can't draw stereoscopic images (without the red/green effect) using the HTML canvas element, so it would be tricky to create JavaScript games without making them very intensive and, as we are all aware, the browser doesn't have many resources available to it.

Secondly, there are no existing hacks, which means that we can't modify the way the browser works at all. So we can't switch 3D mode on for the browser and, even if we could, it wouldn't benefit us at all.
 

thealeks

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it would be tricky to crete JavaScript games wihout making them very intensive

I dont think it would be that intensive to generate and display 2 images at the size of the top screen alone. And you would only have to generate the visible content, the rest could be taken care of by setting the bg color. Come to think of it you could generate the images just with a little repositioning of the elements rather than completely generate them on the fly
 

RedJiggly

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it would be tricky to crete JavaScript games wihout making them very intensive

I dont think it would be that intensive to generate and display 2 images at the size of the top screen alone. And you would only have to generate the visible content, the rest could be taken care of by setting the bg color. Come to think of it you could generate the images just with a little repositioning of the elements rather than completely generate them on the fly
If you would want the 3DS to load is as an MPO image, you will need to create a full MPO file. In other words: Two JPG's of 400x240, blended together in one file with some special header info. Fiddling with HTML elements is not going to work. The 3DS could maybe show it, but it will definitely not try to load it in 3D.


And the javascript on the 3DS works fine. However, its graphic updating skills and its overal run-time speed are very low. Meaning that, when trying to load a movie as a gif for example, you will only see a new frame about every second.(I tried this).
I even ran multiple tests on the 3DS, such as the ACID test. It took a while, but most of the stuff rendered fine. This is because the 3DS is a (stripped down) version of WebKit, the engine that powers both Chrome and Safari. Of course, it wasn't perfect: Most buttons don't work for instance. But still... :D
 

thealeks

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it would be tricky to crete JavaScript games wihout making them very intensive

I dont think it would be that intensive to generate and display 2 images at the size of the top screen alone. And you would only have to generate the visible content, the rest could be taken care of by setting the bg color. Come to think of it you could generate the images just with a little repositioning of the elements rather than completely generate them on the fly
If you would want the 3DS to load is as an MPO image, you will need to create a full MPO file. In other words: Two JPG's of 400x240, blended together in one file with some special header info. Fiddling with HTML elements is not going to work. The 3DS could maybe show it, but it will definitely not try to load it in 3D.


And the javascript on the 3DS works fine. However, its graphic updating skills and its overal run-time speed are very low. Meaning that, when trying to load a movie as a gif for example, you will only see a new frame about every second.(I tried this).
I even ran multiple tests on the 3DS, such as the ACID test. It took a while, but most of the stuff rendered fine. This is because the 3DS is a (stripped down) version of WebKit, the engine that powers both Chrome and Safari. Of course, it wasn't perfect: Most buttons don't work for instance. But still... :D

Question, would tye 3ds handle an gif better if the webpage had it preloaded? From my experience, once the gif is loaded is plays fine, provided all the frames loaded correctly. So preloading might be a way around the problems from trying to play the gif while loading
 

RedJiggly

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it would be tricky to crete JavaScript games wihout making them very intensive

I dont think it would be that intensive to generate and display 2 images at the size of the top screen alone. And you would only have to generate the visible content, the rest could be taken care of by setting the bg color. Come to think of it you could generate the images just with a little repositioning of the elements rather than completely generate them on the fly
If you would want the 3DS to load is as an MPO image, you will need to create a full MPO file. In other words: Two JPG's of 400x240, blended together in one file with some special header info. Fiddling with HTML elements is not going to work. The 3DS could maybe show it, but it will definitely not try to load it in 3D.


And the javascript on the 3DS works fine. However, its graphic updating skills and its overal run-time speed are very low. Meaning that, when trying to load a movie as a gif for example, you will only see a new frame about every second.(I tried this).
I even ran multiple tests on the 3DS, such as the ACID test. It took a while, but most of the stuff rendered fine. This is because the 3DS is a (stripped down) version of WebKit, the engine that powers both Chrome and Safari. Of course, it wasn't perfect: Most buttons don't work for instance. But still... :D

Question, would tye 3ds handle an gif better if the webpage had it preloaded? From my experience, once the gif is loaded is plays fine, provided all the frames loaded correctly. So preloading might be a way around the problems from trying to play the gif while loading


1. This depends on the size of the Gif. If it is the size of the upper screen, it will only update with about one image per second. Because that wasn't really close enough to what I wanted, I tried something else as well: Load a large collection of JPG's in, and make them play(show/hide again while showing the next one) by using JavaScript. It worked, however, with about the same speed.

Of course, smaller images can run in about full speed ;). Also, the 3DS browser does not have any cache where it keeps things in. If you go back in the history, it will always request all content on the page again.
 

thealeks

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it would be tricky to crete JavaScript games wihout making them very intensive

I dont think it would be that intensive to generate and display 2 images at the size of the top screen alone. And you would only have to generate the visible content, the rest could be taken care of by setting the bg color. Come to think of it you could generate the images just with a little repositioning of the elements rather than completely generate them on the fly
If you would want the 3DS to load is as an MPO image, you will need to create a full MPO file. In other words: Two JPG's of 400x240, blended together in one file with some special header info. Fiddling with HTML elements is not going to work. The 3DS could maybe show it, but it will definitely not try to load it in 3D.


And the javascript on the 3DS works fine. However, its graphic updating skills and its overal run-time speed are very low. Meaning that, when trying to load a movie as a gif for example, you will only see a new frame about every second.(I tried this).
I even ran multiple tests on the 3DS, such as the ACID test. It took a while, but most of the stuff rendered fine. This is because the 3DS is a (stripped down) version of WebKit, the engine that powers both Chrome and Safari. Of course, it wasn't perfect: Most buttons don't work for instance. But still... :D

Question, would tye 3ds handle an gif better if the webpage had it preloaded? From my experience, once the gif is loaded is plays fine, provided all the frames loaded correctly. So preloading might be a way around the problems from trying to play the gif while loading


1. This depends on the size of the Gif. If it is the size of the upper screen, it will only update with about one image per second. Because that wasn't really close enough to what I wanted, I tried something else as well: Load a large collection of JPG's in, and make them play(show/hide again while showing the next one) by using JavaScript. It worked, however, with about the same speed.

Of course, smaller images can run in about full speed ;). Also, the 3DS browser does not have any cache where it keeps things in. If you go back in the history, it will always request all content on the page again.

It has a temporary memory where the elements in the current page are stored till the page changes. I ll have to run a few tests but the gifs ive loaded seem to work ok once loaded. Now the trick will be making it dynamically change or create new frames on the fly
 

RedJiggly

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It has a temporary memory where the elements in the current page are stored till the page changes. I ll have to run a few tests but the gifs ive loaded seem to work ok once loaded. Now the trick will be making it dynamically change or create new frames on the fly

The problem with GIFs is that you cannot do that. It is a file format. Adding or changing frames would mean loading a complete new gif.
 

thealeks

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It has a temporary memory where the elements in the current page are stored till the page changes. I ll have to run a few tests but the gifs ive loaded seem to work ok once loaded. Now the trick will be making it dynamically change or create new frames on the fly

The problem with GIFs is that you cannot do that. It is a file format. Adding or changing frames would mean loading a complete new gif.

I was scared it would come to that. And it'd probably be the same with any picture format, huh? Well i guess that method is out. Hopefully someone will come up with more ideas on the subject
 

McHaggis

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Hopefully someone will come up with more ideas on the subject
I doubt it. I think you're barking up the wrong tree until homebrew is available. The built-in NetFront browser would require code changes to display embedded images in 3D. A better idea would be to create a custom, full-version browser based on WebKit or Gecko.
 

RedJiggly

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It has a temporary memory where the elements in the current page are stored till the page changes. I ll have to run a few tests but the gifs ive loaded seem to work ok once loaded. Now the trick will be making it dynamically change or create new frames on the fly

The problem with GIFs is that you cannot do that. It is a file format. Adding or changing frames would mean loading a complete new gif.

I was scared it would come to that. And it'd probably be the same with any picture format, huh? Well i guess that method is out. Hopefully someone will come up with more ideas on the subject

Yep. However, GIFs are the only animated picture format the 3DS supports.(iirc, it supports PNG, GIF and JPG, but only JPG can be downloaded onto the 3DS.)
You can however use a HTML5 Canvas element, and create/change stuff on there. This works on the 3DS. But again, as soon as it gets any bigger, it will be slow.


Still. 3D IS NOT POSSIBLE. (unless you want to put glasses on and display something as an anaglyph image? :ha: )
 

Thesolcity

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It has a temporary memory where the elements in the current page are stored till the page changes. I ll have to run a few tests but the gifs ive loaded seem to work ok once loaded. Now the trick will be making it dynamically change or create new frames on the fly

The problem with GIFs is that you cannot do that. It is a file format. Adding or changing frames would mean loading a complete new gif.

I was scared it would come to that. And it'd probably be the same with any picture format, huh? Well i guess that method is out. Hopefully someone will come up with more ideas on the subject

Yep. However, GIFs are the only animated picture format the 3DS supports.(iirc, it supports PNG, GIF and JPG, but only JPG can be downloaded onto the 3DS.)
You can however use a HTML5 Canvas element, and create/change stuff on there. This works on the 3DS. But again, as soon as it gets any bigger, it will be slow.


Still. 3D IS NOT POSSIBLE. (unless you want to put glasses on and display something as an anaglyph image? :ha: )

Or cross your eyes....
 
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thealeks

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Ok well thanks for your input everyone. I guess I'll have to wait for the homebrew scene to make some progress
 

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