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Or it may have just required separate coding. Both screens work in the same way so there's no reason why it couldn't have worked (theoretically).If Nintendo DSi/XL support pressure, the hardware registers to read the values are not the same as for DS/DS Lite. Try Colors! 1.06 (which doesn't detect DSi consoles) on a DSi. In the settings menu, it allows you to set the pressure by pressing hard on one section of the screen and soft on another. On a DS/DS Lite, the numbers change depending on how hard you press. On a DSi, they're always zero. There's another program that supports pressure to control brush size, called animanatee. Same deal, it always returns 0 for the pressure values on a DSi. Nintendo either changed the hardware, or disallowed the low level access to the touch screen controller that returns these numbers. Colors 1.1 still fakes pressure on DSi by making opacity increase at a fixed value, but you can't go from max opacity to light mid stroke like you can on a DS lite.
Errmmm.... do you have any proof for this? I've seen numerous rumours about it using the mic, gryroscope and something else that is in fact not related to resistive screens at all. I'm willing to bet it does make use of the sensitivity, shame I don't have Nintendogs (first time i've said that lolNintendogs for 3DS appears to detect pressure, but it's actually just a clever use of the microphone. If you tap the screen hard, it makes a louder noise the mic picks up. This setup wouldn't work for Colors! because artists would expect to be able to go from hard to soft midstroke which is obviously something the mic would not pick up. It only works for the initial tap.










