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I hope a few people saw a few of my drawings. I just bothered to upload them now even though I've done 'em long ago. XD

Just because something is happening in hardware does not mean I'm able to read it in software. Or, just because because two different pieces of hardware appear to be accomplishing the same task does not mean they are doing it in the EXACT same way. I even said as much in my first post. If those consoles DO support it, the hardware registers to read the values aren't the same/haven't been found.But theoretically all resistive touch screens can use pressure sensitivity, as they all use the same technology. AFAIK it works by measuring how much of the the 2 layers are touching (the more that touches the greater the pressure), so it should be possible on any of the DSs.No, the DSi just didn't have a pressure sensitive screen.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.

Which is basically what I said originally. Although theoretically (forgetting DSi mode not being unlocked) the creator of Colours! could have re-written the entire code for pressure sensitivity in order to make it work for the DSi. So long as the technology uses resistive touchscreens, there is scope to implement pressure sensitivity.Just because something is happening in hardware does not mean I'm able to read it in software. Or, just because because two different pieces of hardware appear to be accomplishing the same task does not mean they are doing it in the EXACT same way. I even said as much in my first post. If those consoles DO support it, the hardware registers to read the values aren't the same/haven't been found.But theoretically all resistive touch screens can use pressure sensitivity, as they all use the same technology. AFAIK it works by measuring how much of the the 2 layers are touching (the more that touches the greater the pressure), so it should be possible on any of the DSs.No, the DSi just didn't have a pressure sensitive screen.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.
Maybe I forgot to write it in one of my earlier posts but I also think this is the reason as to why Nintendo didn't implement it, they did not want to tie themselves to the technology and then have to 'downgrade' if they ever decided to change the screens.A DSi, DSi XL and DS Lite are only required to work the same as far as what is decribed in the system specifications. Stuff that's not in that scope doesn't need to be the same. Different models of Sega Genesis sound different because the sound hardware is slightly different. GBC games can detect GBA consoles because they do something slightly different at startup for a GBC game than a GBC console would. It's impossible to beat X-Men on a Sega Nomad because that game requires the player to press the reset button on the Sega Genesis, and Sega Nomad doesn't have a button for that. This stuff DOES happen, and I'm not sure why you find it so hard to believe something that no or almost no licensed games used could have got removed as a cost saving move or whatever else was the reason.



Post a link to your Colors' Profile, or put it in your signature. More users will see them.I hope a few people saw a few of my drawings. I just bothered to upload them now even though I've done 'em long ago. XD

http://colorslive.co...ril_11_2012.php
Well it looks like Europe and australia won't have to wait much longer. APRIL 19TH!!! WHOOO!!!
I'm happy for you guys.
The price is 6 euro.





