Nes games also have mappers https://wiki.nesdev.com/w/index.php/MapperOn the SNES some cartridges had extra chips such as the SuperFX chip to add to the consoles capabilities. However it has always been the console doing the work.
I wasn't aware of that. Was very much a Sega kid growing up. It's pretty interesting the ways devs have always found ways to get more out of what has usually been relatively weak hardware.Nes games also have mappers https://wiki.nesdev.com/w/index.php/Mapper
since ds games only store the game data why is so much extra software need for twilight menu ++ tho run ds games. Why can it not just post the game to the ds twl nand and have it run the game as normal?
On the SNES some cartridges had extra chips such as the SuperFX chip to add to the consoles capabilities. However it has always been the console doing the work. As far as I know where is no such thing in DS or 3DS carts though. They just store the game data.
Technically speaking only one file in twighlight menu is used to run ds games which is called nds bootstrap. All the other files are actually for the loader you select your games with. But like I said only nds bootstrap is used to actually run the roms.since ds games only store the game data why is so much extra software need for twilight menu ++ tho run ds games. Why can it not just post the game to the ds twl nand and have it run the game as normal?
en.wikipedia.org/wiki/Super_Mario_Bros._3 said:The Super Mario Bros. 3 cartridge uses Nintendo's custom MMC3 (memory management controller) ASIC to enhance the NES capabilities. The MMC3 chip allows for animated tiles, extra RAM for diagonal scrolling, and a scan line timer to split the screen. The game uses these functions to split the game screen into two portions, a playfield on the top and a status bar on the bottom. This allows the top portion to scroll as the character navigates the stage while the bottom portion remains static to display text and other information.
en.wikipedia.org/wiki/Castlevania_III:_Dracula%27s_Curse said:Besides just the different title, Akumajō Densetsu, the Japanese version has several other differences. Most notably, the original Japanese version contained a specialized "VRC6" coprocessor chip. The game's audio programmer, Hidenori Maezawa, assisted in the chip's creation. This chip added two extra pulse-wave channels and a saw-wave channel to the system's initial set of five sound channels. The majority of the music combines the channels to imitate the sound of a synthesized string section. Western versions of the NES did not have the ability to support external sound chips, so the North American release replaced the VRC6 with Nintendo's Memory Management Controller 5 (MMC5). The MMC5 chip's sound channels cannot be used with the NES, and the game's music had to be downgraded by Yoshinori Sasaki to comply with the NES's standard five channels.
AFAIK it is just telling the game to read from the sd instead of the cart. There is just not a universal way to do this.also what makes a ds console "naturally" be able to only games of a cartridge and not an sd card? What makes ndsbootstrap needed. And why did ndsbootstrap have to have basically have to have a program in it to allow and make sure that all games ran properly and it couldn't just have something that told the twilight NAND to read from a different location?
Emulators control the "game card slot." No patching necessary.if that is the case that makes sense, but just for curiosity sake why does each game need specific code telling the game how to run but emulators do not need this?