[Disclaimer: I am new to these forums. In case I posted this topic in the wrong place, please move it]
[Edit: bad names, bad title, bad information, sorry.]
Since many people here have experience with homebrew and hacking, I was wondering if any of you have experimented with the CircleProPad for 3DS/XL3DS. In particular, I want to know how much RAM/CPU-time does the accessory consume.
Just a few months before Nintendo released SSB4 (the only reason I bought my 3DS), they announced that the game was not going to be compatible with the CircleProPad, and that you needed to buy the new N3DS™ to play the game properly. The reasons given was that SSB4 was thoroughly optimized and the PPD consumed A LOT of CPU. (5% of the 3DS) It made me mad, but it made sense, I knew Nintendo released an underpowered machine and I still bought it.
Now MonsterHunter4Ultimate is being released outside of Japan, and it's difficult to notice that the game is CPP compatible. I don't think MH4U is anything but RAM/CPU-intensive, so how come it can include the CPP but SSB4 does not? Is MH4U better optimized, or did Nintendo lie when they claimed that SSB4 can not use CPP due to hardware limitations?
[Edit: bad names, bad title, bad information, sorry.]
Since many people here have experience with homebrew and hacking, I was wondering if any of you have experimented with the CircleProPad for 3DS/XL3DS. In particular, I want to know how much RAM/CPU-time does the accessory consume.
Just a few months before Nintendo released SSB4 (the only reason I bought my 3DS), they announced that the game was not going to be compatible with the CircleProPad, and that you needed to buy the new N3DS™ to play the game properly. The reasons given was that SSB4 was thoroughly optimized and the PPD consumed A LOT of CPU. (5% of the 3DS) It made me mad, but it made sense, I knew Nintendo released an underpowered machine and I still bought it.
Now MonsterHunter4Ultimate is being released outside of Japan, and it's difficult to notice that the game is CPP compatible. I don't think MH4U is anything but RAM/CPU-intensive, so how come it can include the CPP but SSB4 does not? Is MH4U better optimized, or did Nintendo lie when they claimed that SSB4 can not use CPP due to hardware limitations?