N64 can run on 3ds

Discussion in 'The Edge of the Forum' started by EmulatorLover, Oct 18, 2016.

  1. EmulatorLover
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    EmulatorLover 3ds master race

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    Anywhere ;)
    if someone were to utilize the gpu properly it would be possible.
     
    Last edited by EmulatorLover, Oct 18, 2016
  2. CeeDee

    CeeDee Well?

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    >weeb hate
    Expect a lot of salty weebs, considering that's 90% of the site. Should've gone after furries instead.

    On topic, N64 may or may not run, but the people capable of porting a decent emulator don't care about 3DS either way.
     
  3. Mark McDonut

    Mark McDonut GBAtemp Advanced Fan

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  4. EmulatorLover
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    EmulatorLover 3ds master race

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    Anywhere ;)
    I'm sorry I'm just sick of the ignorance on this site

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    but no one ever utilizes the gpu properly

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    espicially the n3ds

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    the DMP PICA powerful

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    here is all that the 3ds gpu can do:
    • 65 nm Single Core [7](max. clock frequency 400 MHz)
      • pixel performance: 800 Mpixel/s[7]
        • 400 Mpixel/s @100 MHz[2]
        • 1600 Mpixel/s @400 MHz
      • vertex performance: 15.3 Mpolygon/s at 200 Mhz[7]
        • 40Mtriangle/s @100 MHz[2]
        • 160Mtriangle/s @400 MHz
    • Power consumption: 0.5-1.0 mW/MHz[2]
    • Frame Buffer max. 4095×4095 pixels
    • Supported pixel formats: RGBA 4-4-4-4, RGB 5-6-5, RGBA 5-5-5-1, RGBA 8-8-8-8
    • Vertex program (ARB_vertex_program)
    • Render to Texture
    • Hardware Transform and Lighting(T&L)
    • MipMap
    • Bilinear texture filtering
    • Alpha blending
    • Full-scene anti-aliasing (2×2)
    • Phong Shading
    • Cel Shading
    • Perspective-Correct Texture Mapping
    • Dot3 Bump Mapping/Normal Mapping.
    • Shadow Mapping
    • Shadow Volumes
    • Self-Shadowing
    • Lightmapping
    • Environment Mapping/Reflection Mapping
    • Volumetric Fog[8]
    • Post-processing effects like motion, bloom, depth of field, HDR rendering, gamma correction
    • Polygon offset
    • Depth Test, Stencil Test, Alpha Test.
    • Clipping, Culling
    • 8-bit stencil buffer
    • 24-bit depth buffer
    • Single/Double/Triple buffer
    • 5-Stage TEV Pipeline
    • TEV Combiner Buffer(Only the first four TEV stages can write to the combiner buffer)
    • Color Combiners, Alpha Combiners, Texture Combiners.
    • PICA-FBM frame buffer management
    • DMP's MAESTRO-2G technology:
      • per-pixel lighting
      • per-vertex sub-surface scattering
      • procedural texture
      • refraction mapping
      • subdivision primitive
      • shadow
      • gaseous object rendering
      • bidirectional reflectance distribution function
      • Cook-Torrance Model
      • polygon subdivision
      • soft shadowing

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    The Pica 200 is really powerful
     
  5. Tenshi_Okami

    Tenshi_Okami GBAtemp Maniac

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    One thing is the GPU and another is the CPU

    you left the CPU behind bro ;-;
     
  6. EmulatorLover
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    EmulatorLover 3ds master race

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    but the cpu for the 3ds is a slug it runs emulation not at full frames

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    then again the new 3ds's cpu is actually quite powerful
     
  7. Dracari

    Dracari GBAtemp Maniac

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    the GPU can only do so much, even if it Were utilized properly as yous ay no one does in any homebrew. the CPU is too weak the PS1 and N64 are different beasts m'friend. and just because we'r egetting Decent framerates in retroarch PSX Re-Armed)Mind you thats re-ARmed a ARM CPU optimized build) no usable N64 as such exists or if one does its Closed Source cant port anything out from android w/o source and it would yake alot for lil payoff that more than likely wont ever be in a Usable state the few PC ones we Do have. Not to shit on yer parade but thats the Jist of it.
     
  8. nooby89

    nooby89 A normal member with a stupid alias

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    I think is possible on New 3DS with a VNC server, and a client on the computer.
    After connect the 3DS to the viewer and finally configurare joyPad and start Project64.
     
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  9. Dracari

    Dracari GBAtemp Maniac

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    ohh and as i should of mentioned "Blah CPU is ## MHZ Strong! you dont really know the logic behind "Estimated" Requirement when it comes to emulation and this goes a bit back cant be said for modern days but the Host System hasto be between 7 to 10X more powerful than the emulated target. with optimizations which can go only sofar as its been stated before that the 3DS GPU lacks certain features that can be "Borrowed" without having do things at the CPU Level.

    Possible? Maybe. Playable/tolerable FPS? Doubtful.

    pretty much look at it this More features from existing hardware that can be piggy backed off of w/o having do major workarounds, less that needs to be emulated, less that needs to be emulated = better performance
     
    Last edited by Dracari, Oct 18, 2016
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  10. EmulatorLover
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    EmulatorLover 3ds master race

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    indeed i can see where your coming from that may be the case I know emulating the nintendo 64 is a very diffucult thing to do and I do understand the limits that the gpu for the 3ds sadly has but I also believe that maybe in some freak way that n64 emulation may just work sure terrible frames,probally missing texture,but the progress is what counts to prove how good the 3ds actually is.I sometimes feel like the 3ds family gets pushed around because its a handheld that is a little more low quality spec wise

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    yes that is true and i do see the mistakes that I have made by just mentioning the mega hertz of the 3ds cpu and gpu but the gpu is actually pretty powerful
     
  11. zoogie

    zoogie simple pimp tool

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  12. EmulatorLover
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    EmulatorLover 3ds master race

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    I'm sorry I got heated since I look at all the threads and opportunities being turned down for emulation of the nintendo 64

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    if we are able to at least get a tech demo to run on the 3ds I would be happy to see that but for know I guess we gotta wait and debate!
     
  13. Dracari

    Dracari GBAtemp Maniac

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    Nintendo has never really been about cutting edge tech , top of the line Embedded Hardware or High end CPUs in the entire lifespan of thiet handhelds or Consoles, they've always been innovated gameplay/family play than what we see w/ Sony and M$ these days. its amazing we can do with What we have allready though.

    edit: there are exceptions as i should of mentione d"Existing features = less emulated = better performance" if the documentation of Said function, feature or Chip isnt complete theres guesswork, and hasto be Emulated some like before Development shifted towards native rom loading, w/ 3DeSuMe we cant borrow anything from DS/NTR mode because of how Isolated Arm9/Arm7 is in NTR mode and they perform diffrent things in CTR (3DS) Mode. and on that native rom loading could work because of now we have SD Access in NTR Mode only because how TWL works and its just breaking into a mode thats not supposed to be exposed to NTR Mode (im wording things wrong here but it should get the point across)
     
    Last edited by Dracari, Oct 18, 2016
  14. TheCyberQuake

    TheCyberQuake Certified Geek

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    Just because it has the power doesn't mean it is an easy feat to program/port an emulator to efficiently use the GPU. If you think it is so easy why don't you do it yourself.
    The idea doesn't get shot down because it's impossible, but rather it's hard enough to turn devs away from wanting to start such a feat. That and iirc there is something about the n64 emulation that makes it harder to port from existing emulators and harder to create from scratch.
     
  15. migles

    migles Mei the sexiest bae

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    my dad works for nintendo.
    by that logic i could play skyrim or edit video on sony vegas on 3ds >:D
     
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  16. GreaterDog

    GreaterDog A True Warrior, A Warning 9 Warrior

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    yo its all about gpu it can work on new 3ds only
     
  17. machinamentum

    machinamentum GBAtemp Regular

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    I understand this is in EoF now, but I figure I'd share some of the thoughts I've had on the subject for awhile.

    The short answer: it's hard to say.

    The long answer: CTR64 isn't developed enough to really get an idea of what a well written emulator is capable of. I'm not entirely convinced yet that a well-written interpreter would actually be too slow to handle a lot of the easier to emulate games (like SM64), but I don't have numbers to back up that opinion (and mind you it is only an opinion at this point, not fact or eve a suggestion that it could possibly be true). With CTRX (my PS1 project for those newer members not familiar with the pre-RetroArch scene), it would appear that an interpreter would be slow (from just the demos I put out) but what I've learned while working on CS3DS/CSPSP is that the GPU code was horrendously slow thanks to a lot of poor decisions made when Caelina (OpenGL library/wrapped) was first being worked on, so it's difficult to say "maybe the emulator is slow because we're waiting too long on bad GPU code" or "maybe the emulator is slow because we've written a slow emulator/interpreter code" or both.

    I'm working on a better GPU library (independent of CTRUlib & Citro3D), but it isn't far enough along in development yet to gauge how much faster it can be (or even be usable at this point). Though, it could be a very long time before I would be able to produce results as I've been very busy with projects for my job and undisclosed projects of my own.

    Hopefully this helps contribute some constructive information on the subject (maybe I should've posted this in the current threads still floating in the homebrew development forum, but I think someone probably will link to this if it is relevant).