phosphor112
Banned
Basically it's like this: there are many ways to texture a pixel on screen when it does not directly correspond to a single pixel on a texture. The simplest (and worst) is point sampling, which simply takes the closest pixel in the texture and uses that. This leads to texture aliasing and horrible flickering.
Better sampling methods are, in order from lower to higher quality: bilinear filtering without and with mip maps and anisotropic filtering, from levels 2 to 16.
No one sane has used point sampling (except on DS, since you more or less have to) in games in a decade or more. Fafalada's quip about the supposed "NDS port" is referring to this fact.
I've known about other forms of sampling, but the ultra low quality of point sampling is probably why I've never heard of it.