charlequin
Banned
Fourth Storm said:I can't believe you actually just said, "If I had my druthers." :lol
I say "if I had my druthers" all the time. :lol
Fourth Storm said:I can't believe you actually just said, "If I had my druthers." :lol
Except for the main system RAM only being 24MB I agree.Donnie said:Just about every console ever made is significantly bottlenecked in some way, console designs require tradoffs. That said GameCube was an extremely well designed console.
:lolAceBandage said:PixelSquirt?
Sounds nasty.
I'd go with the framebuffer other than that main RAM thing.Thunder Monkey said:Except for the main system RAM only being 24MB I agree.
I didn't mean any of those points as knocks against the systems, or as meaning only Nintendo hardware has bottlenecks... just that it seems like they choose to add them in for no reason whatsoever. They bottleneck something that has no perceivable gain for them or the end user.
Snakeyes said:Does anyone have a pic of the early, bare-bones DS devkit?
GDGF said:The Frankenstein kit that Nintendo was using at first, or the Metroworks stuff? I haven't seen a picture of the Frankenstein kit for some time, but there are images of the official one out there.
I believe its frame buffer was just the right size for fitting 640 x 480 or 448, though I do wonder how much better or worse it would have performed if Nintendo stuck with the original 202 MHz Flipper, 405 MHz Gekko specs. Also a 128-bit bus for the 1T-SRAM would have been nice.lostinblue said:I'd go with the framebuffer other than that main RAM thing.
The RAM was because... well, 1T-SRAM was more expensive than regular SD-RAM back then and let's lot forget it was DDR clocked at 333 MHz whereas even xbox 1 had 266 MHz one at place.
It was less of a bottleneck on the system, but it was a bottleneck considering how much you could fit in there (specially when it came to ported games who didn't use texture compression originally)
Snakeyes said:The Frankenstein one. Is it safe to post it here?
-WindYoshi- said:The supposed CTR 3DS one was safe to link to, so at least try that.
Snakeyes said:The Frankenstein one. Is it safe to post it here?
Willy105 said:There are games in which you can.
Toy Story 2 for example.
Yes. If you remember Willy, the black Game Boy carts fully supported color on the GBC but could still work on a regular Game Boy (just in B&W, and possibly with missing extras like the color dungeon in Link's Awakening DX). Transparent carts worked only on GBC and would give you a "Not Supported" error if started in a Game Boy Pocket or Super Game Boy.Father_Brain said:...which means they're not GBC-exclusive games, like the ones DrGAKMAN was specifically referring to. Nor does this change the fact that from a year or so after launch (late 1999) until the last GBC games came out in 2002, the vast majority of the system's software was not compatible with GB/GBP.
GBC was a successor system, despite having an abnormally short lifespan. Why some GAFers keep arguing that it wasn't, I'll never know.
GDGF said:This what you mean?
Korg DS-10Plus.Somnid said:Ghostwire and Foto Showdown are. I'm not currently aware of others.
That one is 'dsi-enhanced'.sfried said:Korg DS-10Plus.
Somnid said:Ghostwire and Foto Showdown are. I'm not currently aware of others.
Black-Wind said:With all this news I don't know what to think. 0_o
I was awaiting something thats like the GC in power, a spitting distance away from the Wii . . . and now, according to IGN, its closer to the HD twins?
I haven't trusted IGN "insider info" for a LONG time now but thats because of the Wii team over there (Matt C) . . . I have never really looked at the handheld guys so I really don't know what to think of their "insider info".
No, if it was just the right size we wouldn't have so many games with dithering, and if the buffer was bigger we'd be seeing more developers doing anti aliasing on it.DonMigs85 said:I believe its frame buffer was just the right size for fitting 640 x 480 or 448, though I do wonder how much better or worse it would have performed if Nintendo stuck with the original 202 MHz Flipper, 405 MHz Gekko specs. Also a 128-bit bus for the 1T-SRAM would have been nice.
I believe you are wrong, it's certainly not DDR266, but perhaps it was DDR200, I never seen anyone calling it DDR400 before and it seems well before it's time too, DDR266 was rare back then, and nintendo had to go with only 24 MB of DDR333... but either way I believe the GC had a better realworld throughput, that's what I always heard anyway (could be from optimization/simplicity/paralelism of the architecture alone though).DonMigs85 said:P.S. Xbox had 200 MHz DDR actually (400 MHz effective). As far as I know the 1T-SRAM is not DDR, 324MHz is its total effective speed.
shame he was pretty clueless when it came to interpreting that information.Andrex said:Matt C was probably the most trustworthy guy at IGN. Guy got all the scoops.
lostinblue said:Tech-wise he could have a section of bloopers all for himself (remember when he was making his crusade of "Wii can't make normal maps" and some dude on a interview told him in response to that "erm... we have normal maps? they're not that hard to implement")
Kind of a joke character at times, it got to his head, even if he had the contacts.
OnPoint said:less than 100 posts to go...
post 12345comedy bomb said:for what?
comedy bomb said:for what?
I believe A 'DSi enhanced' games actually contains two sets of ARM9/ARM7 binaries: one for DS-mode and another one for DSi-mode. Didn't GB-compatible GBC games work like that as well?blu said:That one is 'dsi-enhanced'.
AceBandage said:Screw an official 3DS thread.
This is my home!
Andrex said:Post 12345 and the next megaton.
Making it a negaton.comedy bomb said:I don't remember any prior megatons in this thread.
GDGF said:I know! I know! I'm going to lie down across this thread like Arthur Dent.
GDGF said:I know! I know! I'm going to lie down across this thread like Arthur Dent.
pirata said:I think it's generally a good thing that there really aren't any sweet megatons in this thread. This will probably be the first Nintendo conference worth getting excited for since 2006.
On that note, how about them Nintendo ninjas, eh? The lack of leakage is incredible! How are they keeping this up? Black mail? Death threats? It's almost kind of worrying--if it's really coming out this year, you would think that developers would have been making games for it for a while, now. I hope the launch of 3DS doesn't mirror DS, where there were almost no good games for almost a year.
I hope the launch of 3DS doesn't mirror DS, where there were almost no good games for almost a year.
pirata said:I think it's generally a good thing that there really aren't any sweet megatons in this thread. This will probably be the first Nintendo conference worth getting excited for since 2006.
On that note, how about them Nintendo ninjas, eh? The lack of leakage is incredible! How are they keeping this up? Black mail? Death threats? It's almost kind of worrying--if it's really coming out this year, you would think that developers would have been making games for it for a while, now. I hope the launch of 3DS doesn't mirror DS, where there were almost no good games for almost a year.
AceBandage said:All Nintendo NDAs are signed in blood and enforced by Yamauchi's ever living evil.
Nope - those black GB-compatible GBC games really *were* just Gameboy games with color. They weren't able to put the system into "GBC Mode" where the CPU was faster and more memory was available. The code just checked a flag at bootup that would tell it if it was running on a GBC or not, and if so the code could change how a certain part worked, but there definitely wasn't room on the cartridges for two versions of every routine (especially a DMG-compatible cart, those couldn't get nearly as big as the GBC carts could).M3d10n said:I believe A 'DSi enhanced' games actually contains two sets of ARM9/ARM7 binaries: one for DS-mode and another one for DSi-mode. Didn't GB-compatible GBC games work like that as well?
Then the DSi is still the same generation as a black/white DMG Gameboy The DS has three different graphic renderers, two 2D renderers (one per screen) and one 3D renderer. Each 2D renderer is exactly what the GBA used - everything is programmed exactly the same way, using the same internal registers, with a few small enhancements (like a mode that lets you use more colors per sprite). And the GBA 2D renderer is actually based on the GBC video system - video RAM is organized the same way, the registers you use to control it work the same (there are just more of them). And GBC's video system was basically the same as the DMG video system too, though it had a couple tricks the DMG one didn't (aside from the extra video RAM setup for storing which color palette is used in which tile).deku said:You need a more wholistic approach to it. DS/DSLite/DSi are based on the DS platform technology as game GB/GBpocket/GBC are based on the GB platform.
That there are technical variants between some iterations that make some games incompatible with older hardware is not by itself an argument that it's the next generation hardware.
comedy bomb said:I don't remember any prior megatons in this thread.
Branduil said:Other than the texture filtering, I'd say the DS has better graphics than the N64. Mario 64 DS looks much better than Mario 64, Mario Kart DS looks better than Mario Kart 64, etc.
I would say the same.Branduil said:Other than the texture filtering, I'd say the DS has better graphics than the N64. Mario 64 DS looks much better than Mario 64, Mario Kart DS looks better than Mario Kart 64, etc.
GDGF said:
The immortal one is pleased. For now.