Nintendo 3DS Emulator
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IDK, I was just browsing youtube and found it somehow
EDIT: Now I know 1 that has 3d for sure! if you did not find 3d on the other watch this click on the hd controls and SKADOOSH! http://www.youtube.com/watch?v=xTB-X3fNSAk is the link i know because I made it!
Specs in profile.
10-23-2012, 07:09 AM
(10-19-2012, 05:18 AM)Kelton2 Wrote: IDK, I was just browsing youtube and found it somehow Did you add the 3D or did YouTube. It isn't bad considering the low resolution.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT (10-23-2012, 07:09 AM)AnyOldName3 Wrote:Youtube added the 3d. I told it to during uploading.(10-19-2012, 05:18 AM)Kelton2 Wrote: IDK, I was just browsing youtube and found it somehow Fun Fact: The video above was made with Dolphin!
Specs in profile.
10-23-2012, 08:04 AM
any future 3DS emulator probably could make use of external peripherals to control the gyroscope, e.g. a Wii Motion+ wiimote. Just my guess.
10-24-2012, 02:00 PM
I've never been able to get into Desmume because of the lack of a proper way to control it without a touch screen. IMO, a 3DA emulator won't become useful until it is ported to a tablet or something where it could show both screens, have touch support, and also have a correct button layout.
Desktop:
OS: Windows 7 64 bit CPU: Intel Core i5 3570K @ 4.4 GHz GPU: EVGA NVIDIA GeForce GTX 550 Ti (Factory OC'ed) RAM: 16 GB @ 1600 MHz Dolphin Revision:3.0, 3.0-784, 3.5, latest 3.5
I'm pretty sure it would be doable to program the touch screen input to be something other than a mouse, e.g. hold down a button on your joypad and move one of the joysticks. A little cursor indicating where your input is appears when you hold it down the button, but disappears when you let go. Just an idea.
I've never gotten into Desmume (yet) simply because I own a DS For 3D games, I really, really wish Desmume had someway to increase the internal resolution. Apparently the DS uses some system where sprites and 3D models are separate entities (rather than sprites merely being types of "flat" 3D objects with textures). This is most apparent in NSMB, which uses 3D models for Mario and other things, but the rest are sprites. Zeromus explained that increasing the internal resolution is difficult (not impossible) to do with the way Desmume is setup (gotta scale the sprites), plus he has no interest and thinks nearest neighbor looks alright. I've been hacking away to at least get the 3D part to increase to 2x, with some success. It's becoming increasingly apparent that the only solution is to make my own DS emulator. Until then, things look pretty good with HQ2X. Can't wait to replay Knights in the Nightmare and TWEWY. 10-24-2012, 02:22 PM
Using a joystick and a button works, but it isn't at all ideal. The way I would design that is basically a 2 button, 1 joystick system where one button is "enable motion" while the other is "enable motion and press down." The second would act as both the press and the drag then.
One thing I though would be interesting for a joystick is to have a strap on the top so pulling up could be a command just like pushing down is on Xbox/PS3 controllers. That way you could get complete 3-axis motion with one joystick. Pulling up could be a jump, pushin down a squat, and moving it, well, moving around.
Desktop:
OS: Windows 7 64 bit CPU: Intel Core i5 3570K @ 4.4 GHz GPU: EVGA NVIDIA GeForce GTX 550 Ti (Factory OC'ed) RAM: 16 GB @ 1600 MHz Dolphin Revision:3.0, 3.0-784, 3.5, latest 3.5 (10-24-2012, 02:22 PM)Axxer Wrote: Using a joystick and a button works, but it isn't at all ideal. The way I would design that is basically a 2 button, 1 joystick system where one button is "enable motion" while the other is "enable motion and press down." The second would act as both the press and the drag then. Ideals vary for different people. Dragging is just pressing on the touch screen for longer and moving it. A quick tap could be signaled with quickly pressing down the one button I mentioned earlier; drags involve using the joystick and the button. If I were to improve it, the cursor would appear whenever the joystick is moved and disappears after inactivity (like a wiimote cursor). Optional features would be levels of transparency (so it can be always there, but out of the way) and the ability to recenter the cursor whenever it disappears. |
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