Quote:Anyway, as these consoles have more and more ways of inputting things (like touch screens, back touch panels, etc.) it will become more and more difficult to properly simulate the experience. I love how Wiimotes and GC controllers work with Dolphin, and I don't really like having to use a mouse for a touchscreen in Desmume or for the pointer in Dolphin.
Wacom

. It's pretty awesome to use with a DS emulator, but the disconnect is kinda weird.
Somewhat related, imagine emulating the Wii U. A second monitor
could do, but it would be getting pretty funky fast. I guess it depends on if people are able to hack the WiiPad to work with computers. Wouldn't that be awesome.
I wish the 3DS used those two screen more. At least for the current games I have, it's used mostly for menus and other quick actions. Other than that, it's just something that sits there. The upper-half is larger so most of the action takes place up there anyway. Poor bottom screen

It's so ignored.
I agree with you though, Axxer. Desmume is great, but if you have a game that makes extensive use of the touch screen and it relies on the d-pad or the ABXY buttons (The World Ends With You comes to mind) you can forget about playing that game with most joystick controllers. A keyboard and mouse works fine though (it even feels like an old school arcade) but imo Desmume is best played with games that allow you to either use the touch screen for the whole game (Knights In The Knightmare) or not at all. For KitN, I'm cool with strictly using a mouse.
As for emulating 3D you can always "fake" it by using other 3D tech available, you know, the ones that still require glasses and such. Though I find the 3D pretty unimpressive for most games; only Samurai Chronicles ever seemed to "jump" at me. The rest of my games are like watching Avatar again; it doesn't pop out at me, but it feels like I have a slightly better sense of depth perception. To me, that's not 3D, that's what the ViewMaster did (google it). When I make a 3DS emulator, I won't even bother 3D

Quote:Though I find the 3D pretty unimpressive for most games; only Samurai Chronicles ever seemed to "jump" at me. The rest of my games are like watching Avatar again; it doesn't pop out at me, but it feels like I have a slightly better sense of depth perception.
That's what I love about the 3DS's 3D. Go see some really bad 3D movies. They are all about LUNGE shots and all kinds of other crap. 3D shouldn't be something that grabs your attention, that's just gimmicks that distract you from the game or film. It's a background thing to help make the image more life like (we see in 2D + depth after all), and it should be treated as such. It's just like higher resolution, it's all Ooo and ahh and first and then it's just there, and it helps you see better. I'm proud of how Nintendo did the 3D on the 3DS, they understood what 3D is useful for and they used it accordingly.
With the 3D on the 3DS, it only seems to enhance my natural sense of depth perception. Great, I can really tell that this light-pole or that mailbox is in front of something else or behind that truck. But with 3D (polygonal) games it's already easy enough (to my eyes) to tell which object are in front of you or how far they are. Even on a 2D screen, I still get the sense of perspective that I need, the 3DS just make it a bit more noticeable. Unimpressive. The only thing that really seemed neat were some of those puzzle rooms in Super Mario Land 3D that needed the 3D to see where you were supposed to go.
3d is most useful in an area without ground (air, space, water). In most 3d scenes with ground, you can just use the ground and shadows and stuff to gauge distance. That has become so second nature now that I don't notice I'm doing it, but that is what I'm doing. It doesn't work well with in-air games though. Kid Icarus: Uprising, for example, doesn't work well in 2d because there are similar enemies (in a geometric sense) that are different distances away.
(09-23-2012, 07:26 AM)Axxer Wrote: [ -> ]3d is most useful in an area without ground (air, space, water). In most 3d scenes with ground, you can just use the ground and shadows and stuff to gauge distance. That has become so second nature now that I don't notice I'm doing it, but that is what I'm doing. It doesn't work well with in-air games though. Kid Icarus: Uprising, for example, doesn't work well in 2d because there are similar enemies (in a geometric sense) that are different distances away.
Believe me, I've tried 3D on the drop sequences for Kingdom Hearts 3D. In my opinion, it doesn't help a lick, and I do better in some instances without altogether. Like I said, it just gives a better sense of depth perception to me, which doesn't make a lot of difference given it's easy enough in 3D polygonal games to judge distance based on a number of factors (perceived speed, size of incoming objects). People say it makes them game better, but I don't see it happening to me. Maybe I'm just too good, I mean, I've been playing games since before I was two years old.
(09-23-2012, 09:06 AM)Shonumi Wrote: [ -> ] (09-23-2012, 07:26 AM)Axxer Wrote: [ -> ]3d is most useful in an area without ground (air, space, water). In most 3d scenes with ground, you can just use the ground and shadows and stuff to gauge distance. That has become so second nature now that I don't notice I'm doing it, but that is what I'm doing. It doesn't work well with in-air games though. Kid Icarus: Uprising, for example, doesn't work well in 2d because there are similar enemies (in a geometric sense) that are different distances away.
Believe me, I've tried 3D on the drop sequences for Kingdom Hearts 3D. In my opinion, it doesn't help a lick, and I do better in some instances without altogether. Like I said, it just gives a better sense of depth perception to me, which doesn't make a lot of difference given it's easy enough in 3D polygonal games to judge distance based on a number of factors (perceived speed, size of incoming objects). People say it makes them game better, but I don't see it happening to me. Maybe I'm just too good, I mean, I've been playing games since before I was two years old.
That is what I tried to resort to in Kid Icarus: Uprising, but the perceived speed was the same and the sizes were backward. One enemy was gigantic looking, so I thought it was close, while the other was tiny, so I thought it was far away; it turns out the opposite was true.
I have not played Kid Icarus on the 3DS (I heard it's not lefty friendly

) I can't exactly comment on that until I try the demo (assuming there is one in the Nintendo eShop thingy).
Yeah, it isn't very lefty friendly unless you get the Circle Pad Pro (which will allow you to use the right circle pad to move while the left hand holds the stylus).
I don't think they are going to release a demo for an older game.