RedJirachi
Veteran member
Blargh, why does the Super Mario World just have to be on a new-fangled 3DS?! I want it!!!!
Blargh, why does the Super Mario World just have to be on a new-fangled 3DS?! I want it!!!!
The original 3DS's technology has been shown to be incapable of running SNES games.
The N3DS basically has four times the horsepower to be able to pull it off very well.
Let me know when these are cross-buy.
More like Nintendo is incapable (or unwilling) of getting it to run on the original 3DS, it's absolutely doable.
Doubt it. The moders who already tried to do it on the original 3DS ran into issues emulating them there. They can't even use the VC menu stuff.
Anyone thinking that those games wouldn't work on the 3DS are in total denial. SNES games ran perfectly fine on the Gameboy Advanced. N64 games ran fine on the Normal DS.
So why the hell would the 3DS not be able to play games my toaster can when it can run PS2 games like Tales of the Abyss perfectly fine?
This is why Nintendo is terrible. It's a clearly a plot to sell more N3DS. Good think I'm not a big enough Nintendo fan to shell out over 150$ to play games that came out almost 20 years ago
"SNES emulation isn't really a problem on the 3DS with regard to emulating the CPU. What takes up most of the processing for existing homebrew emulators for it is graphic rendering. The 3DS lacks any sort of 2D hardware in 3DS mode that systems like the GBA and DS had access to. So, other than software rendering, the other option is to attempt to use the 3D hardware. Each tile is formed with 2 triangle polygons, and each graphic cel has to be converted into the proper texture format (Z-order curve). Because there is no support for paletted textures, each graphic cell has to be converted into 16-bit direct color and stored in a cache, and the SNES's plane format can be 2-bit, 4-bit or 8-bit (with Mode7 using a normal 8-bit format). Each time a graphic cel or color palette changes, any and all tiles that used them would have to be re-converted. An 128x128 tile cache takes up 2MB of space. Color palettes can change per scanline, as can layer parameters, so that could mean 8x8 tile used on those scanlines could require having to readd them to the command buffer up to 8 times for every 8 scanlines (and possibly reconvert).
Same goes for GBA emulation on the 3DS. Most of the work is having to render the screen because it has no access to 2D hardware."
Sauce. And boom.
Not that it is impossible(Ambassador games) but you won't get good results(Ambassador games, again).
I don't remember having any issues with the Ambassador games on my 3DS, honestly.
Anyone thinking that those games wouldn't work on the 3DS are in total denial. SNES games ran perfectly fine on the Gameboy Advanced. N64 games ran fine on the Normal DS.
So why the hell would the 3DS not be able to play games my toaster can when it can run PS2 games like Tales of the Abyss perfectly fine?
This is why Nintendo is terrible. It's a clearly a plot to sell more N3DS. Good think I'm not a big enough Nintendo fan to shell out over 150$ to play games that came out almost 20 years ago
I don't remember having any issues with the Ambassador games on my 3DS, honestly.
The issue was trying to keep the other extra features of the system running. The Ambassador games completely turn them all off, and it makes it look like you're playing a rundown emulator that lacks all the extra settings.
Specifically, I think they "cheat" and just run the GBA games on the 3DS' DS' GBA emulator
I think the DS actually had GBA hardware in it, I don't think it emulated at all. Could be wrong here.
I would've prefer GBA games over SNES games on the New 3DS imo.
Up until now, there was no legal way to play SNES games on the go.
The GBA has SNES games for it. The even released SNES versions of the SP and Micro to show it. I got A link to the Past for it.