Author Topic: Nintendo 3DS  (Read 34157 times)

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Offline calc84maniac

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Re: Nintendo 3DS
« Reply #75 on: June 16, 2010, 09:09:00 pm »
I heard that head-tracking would be used in Nintendogs to make the dog look at your face. Also, the dog is supposed to be able to recognize its owner. Sounds neat.
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Offline meishe91

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Re: Nintendo 3DS
« Reply #76 on: June 16, 2010, 11:16:09 pm »
@shmibs
That is pretty cool. I've never seen that. Although technically I don't think that is head tracking. I think the box has sensors in it that tell it how to move (kind of like a program on my phone that I have that simulates 3D like that; It uses the g-sensor in the phone). Still cool though.
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Offline DJ Omnimaga

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Re: Nintendo 3DS
« Reply #77 on: June 16, 2010, 11:43:54 pm »
Wow that stuff will look so realistic. Even if we'll still see some pixels and stuff may not be as detailled as a PS3 it will still be darn impressive and the 3D will make things more realistic :D

Offline ztrumpet

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Re: Nintendo 3DS
« Reply #78 on: June 21, 2010, 09:24:25 am »
Shmibs, that's a neat video!  Thanks for sharing. ;D
« Last Edit: June 21, 2010, 09:24:33 am by ztrumpet »

Offline BuckeyeDude

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Re: Nintendo 3DS
« Reply #79 on: September 23, 2010, 01:30:46 am »
It's not an emulator per-say, its more of a debugger.  Technically, it is a debugger, but it won't be available outside of tiDE.  It's sole purpose is to be a debugger that can integrate with the IDE.  I would really rather integrate WabbitEmu, but it is not compatible with .NET without some *serious* porting work.
hmm i only happened to catch this from a random search, but wabbitemu provides a COM interface that is fully compatible with .NET. Better yet it should work with reg-free COM (read: no admin required :D). Netham45 is using this in webbitemu. Just something to consider...

EDIT: i should also mention that this is definitely a work in progress, so expect a little head banging frustration sometimes :P
« Last Edit: September 23, 2010, 01:31:36 am by BuckeyeDude »

Offline DJ Omnimaga

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Re: Nintendo 3DS
« Reply #80 on: September 23, 2010, 01:51:53 am »
His issue was getting WabbitEmu to be compatible with his software. He decided to write his own 83+ emu due to that. If you could help him maybe this might save him some work, though :P

Offline BuckeyeDude

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Re: Nintendo 3DS
« Reply #81 on: September 23, 2010, 04:35:05 am »
my point is that wabbit is already compatible. There is no need for him to rewrite anything in C++ he can basically plug and play with this system. In fact i've implemented the same sort of thing he wants to do with wabbit using the interface

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Re: Nintendo 3DS
« Reply #82 on: September 23, 2010, 08:38:21 am »
It's not an emulator per-say, its more of a debugger.  Technically, it is a debugger, but it won't be available outside of tiDE.  It's sole purpose is to be a debugger that can integrate with the IDE.  I would really rather integrate WabbitEmu, but it is not compatible with .NET without some *serious* porting work.
hmm i only happened to catch this from a random search, but wabbitemu provides a COM interface that is fully compatible with .NET. Better yet it should work with reg-free COM (read: no admin required :D). Netham45 is using this in webbitemu. Just something to consider...

EDIT: i should also mention that this is definitely a work in progress, so expect a little head banging frustration sometimes :P

Interesting, does it allow me to programatically set breakpoints, access the memory, run a callback method when a breakpoint is hit, and read and modify the state of the hardware?
Also, perhaps more of a feature request than anything else, but can it emulate missing RAM pages or the LCD driver glitch?

Offline DJ Omnimaga

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Re: Nintendo 3DS
« Reply #83 on: September 23, 2010, 09:15:48 am »
I don't think missing RAM pages should be too hard to implement, as if I remember, there was a modified version of Wabbitemu that emulated them last year, made for Calc84 when he was testing TI-Boy SE as they were discovering the source of the problem.

Offline aeTIos

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Re: Nintendo 3DS
« Reply #84 on: September 23, 2010, 03:01:00 pm »
i really hope the 3ds has head tracking
here's another cool thing that uses it =D
Wow! looking cool
what is this?
I'm not a nerd but I pretend:

Offline qazz42

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Re: Nintendo 3DS
« Reply #85 on: September 23, 2010, 03:42:27 pm »
:D UT on the DS in 3D!

Offline BuckeyeDude

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Re: Nintendo 3DS
« Reply #86 on: September 23, 2010, 04:13:15 pm »
It's not an emulator per-say, its more of a debugger.  Technically, it is a debugger, but it won't be available outside of tiDE.  It's sole purpose is to be a debugger that can integrate with the IDE.  I would really rather integrate WabbitEmu, but it is not compatible with .NET without some *serious* porting work.
hmm i only happened to catch this from a random search, but wabbitemu provides a COM interface that is fully compatible with .NET. Better yet it should work with reg-free COM (read: no admin required :D). Netham45 is using this in webbitemu. Just something to consider...

EDIT: i should also mention that this is definitely a work in progress, so expect a little head banging frustration sometimes :P

Interesting, does it allow me to programatically set breakpoints, access the memory, run a callback method when a breakpoint is hit, and read and modify the state of the hardware?
Also, perhaps more of a feature request than anything else, but can it emulate missing RAM pages or the LCD driver glitch?
Yes yes essentially yes (you provide a handle it sends the WM_USER message, so you can then do whatever you want with) and yes. it also allows you to step (in over and out) and more.
As for the extra ram pages, it is #ifdefed i need to make an option for it. LCD update delay is on the to do, but I don't know what happens if you try to write too fast

SirCmpwn

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Re: Nintendo 3DS
« Reply #87 on: September 23, 2010, 04:42:50 pm »
If you write too fast, I think that it just doesn't accept the instruction.
You said you have an interface with WabbitEmu?  Could I see it?

Offline BuckeyeDude

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Re: Nintendo 3DS
« Reply #88 on: September 23, 2010, 04:44:36 pm »
http://wabbit.codeplex.com/wikipage?title=Wabbitemu%20COM%20Interface&referringTitle=Documentation
has some of the more technical info on the interface. i can also provide a little more example code

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Re: Nintendo 3DS
« Reply #89 on: September 23, 2010, 04:47:34 pm »
Oh, very nice.  I will most likely use this for tiDE.  Can I override WabbitEmu's debug features, so that instead of opening the debug window, it instead tells my application when it hits a breakpoint?