#106404 - M3d10n - Wed Oct 18, 2006 6:47 pm
There are two things I noticed that aren't documented in the homebrew dev scene yet.
First is the shadow volumes stuff. A bunch 3D DS games use them (Mario 64 and Mario Kart are the most obvious ones), and it seems to work much like the Dreamcast's implementation (simple geometry which darkens pixels inside them). Are the registers which control this feature still unknown?
And second, about framerate. I know you can only draw so many polygons on a frame, and that you need to use the display capture to do accumulative drawing. But what happens when the game misses a v-blank, due to high CPU usage, as example? Commercial games seem capable of dropping frames when needed, the infamous Mario 64 DS cap duplication bug being a prime example. Can we do the same with the homebrew libs?
First is the shadow volumes stuff. A bunch 3D DS games use them (Mario 64 and Mario Kart are the most obvious ones), and it seems to work much like the Dreamcast's implementation (simple geometry which darkens pixels inside them). Are the registers which control this feature still unknown?
And second, about framerate. I know you can only draw so many polygons on a frame, and that you need to use the display capture to do accumulative drawing. But what happens when the game misses a v-blank, due to high CPU usage, as example? Commercial games seem capable of dropping frames when needed, the infamous Mario 64 DS cap duplication bug being a prime example. Can we do the same with the homebrew libs?