Difference between revisions of "Nintendo 3DS"
| Line 14: | Line 14: | ||
=== 3D Display === | === 3D Display === | ||
[[File:Chrome eNvUWqCTnV-1.png|thumb|A 3D 3DS display image without a parallax barrier.]] | [[File:Chrome eNvUWqCTnV-1.png|thumb|A 3D 3DS display image without a parallax barrier.]] | ||
The complete framebuffer | The Nintendo 3DS employs a parallax barrier in front of the 800x240px LCD to physically separate every column of pixels from each eye, causing each eye to see slightly different, complete images, which is the basis behind three-dimensional stereoscopy and real-life depth perception. The complete framebuffer (as shown) will appear stretched, as the 3DS display uses two half-width pixels in order to form one effective square pixel in 3D mode. The example image exemplifies the functionality of the parallax barrier. If it didn't exist, your eyes would be able to see lines intended to be seen only by the other. The barrier blocks each eye from seeing every two columns of lines. | ||
An example on the 3DS's half-width display can be viewed with [https://wiki.halcove.com/files/majora.png this image link]. If your display used half-width pixels, then the image would appear in a 5:3 aspect ratio, which is the same ratio of a Nintendo 3DS display. As your display most likely uses square pixels, the image will appear stretched to 10:3. When zooming in at any amount, the doubled pixels become apparent. | |||
In 2D mode, these pixels are doubled to form one square pixel, similar to standard 2D displays. The complete top display physical frame count is 800x240p, despite displaying 400x240 in 2D mode. In 3D mode, the extra horizontal area can produce a pseudo-[[Anti-aliasing|antialiased]] effect in practice. | In 2D mode, these pixels are doubled to form one square pixel, similar to standard 2D displays. The complete top display physical frame count is 800x240p, despite displaying 400x240 in 2D mode. In 3D mode, the extra horizontal area can produce a pseudo-[[Anti-aliasing|antialiased]] effect in practice. | ||
== Horizon == | == Horizon == | ||
Revision as of 21:07, 16 March 2022
The Nintendo 3DS is Nintendo's second recent handheld console family, released in 2011, which precedes the Nintendo Switch and succeeds the Nintendo DS family of consoles. This console is equipped with stereoscopic 3D displays which serve as the namesake, paying homage to its predecessor. Using a trio of ARM processors, all of which spanning as far back as the Game Boy Advance, the console also natively has native virtualisation support from the GBA to the Nintendo DS via hardware.
Hardware
Powered primarily by its dual ARM11 MPCore and its ARM946 single-core processor, the Nintendo 3DS was the weakest console entry in the eighth generation of video game consoles.
The New 3DS line of consoles, released within three years of the original launch, relatively significantly improves on the processing speed of the 3DS, utilising a quad-core ARM11 MPCore, clocked at 803MHz. This is three times the clock speed of the original 268MHz on the 3DS.
The ARM11 is used for 3DS application mode, where everything in userland execution takes place. Userland execution encompasses any game or application-related code.
Specifically, the ARM946 is the same processor used for the DS-side code execution on the original Nintendo DS. On the Nintendo 3DS, it is used as a primary security processor, interfacing directly with the hardware, and enforces many hardware related verification services and startup checks. The ARM9 is unchanged on New 3DS units.
The console also uses an ARM7TDMI exclusively for full NDS backwards compatibility, as the Nintendo DS used the ARM7 as a security and hardware monitor. By extension, as the ARM7 is the same model used in the Game Boy Advance, the Nintendo 3DS officially runs these games natively as part of the Nintendo 3DS Ambassador's Program launched in 2011. These games were never made available in any capacity outside of these Ambassadors, so DS backwards compatibility is effectively its main use.
3D Display
The Nintendo 3DS employs a parallax barrier in front of the 800x240px LCD to physically separate every column of pixels from each eye, causing each eye to see slightly different, complete images, which is the basis behind three-dimensional stereoscopy and real-life depth perception. The complete framebuffer (as shown) will appear stretched, as the 3DS display uses two half-width pixels in order to form one effective square pixel in 3D mode. The example image exemplifies the functionality of the parallax barrier. If it didn't exist, your eyes would be able to see lines intended to be seen only by the other. The barrier blocks each eye from seeing every two columns of lines.
An example on the 3DS's half-width display can be viewed with this image link. If your display used half-width pixels, then the image would appear in a 5:3 aspect ratio, which is the same ratio of a Nintendo 3DS display. As your display most likely uses square pixels, the image will appear stretched to 10:3. When zooming in at any amount, the doubled pixels become apparent.
In 2D mode, these pixels are doubled to form one square pixel, similar to standard 2D displays. The complete top display physical frame count is 800x240p, despite displaying 400x240 in 2D mode. In 3D mode, the extra horizontal area can produce a pseudo-antialiased effect in practice.
Horizon
The name of the Nintendo 3DS operating system is officially named Horizon, citing internal documentation and toolkits. It is a microkernel based OS, with applications interfacing with individual privileged services, which, in turn, interface with the kernel itself.
Exploits
Software
Hardware
sighax
Trivia
Running a Nintendo 2DS on prerelease firmware (for example, 2.1.0) will cause the display to malfunction, and show only one half of the 800p framebuffer. This is because the 2DS can only show 400 pixels, while the console enforces a 2D display mode that is incompatible with the 2DS display.
Notes
- The console will refuse to boot if either screen backlight is not present when the console attempts to initialise them. Aside from this, the only other component needed to boot to the HOME Menu is the battery and battery ribbon cable (if applicable).
- The top LCD can be overclocked to at least 300Hz.