Difference between revisions of "Nintendo 3DS"

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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.
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 ==
== Hardware ==
Powered primarily by its ARM11 MPCore and its ARM946 single-core processor, the Nintendo 3DS was the weakest console entry in the eighth generation of video game consoles.
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 ARM11 is used for 3DS application mode, which is everything in userland execution. Userland execution encompasses any game or application-related code.
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.


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 ARM11 is used for 3DS application mode, where everything in userland execution takes place. Userland execution encompasses any game or application-related code.


The console also has an ARM7TMDI 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.
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 Nintendo 3DS employs a parallax barrier in front of the 800x240px LCD to physically separate every row of pixels from each eye, causing each eye to see slightly different, complete images like this, which is the basis behind three-dimensional stereoscopy and real-life depth perception.
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 ===
[[File:Chrome eNvUWqCTnV-1.png|thumb|A 3D 3DS display image without a parallax barrier.]]
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 binocular vision and real-life depth perception. The complete framebuffer (top image) will appear stretched, as the 3DS display uses every available pixel in 3D mode, instead of combining every two pixels like in 2D mode. The image exemplifies the functionality of the parallax barrier on a 3DS and is a representation of the raw image fed to the screen. [[File:Unknown.png|thumb|A side-by-side 3D image. A viewer can perceive depth upon a 2D image by crossing their eyes and focusing on the center image.]]Another example on the 3DS's half-width display can be viewed with [https://wiki.halcove.com/files/majora.png this image link]. As your display most likely uses full-width pixels, the image will appear stretched from the original 5:3 ratio at the original resolution. When zooming in at any amount, the doubled pixels become apparent.
 
As mentioned, these pixels are combined in 2D mode to form one square pixel, similar to standard 2D displays. In 3D mode, the extra horizontal area can produce a pseudo-[[Anti-aliasing|antialiased]] effect in practice, due to literally conveying more data. It is also possible to use these pixels to deliver a higher-resolution 2D image, which is a product of homebrew developers. This can be referred to as an 800px 2D mode or "[https://gbatemp.net/threads/hori-hd-image-gallery-demonstration-of-the-800px-wide-mode.567936/ HoriHD]".


== Horizon ==
== 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 services, which, in turn, interface with the kernel itself.
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. Horizon, as used on the Nintendo 3DS, is entirely Nintendo original.


== Exploits ==
== Exploits ==
=== Software ===
=== Hardware ===
sighax
== Trivia ==
[[File:Image.jpg|thumb|A Nintendo 2DS using Nintendo 3DS system software, which doesn't account for the 2DS's square pixels.]]
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.


== Notes ==
== 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 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.
* The top LCD can be overclocked to at least 300Hz in 2D mode.

Latest revision as of 03:47, 31 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[edit | edit source]

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[edit | edit source]

A 3D 3DS display image without a parallax barrier.

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 binocular vision and real-life depth perception. The complete framebuffer (top image) will appear stretched, as the 3DS display uses every available pixel in 3D mode, instead of combining every two pixels like in 2D mode. The image exemplifies the functionality of the parallax barrier on a 3DS and is a representation of the raw image fed to the screen.

A side-by-side 3D image. A viewer can perceive depth upon a 2D image by crossing their eyes and focusing on the center image.

Another example on the 3DS's half-width display can be viewed with this image link. As your display most likely uses full-width pixels, the image will appear stretched from the original 5:3 ratio at the original resolution. When zooming in at any amount, the doubled pixels become apparent.

As mentioned, these pixels are combined in 2D mode to form one square pixel, similar to standard 2D displays. In 3D mode, the extra horizontal area can produce a pseudo-antialiased effect in practice, due to literally conveying more data. It is also possible to use these pixels to deliver a higher-resolution 2D image, which is a product of homebrew developers. This can be referred to as an 800px 2D mode or "HoriHD".

Horizon[edit | edit source]

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. Horizon, as used on the Nintendo 3DS, is entirely Nintendo original.

Exploits[edit | edit source]

Software[edit | edit source]

Hardware[edit | edit source]

sighax

Trivia[edit | edit source]

A Nintendo 2DS using Nintendo 3DS system software, which doesn't account for the 2DS's square pixels.

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.

Notes[edit | edit source]

  • 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 in 2D mode.