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How to Make a Bouncing Ball Game for Nintendo DS

68 pointsby catskullover 10 years ago

2 comments

TazeTSchnitzelover 10 years ago
I didn&#x27;t realise that DS 2D graphics were so traditional and primitive. I suppose this explains why everything used pixel art: all the sprites were true hardware sprites.<p>Not that it&#x27;s a bad thing. Hardware sprite rendering is very efficient, in terms of both speed and power consumption. That&#x27;s important.<p>I assume the DS&#x27;s 3D rendering pipeline is completely different.
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gcb0over 10 years ago
i thought I&#x27;d never live to see devkitpro people (assuming the author of that site is affiliated) promoting a closed source emulator.