How to Make a Bouncing Ball Game for Nintendo DS
ekid.nintendev.com
ekid.nintendev.com
Not that it's a bad thing. Hardware sprite rendering is very efficient, in terms of both speed and power consumption. That's important.
I assume the DS's 3D rendering pipeline is completely different.
The DS's 3D hardware is kinda strange. It only supports point sampling/nearest-neighbor filtering, like a PlayStation, and has an SIMD-like "geometry engine" not unlike it, for calculating matrix transformations and basic vertex lighting, but it unlike the PlayStation, it has a depth buffer, making it significantly easier to program. It has hardware support for cel/"toon" shading, edge/outline rendering, and anti-aliasing, yet only 2048 polygons can be drawn per frame, due to the very limited vertex RAM. It's kinda strange that they'd implement such features on hardware clearly hampered by more pressing issues, but then again, cel-shading with outlines really helps for readability on the low res 256x192 screens.
It's a very interesting combination of primitive and semi-sophisticated elements, being Nintendo's last completely original video hardware before they switched to an off-the-shelf chip with the 3DS. Hilariously underpowered compared to its contemporary, the PSP, that it thoroughly trounced in the marketplace anyway.
https://uk.webuy.com/product.php?sku=SPS3PS3E002#.VLmUdEesW1...
https://i.imgur.com/fyFlk4V.png
Left: real NDS
Right: Emulated