Nintendo DS Hardware Westminster

The RSA security signing is used by games in non-online multiplayer mode, by the built-in wireless drawing and chat program, and to download multiplayer game software or game demos (used for DS Download kiosks and multiplayer gaming with only one game card - see DS Download Play for more details).

Shyamtronics
+44 (0) 20 7255 3340
246 Tottenham Court Road
London
Shasonic
+44 (0) 845 634 0333
242 Tottenham Court Road
London
PEC
+44 (0) 20 7437 4633
65-66 Dean Street
London
Kamla
+44 (0) 20 7307 8342
251 Tottenham Court Road
London
Protape
+44 (0) 20 7291 0890
15 Percy Street
London
Gultronics
+44 (0) 20 7580 2931
52 Tottenham Court Road
London
Maplin Electronics
+44 (0) 20 7242 8164
52-54 High Holborn
London
Currys.digital
+44 (0) 844 561 6263
426-427 Strand
London
Stanley Productions
+44 (0) 20 7439 0311
147 Wardour Street
London
The Digital Centre
+44 (0) 20 7323 5441
38 Tottenham Court Road
London
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Nintendo DS Hardware

Wi-Fi Functionality

The Nintendo DS has built-in Wi-Fi functionality, which allows communications with a standard access point in order to connect to the Internet or to other DS units through a modified WiFi protocol created by Nintendo and partially secured using RSA security signing. The RSA security signing is used by games in non-online multiplayer mode, by the built-in wireless drawing and chat program, and to download multiplayer game software or game demos (used for DS Download kiosks and multiplayer gaming with only one game card - see DS Download Play for more details). The Internet capability is used to access the Nintendo Wi-Fi Connection, where users can access services and compete with other users playing the same Wi-Fi compatible game.

2D and 3D Engines

The system has two 2D engines, one per screen. These are similar to (but more powerful than) the Game Boy Advance's 2D engine.

The system's 3D hardware performs transform and lighting, texture mapping, texture-coordinate transformation, z-buffering, anti-aliasing, alpha blending and cel shading. However, it uses Point (nearest neighbour) texture filtering, leading to some titles having a blocky appearance. The system is theoretically capable of rendering 120,000 triangles per second at 60 frames per second and the pixel fill rate is 30 million pixels per second. Unlike most 3D hardware, it has a limit on the number of triangles it can render as part of a single scene; this limit is somewhere in the region of 4000 triangles. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly.

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