Originally Posted by hawhill
inameiname: regarding your first question: The current implementation is highly optimized in some regards. E.g., each GameBoy pixel is exactly doubled in both dimensions (2x2 e-ink pixels represent one GB pixel). It is somewhat harder to settle on fractional multiplication here since this would introduce some multiplication/division operands that are really slow on our CPU. Doing 3x3 pixels might be an option, the problem however is that the 4bpp framebuffer needs a very clever algorithm for that in order to deal with the "half bytes" that represent a pixel. Using only even factors (as opposed to odd numbers) is just much easier. That said, I have an algorithm in mind that would always look at two source pixels and create a factor-6 dither out of them. That would increase the resulting display to 480x432. Going to a 4x4 factor, the screen wouldn't be big enough. We would get a width of 640px, where the K3 only has 600px. Also, the update speed would suffer a lot.
As for the second question: There are lots of NES emus out there. However, the harder part is to find one that isn't optimized specifically for i386. I played once with InfoNES, it's not all that good in terms of compatibility, though. And most NES emulators are very timing critical, e.g. sync'ing on VRefresh and stuff like that. That's not going to work so well on e-ink.
Thanks for the info on that. You are right; in the end it just isn't worth it, and is next to impossible on a Kindle 3 with the e-ink screen. It is very handy to be able to play any GameBoy or GameBoy Color games, mainly just for fun....and to show off. NES was just an idea, but I can see why it'd be an issue. Anything, I appreciate the info.