#118504 - zzo38computer - Wed Feb 14, 2007 12:06 am
I know it is very long time since I did such things, but this weekend I will start to work on it. (sorry, I can only work on it on Friday night, Saturday, Sunday, statutory holidays, and a few other days)
Someone changed my name on my Nintendo DS last week, and I couldn't use the built-in configuration to change it back because it contained Unicode characters, but I managed to change it back anyways: I had to find the memory addresses and Unicode numbers for the characters I wanted, and then I went to PROGRAMMING MODE to enter the values, and then CONFIGURATION, USER PREF, and save current settings to firmware, and that worked (I checked the value on the Meteos demo).
In FWNITRO 2.0 I will replace the keyboard entirely with a Unicode keyboard, and I need help some of the Unicode numbers for non-standard Unicode symbols used in Nintendo DS. Some parameters you can enter only ASCII, and in those cases it will go to only ASCII page of the Unicode keyboard. Also the bottom screen will display other thing as well when not keyboard, such as nickname, user-message, DS card title (using language set in user pref), etc. (I will use the BASE POCKET MONSTERS CODE I wrote in another software, to display the Unicode)
These are the thing I need help:
- Unicode numbers for non-standard Unicode symbols
- Reading DS card title
- If I need a different version of devkitpro in case some DS cards doesn't work with my version, but it does work with yours
- Protected settings display (I will try to figure it out myself, but I may need help, as I have never done it before)
- Calibration
- DS download play (when anyone knows how!)
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Last edited by zzo38computer on Fri Feb 16, 2007 3:45 am; edited 1 time in total
#118514 - dualscreenman - Wed Feb 14, 2007 1:02 am
Glad to see this ain't dead! Do you still plan to add a more generic cheat function?
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dualscreenman wrote: |
What about Gaim DS? Gaim pretty much has support for all IM programs. |
tepples wrote: |
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!" |
#118553 - cory1492 - Wed Feb 14, 2007 5:22 am
Not alot of help, I know, but the icon and title offset is 32bits at 0x68 in the header, and the data at that offset is described in no$ data here:
http://nocash.emubase.de/gbatek.htm#dscartridgeicontitle
Using the card read function from the dumper you should be able to get that data easily enough (5x512byte reads, a bit more than the data though).
Also, I'm going to PM you a modified source with a bit better passme function (supercard would not run things with the original one, M3 doesnt seem to work with either though). Feel free to use it, modification taken from moonshell and conversely chishm's gbamp loader.
Thanks for continuing zzo, I have had a lot of fun fiddling with fwnitro lately.
#118613 - hereticorp - Wed Feb 14, 2007 5:52 pm
Will FWNitro 2.0 be able to boot the M3 Simply/R4 DS?
#118720 - zzo38computer - Fri Feb 16, 2007 3:35 am
dualscreenman wrote: |
Glad to see this ain't dead! Do you still plan to add a more generic cheat function? |
That is a good idea, but I want to know how it is done.
hereticorp wrote: |
Will FWNitro 2.0 be able to boot the M3 Simply/R4 DS? |
I cannot add such a feature as I do not have M3 Simply/R4 DS. If anyone else has such a thing they may be able to add such things to this program.
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#118757 - hereticorp - Fri Feb 16, 2007 2:27 pm
I think all it would take would be opening up the dump of one of the cards and checking what the difference is between booting that card and booting a regular NDS game cart.
Personally, I don't see why it wouldn't work as it is, but I don't know how the M3/R4 boot routines work, they must be similar to how a Passcard3 preempts the regular boot process of a NDS, and that should be in the FW code.
Hopefully someone here can contribute a method so that FWNitro can boot these new Slot 1 card solutions.
#118799 - Creebo - Fri Feb 16, 2007 9:50 pm
Hmm nice to see projects coming back to life. In the latest version of my CreeboMe, most of the popular FAT Slot-2 cards are supported (SCSD, SCCF, GBAMP, M3CF, and M3SD are confirmed working...). I could help you get more devices supported if you would like. I am also researching into the DS card's title, but I haven't gotten it working yet (I think I'm close though). Also, all you people with Slot-1 cards, doesn't loading it like a normal game card work already? I would think so since there is not room for a passme....
zzo38computer, I think we would be able to provide some great information between each other to improve our firmwares, if you would like to.
#118832 - zzo38computer - Sat Feb 17, 2007 6:02 am
Even though I haven't enough time to complete it, I have made a editor for the Unicode values, if anyone knows the non-standard Unicode values that are used in Nintendo DS, you can edit them using this program: http://zzo38computer.cjb.net/nitro2/fwnitro/unicode_editor.zip
I shouldn't work on it more until this part is done. Remember, I rarely have any time (and also access to this computer!) to work on it when it isn't the weekends.
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#118850 - cory1492 - Sat Feb 17, 2007 2:03 pm
Creebo wrote: |
I am also researching into the DS card's title, but I haven't gotten it working yet (I think I'm close though). Also, all you people with Slot-1 cards, doesn't loading it like a normal game card work already? I would think so since there is not room for a passme.... |
You try what I said yet? Use the proper struct to access the info/logo offset in the in-memory based header and create a struct that follows the guidelines in the link with possibly some dummy bytes, and do 5 512 byte card reads at the offset (if it is 0 there is no game title) into that struct.
EZV, MK5 both boot fine like game cards, but R4 does not. The slot 1 card loader is quoted as being "quick and dirty, probably should be relocated" in the source, this could be why, or it could be that R4 expects some different state in the DS memory that isn't handled by the current memory clearing routine for slot 1 loading.
#118858 - stampede_dude - Sat Feb 17, 2007 4:36 pm
Max Media :)
#118868 - Tets - Sat Feb 17, 2007 6:44 pm
I have to admit that being able to boot the Max Media Dock from the firmware could be useful, but I don't think it would be practical to code into fwnitro. From what I understand the MMD's boot loader is located in the Max Media Player card, the Dock itself is simply a compactflash interface. A loader would need to be built into the firmware specifically for booting the MMD.
#118872 - tepples - Sat Feb 17, 2007 7:03 pm
And it would look a lot like the booter in NDSMP, which does pretty much the same thing.
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#119526 - zzo38computer - Sat Feb 24, 2007 12:35 am
I still haven't received a reply, does anyone have a list of the numbers corresponding to non-standard Unicode symbols used in Nintendo DS firmware? After I have a list like that, then I can continue to work on this program.
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#119932 - zigg - Tue Feb 27, 2007 5:08 pm
zzo38computer wrote: |
I still haven't received a reply, does anyone have a list of the numbers corresponding to non-standard Unicode symbols used in Nintendo DS firmware? After I have a list like that, then I can continue to work on this program. |
Might this help?
http://dbbsed.cvs.sourceforge.net/dbbsed/dbbsed/nincodec.py?revision=1.1.1.1&view=markup
It is a Python codec that my Band Brothers save tool uses to convert to unicode. The values were lifted from a Japanese tool that did a similar thing with homebrew hardware. It is not complete but covers the majority of the high range.
I'd bet the values are the same...
#120041 - zzo38computer - Wed Feb 28, 2007 3:42 pm
zigg wrote: |
zzo38computer wrote: | I still haven't received a reply, does anyone have a list of the numbers corresponding to non-standard Unicode symbols used in Nintendo DS firmware? After I have a list like that, then I can continue to work on this program. |
Might this help?
http://dbbsed.cvs.sourceforge.net/dbbsed/dbbsed/nincodec.py?revision=1.1.1.1&view=markup
It is a Python codec that my Band Brothers save tool uses to convert to unicode. The values were lifted from a Japanese tool that did a similar thing with homebrew hardware. It is not complete but covers the majority of the high range.
I'd bet the values are the same... |
No, it doesn't help, the DS Firmware doesn't use Shift-JIS, it uses normal Unicode (as I typed on the top message, I changed by name using PROGRAMMING MODE with normal Unicode values and it worked, so I know it uses normal Unicode).
What I need is the non-standard Uncode characters used in Nintendo DS, such as push A,B,X,Y,L,R buttons, and a few other stuff as well.
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#120049 - zigg - Wed Feb 28, 2007 4:28 pm
Shift-JIS isn't involved in the above code except that it was the original source of the table--it maps the single-byte charset used in the BB save to unicode chars. Anyway, sorry, misunderstood your question.
#120071 - dualscreenman - Wed Feb 28, 2007 8:40 pm
I'm sure I could boot the firmware in an emulator and then search/ view the memory to find the nonstandard characters' values.
_________________
dualscreenman wrote: |
What about Gaim DS? Gaim pretty much has support for all IM programs. |
tepples wrote: |
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!" |
#120608 - max482wert - Mon Mar 05, 2007 12:16 am
If you are still using GBA_NDS_FAT use this one: http://palib.info/forum/modules/newbb/dl_attachment.php?attachid=1173038882&post_id=15667
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#126350 - dualscreenman - Sun Apr 22, 2007 3:48 pm
Smiley Face 0x08E0
Angry Face 0x09E0
Sad Face 0x0AE0
Indifferent Face 0x0BE0
Sunshine 0x0CE0
Cloud 0x0DE0
Umbrella 0x0EE0
Snowman 0x0FE0
Mail 0x12E0
Cellphone 0x13E0
Clock 0x07E0
A button 0x00E0
B button 0x01E0
X button 0x02E0
Y button 0x03E0
L button 0x04E0
R button 0x05E0
D-pad 0x06E0
Spade 0x15E0
Cards Diamond 0x16E0
Heart 0x17E0
Clover 0x18E0
! symbol 0x10E0
? symbol 0x11E0
Unfilled Star 0x0626
Circle 0xCB25
Diamond 0xC725
Square 0xA125
Triangle 0xB325
Upside-down Triangle 0xBD25
Circle-in-circle 0xCE25
Right Arrow 0x19E0
Left Arrow 0x1AE0
Up arrow 0x1BE0
Down Arrow 0x1CE0
Filled Star 0x0526
Filled Circle 0xCF25
Filled Diamond 0xC625
Filled Square 0xA025
Filled Triangle 0xB225
Filled upsidedown triangle 0xBC25
"X" symbol 0x28E0
There ya go. ;)
Sorry it took so long, I forgot.
*EDIT* Oh, you wanted unicode, not ASCII.
nvm...
_________________
dualscreenman wrote: |
What about Gaim DS? Gaim pretty much has support for all IM programs. |
tepples wrote: |
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!" |
#126427 - zzo38computer - Mon Apr 23, 2007 5:07 am
Thanks, I don't have time right now but I copied it to my computer and I will do it when I have time.
Also I need a code for DS Download Play, if anyone has figured that out yet.
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#126431 - dantheman - Mon Apr 23, 2007 5:58 am
Closest thing to DS Download Play we have is http://forum.gbadev.org/viewtopic.php?t=11946 which is simply a DS-side WMB application. I've never gotten it to find the "test.nds" file on the root of my card, though it did succeed in sending its own built-in test file to my friend's flashed DS. Page 3 of that topic has the latest downloads.
#126485 - zzo38computer - Mon Apr 23, 2007 6:41 pm
dantheman wrote: |
Closest thing to DS Download Play we have is http://forum.gbadev.org/viewtopic.php?t=11946 which is simply a DS-side WMB application. I've never gotten it to find the "test.nds" file on the root of my card, though it did succeed in sending its own built-in test file to my friend's flashed DS. Page 3 of that topic has the latest downloads. |
But that is a server software. I need a client software for DS Download Play that can download from official game cards running on another Nintendo DS.
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#128776 - cflemin301 - Tue May 15, 2007 4:22 am
could someone tell me how i can get the whole package for 1.6c to compile with r20 of devkitARM?
#128863 - tondopie - Wed May 16, 2007 1:45 am
update it... replace the old registers with the updated ones... find the equivialites to older code...
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