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DS development > Load another NDS File Help

#168639 - Aquarium - Tue May 12, 2009 7:30 pm

Hi there..

I am making an nds homebrew game..
and i was thinking on dividing the game in more than one nds files(to alow some things that i have in mind)

i have very few skills in coding..i?m using some help..

i was looking for some king of line code that alows me to when something happens it will load a certain nds file, errasing the previous stuff from the RAM memory..

i hope you understand what i?m looking for.

if someone can tell me how, or show me an example i would apreciate.

thanks in advance, and sorry fo the trouble

#168723 - silent_code - Sun May 17, 2009 1:19 pm

"Please insert disk two." :^D
Ha, ha, I love it. :^)

Good luck. :^D
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#168725 - samel - Sun May 17, 2009 1:32 pm

use chishm ndsloader

http://forum.gbadev.org/viewtopic.php?t=12906&postdays=0&postorder=asc&start=0

#168726 - hacker013 - Sun May 17, 2009 4:11 pm

i thought that one didn't work anymore with the new libnds
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#168729 - gauauu - Sun May 17, 2009 10:38 pm

Aquarium,

The real question is why do you want to do that? You can easily dynamically load assets from an nds card, which is generally what you'd often want to do.....

#168734 - Aquarium - Mon May 18, 2009 7:18 pm

well..
i?m not to good in hombrew and coding..
and someone told me that to make a big game(more than 4 mb - the ram size) i had to use so kind of hard coding to work with the ram data..
and i think i can?t do that..
and since i?m using a tool called DS game make to learn homebrew i must do more than 1 ds file..so that i could load each one..

any help or good ways (better ways) to learn?

thanks fo the replies :)

#168745 - Tommmie - Tue May 19, 2009 2:31 pm

if you're files are big, you could always load them from a filesystem like nitrofs when needed and unload them when you don't need them anymore

Last edited by Tommmie on Sun Apr 25, 2010 9:10 pm; edited 1 time in total

#168746 - gauauu - Tue May 19, 2009 2:45 pm

Aquarium wrote:

any help or good ways (better ways) to learn?


Well, I don't know anything about the DS game maker, but if you are skilled as a programmer, most of us would recommend not using the game maker, and instead, programming directly using the devkitPro toolchain.

When you do so, it's pretty easy to have all (or most) of your code loaded at the beginning, and then dynamically load assets (graphics, sound, levels, etc) from the card, so you stay within the limit.

Also, when dealing with simple homebrew games, 4mb is actually a pretty large amount, so there's a reasonable chance you won't even have to worry about it.

#168777 - Aquarium - Thu May 21, 2009 8:07 pm

thanks

well..i?m not very skilled in hombrew..and programing..
i have help fom a fiend of mine..
but if you could point me to some good tutoials..
i was tying to make a platfom game..
and i wanted to load each level at a time..so that the music and background would be big and with good quality..

if you can point me to some tutoiasl to do those things i would apeciate

#168778 - gauauu - Thu May 21, 2009 9:53 pm

Check out Nitrofs and see if it does what you want. There's some short tutorial-type code on their site.