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DS development > How do I setup a DS development environment? [Renamed]

#39001 - nintendo - Sun Apr 03, 2005 1:34 am

I have been looking around and have found a tutorial on how to setup an environment to start programming for your ds. But it doesn't tell you what language to use. Can anyone tell me what language you program in and how to make the source code into a .bin so the emulator can read it?

#39003 - darkfader - Sun Apr 03, 2005 2:05 am

nice subject

#39006 - tepples - Sun Apr 03, 2005 2:37 am

The currently available homebrew development environment uses C or C++.
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#39008 - Spaceface - Sun Apr 03, 2005 2:52 am

these kinda topics are the best ^_^

#39009 - nintendo - Sun Apr 03, 2005 3:06 am

Good, its in C and C++. I know basics in both. Do you guys know any tutorials that teach game programming in those languages?

#39011 - Spaceface - Sun Apr 03, 2005 3:24 am

you should look at the drunken coders website... they have GBA tutorials up ... that'll probably be your best way out..

#39021 - MumblyJoe - Sun Apr 03, 2005 6:39 am

I just can't see how someone joining the forums now could possibly get such a cool username. How did nobody bag "nintendo" before this?
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#39022 - Lynx - Sun Apr 03, 2005 6:45 am

Plus, what OS are you going to be Developing on? Aaron Rogers has a good tutorial on environment setup for Windows based systems, and PhoenixRising has a good one on Linux based systems.

Aaron Rogers
http://www.aaronrogers.com/nintendods/Day1/day1.php

PhoenixRising
http://www.dspassme.com/programmers_guide/Tutorial/configuration.html

#39025 - PhoenixSoft - Sun Apr 03, 2005 7:49 am

MumblyJoe wrote:
I just can't see how someone joining the forums now could possibly get such a cool username. How did nobody bag "nintendo" before this?


Because the rest of us are cautious about awakening the sleeping giant...

#39042 - nintendo - Sun Apr 03, 2005 7:12 pm

Drunken Coders is a good tutorial for the gba. Thanks Spaceface. I should learn to program gba games, then move on to DS. Is that wise or foolish?

#39045 - tepples - Sun Apr 03, 2005 7:46 pm

Yes, understanding the GBA will greatly help you in understanding the Nintendo DS.
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#39047 - dagamer34 - Sun Apr 03, 2005 8:38 pm

PhoenixSoft wrote:
MumblyJoe wrote:
I just can't see how someone joining the forums now could possibly get such a cool username. How did nobody bag "nintendo" before this?


Because the rest of us are cautious about awakening the sleeping giant...


Few are worthy of such a name.
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#39069 - Lynx - Mon Apr 04, 2005 4:58 am

tepples wrote:
Yes, understanding the GBA will greatly help you in understanding the Nintendo DS.


I question that method. It's all up to you on what process you want to take, but when you start developing on the DS, most "veteran" GBA Devs will send you to GBA tutorials. That's fine if you want to get a general understanding of GBA programming, but useless if you really want to program ONLY for the DS. There are enough differences (like modes and the fact that the DS has a few more) that unless you plan on releaseing GBA programs, I personally think you'd be wasting your time. But, that is just one mans opinion.

#39070 - tepples - Mon Apr 04, 2005 5:18 am

I suggest learning the GBA before the DS for the same reason I suggest learning the Allegro library before the GBA. Fact is, for people who are entirely new to programming for a game console or handheld device, the GBA is currently a much more forgiving environment than the Nintendo DS for several reasons:
  1. The GBA has a much larger library of working example code.
  2. A single GBA flash cart can hold more than one GBA game, so you can play-test multiple projects in actual road situations without having to return to your PC. This doesn't yet work with PassMe.
  3. The GBA, GBA SP, and Game Boy Player have wired multiboot; DS wireless isn't cracked yet.
  4. Unlike on the GBA, where there are multiple publicly available mixers and music replayers, Nintendo DS sound is not cracked yet at all.
  5. The GBA has accurate PC-hosted emulators to the point where (except for some instruction timings) if your code runs on hardware, with >95% probability it'll run on VBA and vice versa. Dualis, on the other hand, is nowhere near this point yet.
  6. The standard of production for DS games includes a 3D engine, which is a relatively advanced topic to many people. On the other hand, a 2D project on the GBA can still look respectable.

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#39104 - Lynx - Mon Apr 04, 2005 4:21 pm

Nicely put! I agree with everything on that list 100%.. Well, except the sound not being cracked yet at all. Just not publicly documented yet.