#46661 - Dreamwriter - Tue Jun 28, 2005 9:10 pm
I use official DS dev kits and compilers and stuff, and would like to flash my company's binaries to my own flash cart and try 'em out. Does the NeoFlash allow this? I read something somewhere that hinted that the NeoFlash only worked with specially modified DS binaries.
#46662 - tepples - Tue Jun 28, 2005 9:48 pm
NeoFlash is the same thing as the PassMe adapter with an XG2 GBA card. You can get a PassMe adapter plus an EFA-Linker 256 Mbit GBA flash card for under $100 total.
So-called "WMB" programs load entirely into RAM before running. But programs distributed on official Nintendo DS cards access a file system on the DS card to load code and assets after the initial boot process. These will need to be retooled slightly to access a file system on the GBA ROM rather than a file system on the DS card. There are several different simple file systems available that could be made to work from GBA ROM space, such as gbfs, tar, zip, romfs, and pogoshell. Pick one and see if you can't make a wrapper around Nintendo's API and the other API so that the difference between a version for a DS card and a version for a GBA ROM is a mere recompile.
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#46846 - ChronoDK - Fri Jul 01, 2005 6:21 am
A bit off topic, but you being an official developer I want to ask you something. Does Nintendo supply libraries like PAlib with the dev-kits, or is it a bit more low-level like ndslib?
Last edited by ChronoDK on Sat Jul 02, 2005 6:44 am; edited 1 time in total
#46910 - FourScience - Fri Jul 01, 2005 11:10 pm
ChronoDK wrote: |
A bit off topic, but you being an official developer I want to ask you something. Does Nintendo supply libraries like PAlib with the dev-kits, or is a bit it more low-level like ndslib? |
I think that's a fair question. As for any question though, be mindful of what knowledge about the official Nintendo SDK/development tools you share. The NDSTech Wiki puts it best: http://www.auia.net/ds/ wrote: |
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If you have the official Nintendo SDK, DO NOT use it in your documentation efforts here, as it will endanger the legality of our project; anything that is suspected of being ripped from the official Nintendo SDK will be taken down immediately. We do not support piracy or the illegal use of the copyrighted Nintendo SDK by non-licensed developers. We have gone to great lengths to keep it free and legal - we will not tolerate anyone who endangers our project. Thank you all very much. |
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#46938 - ChronoDK - Sat Jul 02, 2005 6:50 am
Yeah I know, so I'm not asking for any specific details. Just want to know how much supporting code Nintendo shares with the developers.