#77074 - Dreamwriter - Tue Mar 28, 2006 1:02 am
Anyone out there try building stuff with Nintendo's official dev kit and then flash it to the system? I can't get it to work - system stays at a white screen (but works fine for homebrew stuff). I think the problem is it needs to be altered ala commercial roms, however not completely, because it hasn't been signed to a card or anything.
Any idea? Thanks!
#77083 - Mr. Picklesworth - Tue Mar 28, 2006 2:31 am
Isn't this against the rules unless you've legally acquired Nintendo's official dev kit?
Why not use LibNDS or PALib?
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#77085 - tepples - Tue Mar 28, 2006 2:57 am
Look at the user's Location. "Seattle/Redmond area" is a hotbed of licensed Nintendo DS development.
"Why not use libnds?" Because the final binary will not use libnds, and developing for libnds and porting to Nintendo's libraries for the retail version might not be cost efficient.
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#77089 - m2pt5 - Tue Mar 28, 2006 4:04 am
Assuming you're using one of the media-based carts, (Supercard, M3) try running the .nds through the patcher first.
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#77100 - HyperHacker - Tue Mar 28, 2006 7:22 am
I would think the dev kit would come with some form of rewriteable cart. O_o
#77101 - The 9th Sage - Tue Mar 28, 2006 7:30 am
HyperHacker wrote: |
I would think the dev kit would come with some form of rewriteable cart. O_o |
Maybe they only have a few and he wants more people than that to be able to do beta testing (without paying a no doubt hefty premium to Nintendo)?
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#77104 - chishm - Tue Mar 28, 2006 7:50 am
Can you give us a little bit more information:
1) Is this going to be a DS Download Play or DS Card ROM? (I'm guessing DS Card, but it's best to be sure)
2) What flash equipment are you using? Brand and model?
3) How old is the SDK you are using? Code built with the newer SDK has slightly different iCard routines, that the patchers have trouble patching.
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#83864 - Dreamwriter - Fri May 19, 2006 1:49 am
Sorry, been a while. Anyways, yeah, these are legally acquired dev kits :) The thing about official flash carts, they take f-o-r-e-v-e-r to burn. GBA dev carts, for example, take 15-20 minutes for 8 MB carts.
What I'm trying to use is an EZF-Advanced GBA flash cart (which works fine for homebrew demos, like Dragon's Lair) with SuperPass DS (I have a launch DS). I tried running a ROM through NDSPatcher, but it errors out, while it says something about removing card signing or something. As for SDK, not sure, it's probably the newest that Nintendo has put out.
#83869 - dexter0 - Fri May 19, 2006 3:54 am
If you post it. I could try running it through my Neo-Flash/FlashCart/GBAMP SD and report the results.
#84027 - HyperHacker - Sat May 20, 2006 6:06 am
He probably can't with all the NDAs. If Nintendo allowed him to post a prototype of his game, signed and all, it'd be pretty simple for him to "accidentally" forget to check a buffer length in some wifi code since he hadn't got around to bug testing yet.
#84079 - OrR - Sat May 20, 2006 1:12 pm
Also, would you post an alpha version of your new commercial game on the internet? o.o
#84108 - tepples - Sat May 20, 2006 4:32 pm
No, but there might not be much theoretical risk in posting a program that loads two 256x192 pixel images, displaying one on the top screen and the other on the bottom screen.
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#84136 - wintermute - Sat May 20, 2006 6:17 pm
Dreamwriter wrote: |
What I'm trying to use is an EZF-Advanced GBA flash cart (which works fine for homebrew demos, like Dragon's Lair) with SuperPass DS (I have a launch DS).
|
If you're not using an nds filesystem then theroetically prepending a loader will work for you. Use dsbuild from devkitARM - you'll probably need to rename your .SRL to .nds first. Homebrew nds files have an embedded loader.
You could probably also use ndstool on your arm7 and arm9 binaries to produce an nds file with an embedded loader ( you'll need to specify the load and start addresses manually in this case).
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