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DS Misc > NDS Launching Code In Firmware?

#132007 - HyperHacker - Fri Jun 22, 2007 9:03 am

Random idea I had. The DS Download Play client contains .nds launching code, doesn't it? Is there a reason we can't use that to boot programs?
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#132015 - Lick - Fri Jun 22, 2007 12:34 pm

We already boot programs?!!
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#132057 - NeX - Fri Jun 22, 2007 8:43 pm

I thought we did too!?!?!?
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#132059 - wintermute - Fri Jun 22, 2007 8:56 pm

Not only that but we use the Download Play thing to launch code using wmb. More recent DSes need the firmware flashed to allow this though.
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#132060 - chuckstudios - Fri Jun 22, 2007 9:11 pm

Lick wrote:
We already boot programs?!!


Or do we?

#132063 - Lynx - Fri Jun 22, 2007 9:52 pm

Take the red pill.
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#132065 - HyperHacker - Fri Jun 22, 2007 10:32 pm

Lick wrote:
We already boot programs?!!
Not reliably. One program might only boot with a certain loader while another requires a different loader. I figured the code used by Nintendo is probably more reliable, or if nothing else, we'd have a "standard" such that if a program doesn't work with it, we can consider the program broken rather than the loader. I know I've used 4 different loaders (ones built into the GBAMP hack, Moonshell, and 2 in DSO) and none are able to boot every program I try (while the same program boots with a different loader).
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#132066 - spinal_cord - Fri Jun 22, 2007 10:51 pm

I always assumed that nintendo games and homebrew were different formats, that way homebrew loaders could easly not support r0mz.
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#132070 - DragonMinded - Sat Jun 23, 2007 12:36 am

No, the .nds is the same for a homebrew or a rom. That's why you can wmb your homebrew if you flash your DS.
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#132072 - tepples - Sat Jun 23, 2007 12:50 am

Then why do some official DS Download Play demos fail in some .nds loaders? I've found that the Tetris DS ones are especially hard to get working.
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#132079 - Lynx - Sat Jun 23, 2007 5:10 am

tepples wrote:
Then why do some official DS Download Play demos fail in some .nds loaders? I've found that the Tetris DS ones are especially hard to get working.


I thought it was because each loader is setting different registers prior to booting. So, if one .nds expects the DS in one state, and it's not that way, it crashes. Where other .nds files might not care. For some reason, I remember MightyMax's last version of the GBA MP booter had the progress bar that went back and forth (and took longer to boot) because it was resetting a bunch of registers prior to getting ready to boot.
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#132103 - tepples - Sat Jun 23, 2007 2:10 pm

Lynx wrote:
tepples wrote:
Then why do some official DS Download Play demos fail in some .nds loaders?

I thought it was because each loader is setting different registers prior to booting. So, if one .nds expects the DS in one state, and it's not that way, it crashes.

I guess that explains why Nintendo left out RegisterRamReset() in the DS BIOS, so that launching roms would become more difficult.
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#132109 - spinal_cord - Sat Jun 23, 2007 2:43 pm

So if the formats are the same, why is is that homebrew loaders don't load official code? do they have a sort of TryToSeeIfIsR0m() function or something?
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#132121 - DragonMinded - Sat Jun 23, 2007 5:10 pm

They do load official code, they just don't do other things that would be necessary to make it not crash. I'm not spelling it out here.
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#132128 - spinal_cord - Sat Jun 23, 2007 7:27 pm

I don't want it spelled out, just curious thats all.
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#132179 - Sektor - Sun Jun 24, 2007 7:32 am

I want to know why DSLinux WMB version doesn't boot on DS-X with Chism's execute code but with the same code, it boots on other devices.
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