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DS homebrew announcements > TickleGirl 1.0 For the Nintendo DS Released!

#54691 - cybereality - Wed Sep 21, 2005 5:56 pm

A multimedia experience where you interact with a virtual vixen via the touchscreen. Tickle different areas of your dream girl to watch her reaction. Utilizes full motion video, sampled audio and looping background music. A unique fusion of video gaming with media art, TickleGirl is less like a game and more like an experience. If you liked Feel The Magic, then you'll love this.

[Images not permitted - Click here to view it]
-------------------------- TICKLE-GIRL V1.0 ----------------------------
download nds
download nds.gba
download source
------------------------------------------------------------------------------

This is my first completed project for the DS (aside from random test demos). I was able to learn a lot for the experience and feel a lot more comfortable now after setting goals for myself and achieving them. This is merely the beginning of a series of exciting unique titles. Note, this is a 1.0 release. It has been tested, and as far as I can tell, bug-free. The only feature that might be added is stereo sound. Currently it uses mono only, but still sounds loud and crisp. Tested on NeoFlash, should work with other flash carts and the M3 (doesn't with emulators).

Source shows how to manipulate audio/video clips (image slideshow), animation loops, accept complex touch readings, finite state machines, and a basic menu system. Because of the amount of images and animations states, the code is rather bloated, but the principles are pretty simple. Everything is well commented and should be easy to follow if you have any interest.

Please let me know what you think. Enjoy.
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// cybereality

#54692 - Dannon - Wed Sep 21, 2005 6:01 pm

I'm currently downloading this, but I'm going to presume that this isn't going to run on the GBAMP

Edit: Two white screens confirm my suspicions

#54700 - cybereality - Wed Sep 21, 2005 7:22 pm

Unfortunately it loads the files using GBFS with hardcoded memory addresses. It shouldn't be that hard to edit that call to use the CF reader or whatever else works on GBAMP. I would make a version myself, but I dont have the hardware. Also, the file is a total 100Mb so it wont work with WiFiMe either. Should work fine with NeoFlash, SuperCard or other GBA flash carts 128Mb and up. Not sure, but I believe it will also work with the M3. If you do have the right hardware it is well worth the time to download.
_________________
// cybereality

#54703 - Chetic - Wed Sep 21, 2005 8:18 pm

You are a brilliant man, cybereality!
This is definitely one of the most well-made homebrew that will ever hit us for the DS. I love it.
You just can't beat that professionalism.

Though I wouldn't mind left-handed support ;)
(Right hand works just as well anyway, doesn't actually matter to me personally)

Can you tell us what else you're planning?
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#54719 - IxthusTiger - Wed Sep 21, 2005 10:20 pm

O_O; I'll be in the basement...

Wow, this demo is very polished! I'm thoroughly impressed.

Man that girl is hot... my favorite clip is when you tickle her hips and she teases you by pulling on her shorts a bit...

#54730 - Bojangles - Thu Sep 22, 2005 12:14 am

Who's the girl?

#54734 - Cidrick - Thu Sep 22, 2005 1:02 am

I feel pretty dirty for just loading this onto my DS.

#54735 - Alec - Thu Sep 22, 2005 1:32 am

Kinda wish my flashcard was big enough to load it...I wanna see!

SOmeone post screenshots.
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[Images not permitted - Click here to view it]

#54745 - cybereality - Thu Sep 22, 2005 5:12 am

I'm glad you guys enjoyed it. As soon as I got the DS devkit, I was sure this would work perfect on the touch screen. I have to admit, I ripped the audio/video from a popular flash animation (full credits in source). The model is Silvia Valcikova (photos). I made sure that all title/intro screens used photos of the actual model in the video. Unforunately she didn't have any nude photos, or I would have added them as a bonus. Here is a screen shot if you can't run it on your hardware: gameplay screenshot

Chetic: Thanks man ;) Of course if I told you what I was working on, I'd have to kill you... Really I have a few projects lined up. My next project will be a classic puzzle game (with a modern twist). I am about 50% into a remake of a classic shooter which needs about another months work. I also have plans for a cyberpunk adventure game (down the road). In the meantime I am looking into doing some source ports to the DS (possibly a Doom port or a Genesis emulator). I'll try to keep my site updated, so I will likely be logging the progress there.
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// cybereality

#54808 - cybereality - Thu Sep 22, 2005 8:28 pm

I forgot to mention, she likes slow sensual touches. If you scratch on the screen too fast she wont like it. I figured players would have to figure that out, but I've noticed people tend to rub really fast. It also helps if you concentrate on one section at a time or she may lose interest.
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// cybereality

#54818 - Dudu.exe - Thu Sep 22, 2005 9:37 pm

Cyber .. your?re amazing... i have to ask ... why do a DOOM port???

aread has a DOOM DS (
http://dual-soft.com/doomds ) project on the way.

there is a lot of games that need attention like Duke nuken 3d or Shadow warrior ( both have Source code released ) from 3D REALMS


I loved all your demos .. RUBY DEMO is amazing.. and thickle girls is perfect, very professional look, its the best homebrew ever. i guess you will make miamoto impressed!!!


Ps: dont forget to work on on DIVX codec you mentioned... homebrew fans will love it!



EDIT: I USE A SUPERCARD ( COMPACT FLASH ) TO RUN YOUR HOMEBREW... WORK PERFECT !

#54828 - Empyrean - Thu Sep 22, 2005 9:58 pm

Cyberpunk adventure? NO WAY!

I hope it's either The Journeyman Project, Bureau 13, or I Have No Mouth... I would have said Blade Runner, but I remember it being, like, 4 CDs.
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#54841 - cybereality - Thu Sep 22, 2005 11:17 pm

Dudu.exe wrote:
Cyber .. your?re amazing... i have to ask ... why do a DOOM port???
aread has a DOOM DS (http://dual-soft.com/doomds ) project on the way.

It was just an idea seeing as the source has been successfully ported to tons of different platforms and systems. Since the author of DoomDS is already into production, I may just jump onto that project and combine our efforts.

Dudu.exe wrote:
there is a lot of games that need attention like Duke nuken 3d or Shadow warrior ( both have Source code released ) from 3D REALMS

Don't worry. I have the sources to those too. Seeing as I've never done a source port before, I wanted to work with something that was heavily documented.

Dudu.exe wrote:
I loved all your demos .. RUBY DEMO is amazing.. and thickle girls is perfect, very professional look, its the best homebrew ever. i guess you will make miamoto impressed!!!

Thanks man, I try my best ;)

Dudu.exe wrote:
Ps: dont forget to work on on DIVX codec you mentioned... homebrew fans will love it!

I know. I start a lot more projects than I finish. But I'm always working on something. Anyway, I was waiting for the new hardware to come out that will be able to handle the size of video. Right now I can only use 16MB on my flash cart, so the video demos I've done suffice for now.

Dudu.exe wrote:
EDIT: I USE A SUPERCARD ( COMPACT FLASH ) TO RUN YOUR HOMEBREW... WORK PERFECT !

I'm glad to know that one more device is compatible. Maybe I'll buy a supercard...
_________________
// cybereality


Last edited by cybereality on Thu Sep 22, 2005 11:29 pm; edited 1 time in total

#54842 - cybereality - Thu Sep 22, 2005 11:25 pm

Empyrean wrote:
Cyberpunk adventure? NO WAY!
I hope it's either The Journeyman Project, Bureau 13, or I Have No Mouth... I would have said Blade Runner, but I remember it being, like, 4 CDs.

The adventure game isn't a port, its an original game I have been developing for the past few years off-and-on (still in preproduction). Its an action/adventure/RPG similar to the Shadowrun games for SNES and Genesis. It will introduce some fresh ideas to the action/RPG genre, while also sticking to its adventure roots. I dont really want to give too much away seeing as this game may not be finished for a year or more.
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// cybereality

#54848 - Dudu.exe - Fri Sep 23, 2005 12:58 am

Im Just jumping in the Homebrew world, need to buy lot of books of C++ =]

i hope i could make some intertings thiks like you. congratulations!
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#54863 - lambi1982 - Fri Sep 23, 2005 5:28 am

WOW, that doom video is beautiful. I hope it ends up on the DS like that.... frame rate and all
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#54898 - SolidSnake - Fri Sep 23, 2005 1:25 pm

cof cof.. system shock plx cof cof... >:X

(since system shock 2 use DirectX for graphics.. probably we will not see a port of it)

#54922 - cybereality - Fri Sep 23, 2005 5:40 pm

Yeah, SystemShock ruled. I totally forgot about that game.
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// cybereality

#54929 - Dudu.exe - Fri Sep 23, 2005 6:07 pm

never heard that before.. there are some links ???
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#54962 - deltro - Fri Sep 23, 2005 10:52 pm

Dudu.exe wrote:
never heard that before.. there are some links ???
http://google.com

#54967 - ecurtz - Fri Sep 23, 2005 11:17 pm

System Shock apparently uses the same engine as Ultima Underworld as well. I've considered that as a good remake candidate (no official source for either is available afaik.)

#54975 - juhees - Sat Sep 24, 2005 12:05 am

Interesting program, but why do you need 5 defferent total white jpegs? If you would implement fading, you could save a lot jpegs! Code like

static char* images[] = {
"girl_0001.jpg",
( > 2300 lines of code...)
"girl_2367.jpg"
};

seems a bit suboptimal to me :-(
Nice idea, but the code looks like a kind of brute-force-hacking...

If you would rewrite this game, you could probably fit it in 4MB?

greetings
juhees

#54981 - cybereality - Sat Sep 24, 2005 2:35 am

juhees wrote:
Interesting program, but why do you need 5 defferent total white jpegs? If you would implement fading, you could save a lot jpegs!

Out of over 2500 images 5 of them repeat. At about 4K each (they are just white screens) that is a total of 20K. For a 14MB game that difference is negligible.

juhees wrote:
seems a bit suboptimal to me :-(
Nice idea, but the code looks like a kind of brute-force-hacking...

Its not a brute-force hack. I just used the simpliest solution. I am not such an anal coder that I will spend hours trying to get something to work "the right way" when I can have it up and running in one my way. I admit the code could be a little more dynamic, but once its compiled its all the same anyway. Its not like I manually typed all the code for the arrays. I wrote scripts that generate them for me. If you bothered to read any of the code past the first array you would see that the main loop is arranged logically per game state and uses a double buffer to decode jpegs to the screen on the fly. Think of the main array as a lookup table. It is actually more optimized (in terms of speed, not readablity) than any dynamic solution you may suggest.

juhees wrote:
If you would rewrite this game, you could probably fit it in 4MB?

You do realize that the audio alone takes up 5MB, right? If I was using a real video codec, then yeah, maybe it could fit it all into 4MB. But how long would that take to produce? This was the simpliest solution that took the least amount of time. If it works, it works. If you have a better method do this, feel free to explain, I would be interested to hear...

Anyway, this was my first DS project and I am still learning how to use the system (never programmed for GBA). Once I learn more about the system I will implement things you suggested in my future projects.
_________________
// cybereality

#54997 - headspin - Sat Sep 24, 2005 9:54 am

Certainly, it is the best way to do things with what is currently available. I do agree that using a register fade would be better, even if the space saved is negligable, at least you have learned a good technique that you will no doubt find useful in further projects.

JPEG is obviously not the best or most efficient form of compression for video, an MPEG 1 decoder would provide a much better size outcome, but again that would require someone to write the codec.

And finally, the audio issue, simplicty over space has won again, which is fine. But ideally using IMA-ADPCM compression would help with space. It is just a matter of setting a bit in the appropriate register because the support is built into the DS. Although sox can convert to IMA-ADPCM I think the DS's version is not quite the same. Although noone has bothered to verify this (including me).

There are possible improvements, but once you break the 4 MB multiboot limit, you might as well not bother with compression at all. Having said that, learning ways to save space will always come in handy at one stage.

Either way, very nice for your first DS project :)
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#55007 - juhees - Sat Sep 24, 2005 3:38 pm

cybereality wrote:
juhees wrote:
If you would implement fading, you could save a lot jpegs!

Out of over 2500 images 5 of them repeat. At about 4K each (they are just white screens) that is a total of 20K. For a 14MB game that difference is negligible.


I wasn't just talking about the white jpegs, but about the blending. You have 5 images which are blended to white. For that you need 55 images. 20 different images for the hud (without blending images), but you could do it with 5 I quess. I think, you could be much more flexible without everything on the screen being a jpeg (a function for blending could be reused etc.)

The girl doesn't move anything but her hand in the first 130 images, there is a great potential for saving space! If you want to make a bigger game, you will have to think about these things.

#55047 - cybereality - Sun Sep 25, 2005 1:43 am

juhees: Believe me, I realized this when I was making the game. The blended jpegs are actually exported from flash, which was done using a blend function I wrote in actionscript. If I knew the correct syntax to do this on DS I would have done it that way. But even though it isn't the most efficient method, it works fine. My quota was 16MB because that is the max for my flash card. It didn't really matter to me if it was 10MB or 14MB or whatever. Just as long as it fit on a 128Mb cart. I noticed now that a lot of people using the wifime method cannot play games over 4MB. But I dont think they can play anything with GBFS anyway (using hardcoded memory address for the cart). So even if I managed to do some miracle compression, it really wouldn't change too much. I mean, it was hard enough for me to compress it down to 14MB in the first place, I was happy that it even worked.
_________________
// cybereality

#55049 - tepples - Sun Sep 25, 2005 1:53 am

cybereality wrote:
If I knew the correct syntax to do this on DS I would have done it that way.

On the GBA, you use the blend registers to fade between the backdrop color (element 0 of palette RAM) and the image in background 2. It's probably the same on the DS.
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#55082 - Empyrean - Sun Sep 25, 2005 7:56 am

[quote]The adventure game isn't a port, its an original game I have been developing for the past few years off-and-on (still in preproduction). Its an action/adventure/RPG similar to the Shadowrun games for SNES and Genesis. It will introduce some fresh ideas to the action/RPG genre, while also sticking to its adventure roots. I dont really want to give too much away seeing as this game may not be finished for a year or more.[quote]

Awesome, man. I seriously can't wait for it!

Oh, and if System Shock (the first especially) gets ported, I think I'd become vexed with a new addiction to my DS ( I've recently been using it less and less... but that may be 'cause of work... :( )
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#55096 - TJ - Sun Sep 25, 2005 4:32 pm

I would imagine it would be much smaller if it wasn't a direct 1:1 copy of everything from the AXE website.

#55207 - Duodreamer - Mon Sep 26, 2005 9:44 am

Heya Cyber, great job with the game! =) Its about time someone put together some DS pr0n-ish material ;-)

Anyhow, I was looking through some links, and there was this
http://www.pineight.com/gba/gsm/
I thought that maybe it could help squeeze your audio down, if you were interested in it. You'd have to adapt it to DS, but it shouldn't be that hard, as its for GBA.

#55301 - MrAdults - Tue Sep 27, 2005 4:27 pm

Quote:
I would imagine it would be much smaller if it wasn't a direct 1:1 copy of everything from the AXE website.

This one has a whole extra animation set too!
http://www.axefeather.com/

-Rich

#55346 - cybereality - Tue Sep 27, 2005 9:53 pm

MrAdults: I have converted all content from the original flash game. Some of the animations are harder to obtain on the DS version because of my control scheme, but all animations are in there, I assure you.
_________________
// cybereality

#55356 - doublec - Tue Sep 27, 2005 11:51 pm

Quote:
doesn't with emulators


I've released DSEmu 0.4.8 with a quick patch that allows running Tickle Girl and your Ruby video tech demo as well. On my machine (a 1.8Ghz Athlon) I get about 40fps. Not great but a start I guess:

http://www.double.co.nz/nintendo_ds/dsemu.html

#55360 - cybereality - Wed Sep 28, 2005 12:38 am

Thanks man. I tried running them on my P2.4 and I was getting around the same (40fps). Unfortunately it is still unplayable since it relies on the touch pad, but it does work. It was running at maybe a quarter of what it should, but Im sure it could be optimized. Still not bad for an emulator of a current system.
_________________
// cybereality

#55362 - doublec - Wed Sep 28, 2005 1:15 am

I think the touchpad is working but it's running so slow that it doesn't pick it up the press all the time. It takes a few presses for example to get through the first two screens. Something for me to work on I guess!

#55628 - The 9th Sage - Fri Sep 30, 2005 3:39 am

Heh, oh my...

This is great, it's funny because one of the first things I said was that when the NDS was homebrew capable, it was inevitable that someone would make a pr0n game using the touch screen. :)
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#56943 - Sektor - Wed Oct 12, 2005 12:18 pm

I tested it on M3 Perfect CF (firmware E06). It doesn't appear to respond to the touch screen, I can't get past "touch screen to start".

Your "accurate touch screen demo" functions correctly.

edit: Still the same problem with firmware E08, I think the real reason it's not working is because i'm using a PassKey. I'm sure it would work if I installed FlashMe.

#57513 - CakkuZ - Sun Oct 16, 2005 5:45 pm

Yep worked fine with my m3+flashme all the time :)

#57581 - ghostnova - Mon Oct 17, 2005 3:33 am

Quote:
I tested it on M3 Perfect CF (firmware E06). It doesn't appear to respond to the touch screen, I can't get past "touch screen to start".


M3 Perfect CF (firmware E06) with passkey. It works here. Just played it.


P.S. Really profesional. GJ

#57584 - artistcode - Mon Oct 17, 2005 3:51 am

hey wait a min do you guys meen that you got the files to down lode strit to the ds or a hard drive for it?

if you got a chip or a hook up for it whats the name and how much is it?
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#57587 - tepples - Mon Oct 17, 2005 4:48 am

artistcode: Please go to the DS Flash Equipment forum and read the sticky topics.
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-- I think he moved to Tilwick.

#57718 - artistcode - Mon Oct 17, 2005 11:36 pm

thats alot of reading to do how much would something like this cost or is it in the uh very very long guide
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#59222 - neo - Sun Oct 30, 2005 2:30 pm

Hey sektor,
Did u get it to work with the m3 adapter? I just bought one of those and it doesn't seem to be working with mine either... I have the latest firmware- e10.

#59228 - Sektor - Sun Oct 30, 2005 3:34 pm

It won't get past the title screen with M3 (E10 firmware). I haven't tried flashme yet and probably won't try it for at least a month. I bought my DS in Australia (serial starts with NAH).

#59465 - cybereality - Wed Nov 02, 2005 12:38 am

I'm sorry that the game doesn't work with some hardware. Since you can see the title, the game seems to be loading the files fine. It must have something to do with the way it handles touch screen input. I will be releasing an update in the next few months that will fix this problem. Other plans for the update include stereo sound and better touch screen controls. I should also have an M3 by then so I will try to make it compatible.
_________________
// cybereality

#59991 - Sektor - Sun Nov 06, 2005 3:57 am

I just installed FlashMe and now ticklegirl works fine on my M3. When I was using PassKey + M3, it got to the title screen but didn't play any sound or respond to touch. Animatrix trailer didn't have sound before but now it does.

#105021 - theDJ - Thu Oct 05, 2006 7:10 am

I am using a Superkey + Supercard SD combo, and I also get the start screen hang. It loads alright, and showns the starting screen, albeit slightly fuzzy, then the image clears and the game stops. I have only tried the .nds file, so I'll download the ds.gba file now (not that it should have any effect). I tried using the nds to sc.nds converter as well but I get the same problem.

#105189 - artey - Fri Oct 06, 2006 5:24 pm

Hello,
I juse a EZ flash 4 and a EZpass 3!! and my touch screen doenst work on start up wenn TOUCH SCREEN TO START

sry i'm from germany!!!

#105295 - theDJ - Sat Oct 07, 2006 1:45 pm

Well the ds.gba file works fine... no problems.

#105418 - HtheB - Sun Oct 08, 2006 4:45 pm

Tickle girl is just a flash file that has been converted to the DS :) and added some little stuff :)


hehe :P

#105477 - MiL0 - Sun Oct 08, 2006 10:21 pm

haha at all these new posters... blatently the pr0n related nature of this game has made a few gaming websites!

#105575 - IxthusTiger - Mon Oct 09, 2006 7:37 pm

Wait... what little stuff? Did I miss a cool secret??

#121873 - fenix32 - Thu Mar 15, 2007 11:41 am

I'll try patch with DLID patcher but it's doesn't work.
Someone can help me to run in m3 simply???

Thanks

PD: My english is low level because i'm spanish :-) Sorry by mistakes

#121877 - Diddl - Thu Mar 15, 2007 12:24 pm

fenix32 wrote:
I'll try patch with DLID patcher but it's doesn't work.


patching with DLDI only makes sense if the programm does a fat access. normally ticklegirl should run on the DS simply without patching.

#121899 - Lynx - Thu Mar 15, 2007 3:23 pm

Yup, runs fine on M3 without patching as the M3 has internal RAM to load the game into. Can't remember which one you want to use off the top of my head, you may need the .ds.gba version and rename it .nds..
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#121906 - HtheB - Thu Mar 15, 2007 4:23 pm

Lynx wrote:
Yup, runs fine on M3 without patching as the M3 has internal RAM to load the game into. Can't remember which one you want to use off the top of my head, you may need the .ds.gba version and rename it .nds..
He has an M3 Simply


And Tickle girl only works on Slot-2 cards afaik...
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#121913 - Lynx - Thu Mar 15, 2007 5:45 pm

Ooops.. Didn't notice that, my bad.. Obviously it's not as "Simply" as they say.. :)
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#121915 - SyntaxGS - Thu Mar 15, 2007 5:52 pm

Using the gear in my sig, I was unable to get the .nds file to run. It hung on the title screen.. however when I downloaded the .nds.gba file and renamed it to .nds, it worked fine. ;)

...and yea, I feel a bit dirty for using this. lol
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#122058 - HtheB - Fri Mar 16, 2007 7:59 pm

SyntaxGS wrote:
Using the gear in my sig, I was unable to get the .nds file to run. It hung on the title screen.. however when I downloaded the .nds.gba file and renamed it to .nds, it worked fine. ;)

...and yea, I feel a bit dirty for using this. lol

check out:

www.axefeather.com :)
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#122345 - drhojo - Sun Mar 18, 2007 7:53 pm

Any chance of a Slot-1 version? :P

#122353 - SyntaxGS - Sun Mar 18, 2007 8:48 pm

HtheB wrote:
SyntaxGS wrote:
Using the gear in my sig, I was unable to get the .nds file to run. It hung on the title screen.. however when I downloaded the .nds.gba file and renamed it to .nds, it worked fine. ;)

...and yea, I feel a bit dirty for using this. lol

check out:

www.axefeather.com :)



I should have known that 'axe' was behind this.. :P
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#122407 - HyperHacker - Mon Mar 19, 2007 4:38 am

Wow. Every Axe ad I see is more insulting than the last.
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#122412 - tepples - Mon Mar 19, 2007 4:49 am

Makes you wish for the one that's just the backing beat from "What's On Your Mind" by Information Society with repeated 16th notes going up and down the pentatonic scale, right?
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-- Who?
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#138697 - AzureHoBo - Tue Aug 28, 2007 12:35 am

Um when I boot the game it stays at the white screen on both screens. I have GnM slot 1 card anyway to fix it so it runs??

#138700 - Sweater Fish Deluxe - Tue Aug 28, 2007 1:13 am

It uses GBFS, so it won't work on slot-1 cards.


...word is bondage...

#138706 - mastertop101 - Tue Aug 28, 2007 2:46 am

Sweater Fish Deluxe wrote:
It uses GBFS, so it won't work on slot-1 cards.


...word is bondage...


GBFS should be working on slot 1 cards.

#138711 - tepples - Tue Aug 28, 2007 4:09 am

A program that uses bin2o to link the GBFS file into the ARM9 binary works on SLOT-1 cards, but it does not work if the .nds would be larger than 4 MB. But more commonly, programs that "use GBFS" use an appended archive and locate it with find_first_gbfs_file((void *)ROM);. This does not work on SLOT-1 cards unless a rewritable SLOT-2 card is also present. Some people use the EZ-Flash V 3-in-1 card to work around this.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#138720 - Sweater Fish Deluxe - Tue Aug 28, 2007 7:59 am

Even with a G6 Lite in my GBA slot, GBFS and PAFS homebrews don't seem to work when loaded from my slot-1 card. I can't say for sure that none of them do since if a game is working, I don't go out of my way to see if it's using one of those file systems. When a game doesn't work, though, I often look into it and find that that game uses GBFS or PAFS.

Tickle Girl is one of those; it doesn't work when loaded from my slot-1 card even when a slot-2 card is present.

Of course, it works just fine when loaded from the slot-2 cart in DS mode.


...word is bondage...

#138937 - Nubia - Fri Aug 31, 2007 12:46 am

Does it work on DS-X ?

#138947 - tepples - Fri Aug 31, 2007 1:34 am

It might if you also have an EZ-Flash 3-in-1 cart.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#138955 - vuffi_raa - Fri Aug 31, 2007 7:10 am

I am using it with an m3 simply slot 1 and an ez flash slot 2 3-in-1 and it is verry slowly loading- gave up after 10 minutes or so though it was still loading

#146997 - juz098 - Wed Dec 12, 2007 10:49 pm

The download site seems not to be working

#147003 - Jakeohagan - Thu Dec 13, 2007 12:18 am

juz098 wrote:
The download site seems not to be working


Posted: Wed Sep 21, 2005 4:56 pm Post subject: TickleGirl 1.0 For the Nintendo DS Released!

its nearly 3 years old.

i wouldn't think it would still be alive.
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#147018 - Sektor - Thu Dec 13, 2007 7:26 am

http://www.cybereality.com is still up but none of the downloads work. I emailed the webmaster to let him know (if he didn't already).

You can download it from here:
http://gchack.free.fr/DS/homebrew/TickleGirl/

It requires a slot 2 device, so don't waste your time if you only have a slot 1 device (unless you want to mess with the source and make it compatible).
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#147033 - XDelusion - Thu Dec 13, 2007 3:33 pm

I've not been reading through this all the way, only the 1st page. Anyhow I just wanted to say that if you added your efforts to the DOOM project, I'd be eternally greatful since I'm trying to create a stand alone Star Wars WAD that will replace DOOM2.WAD. I've got a lot accomplished, but am having a few issues here and there that can only be resolved by hacking away at the source code, so the more hands on that project the better I feel! DOOM is a worthy game to be ported, and once people begin to realize the flexability of PrBOOM's BOOM and MBF features, they will flip there lid! While not near as amazing as GzDOOM, the DOOMsDay Engine or what not, it still has some pretty amazing feats of it's own!


As for another suggestion for a port (As if you were asking) I'd say Heart of the Alien:

http://hota.sourceforge.net/

If that is possible.

#147103 - Lynx - Fri Dec 14, 2007 2:58 pm

Somehow I think that last one was a cross post by mistake. Anyway, I also have the TickleGirl ROMS (not source) on ndshb.com. And it used a proprietary video codec, didn't it?
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#147107 - Sektor - Fri Dec 14, 2007 4:17 pm

Yes, I think XDelusion posted in the wrong topic.

Nope, no video codec. It uses over 2300 jpegs. Cybereality replied to my email and the downloads on the official site are working now.
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#147145 - XDelusion - Sat Dec 15, 2007 3:02 am

Not at all, just read the 1st page of this topic, you'll see what I'm ranting about. :)

#147146 - Tikker - Sat Dec 15, 2007 3:35 am

does this work on a m3 lite perfect?

I load it up, and it gets to the initial splash screen, but doesn't progress any further (need to touch screen to continue, but it seems to not recognize it)

#147174 - Tockit - Sat Dec 15, 2007 8:17 pm

works on mine. I can't remember if I used the m3 game manager to put it on my card, or if I just dragged it over direct. I seem to recall one method specifically NOT working though.
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#147215 - Tikker - Sun Dec 16, 2007 10:08 am

i loaded it with the game manager

I'll give it a go without and see what happens I guess

#147216 - Tikker - Sun Dec 16, 2007 10:11 am

nope, didn't work. double check and see if you can get it going again, cause I'm curious now, heh

I've got the most recent game manager too

#147250 - Tockit - Mon Dec 17, 2007 4:46 am

oddly enough, I can't seem to get it running. I know I've done it before though.
hmm, I'll keep trying.
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#150424 - another world - Mon Feb 04, 2008 8:03 am

Hey mate great game. I had to give it a go on no$gba.

Any chance of an updated version which supports DLDI patching, the R4 (and other slot-1) and the M3 lite?

I'd love to play this on the actual hardware.

*cheers*
-AW

#163223 - db73 - Thu Sep 25, 2008 11:24 pm

Doesn't seem to work on my slot 1 EDGE card (CycloDS clone). Bit new to all this stuff but I'm guessing that, because of how old this is now, it was created to be run using slot 2 flash cards?

#163236 - Lynx - Fri Sep 26, 2008 6:02 pm

That would be correct. It makes direct memory address calls to the slot-2 device.
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#163243 - db73 - Fri Sep 26, 2008 9:47 pm

Lynx wrote:
That would be correct. It makes direct memory address calls to the slot-2 device.

So that would require a little re-coding to address & get it running from modern slot 1 cards? If that's the case it's a little beyond me. I know sod all about coding.

I've been trying a lot of homebrew stuff a lot of which doesn't seem to work with my slot 1 EDGE card. I guess it would be true of most older homebrew .nds files that they require a slot 2 flash card. I wonder if there is any easy way to update the files to operate with slot 1 cards? It would be useful to have an app that could automatically update whatever code is required to enable the program to run from a slot 1 card. Would such an app even be possible?

#163260 - tepples - Sat Sep 27, 2008 1:20 pm

db73 wrote:
I've been trying a lot of homebrew stuff a lot of which doesn't seem to work with my slot 1 EDGE card. I guess it would be true of most older homebrew .nds files that they require a slot 2 flash card. I wonder if there is any easy way to update the files to operate with slot 1 cards?

Buy an EZFlash V 3-in-1 expansion pak for $20. This is a SLOT-2 card that can be flashed using a program running from SLOT-1. I know of no easy way without money.

Quote:
It would be useful to have an app that could automatically update whatever code is required to enable the program to run from a slot 1 card. Would such an app even be possible?

Not anywhere near real time. It'd be like trying to emulate a DS on a DS.
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#163261 - Darkflame - Sat Sep 27, 2008 1:46 pm

Wouldnt you only be emulating the difference in file commands?

So you'd have a game that effectively pause's ocasionaly to load, but while not loading anything it acts the same.

Of course the magic "conversion" app would run in advance, making changes, and not staying resident in memory. So a bit like dldi patcher, only a load more complex.
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#163266 - KillerMapper - Sat Sep 27, 2008 8:21 pm

Tried it on my Supercard SD, I got the main screen and after the DS freezes.
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#163268 - tepples - Sat Sep 27, 2008 10:50 pm

Darkflame wrote:
Wouldnt you only be emulating the difference in file commands?

It's like the difference between mmap() and fopen()/fread()/fclose(). When the program starts, SLOT-2 is mmap'd into memory, and the entire 32 MB can be randomly accessed. So if a program's access patterns are sufficiently random, the "pause's ocasionaly to load" would happen all the time, and the history of PocketNES on the GBA Movie Player bears this out.

Quote:
Of course the magic "conversion" app would run in advance, making changes, and not staying resident in memory.

Because the DS does not have an MMU, a static recompiler like the one you describe would have to 1. find a piece of RAM that none of the rest of the program uses in order to make a buffer for data copied from the ds.gba file, 2. find all parts of the existing program that ever read SLOT-2, and 3. add code to copy data from the ds.gba file to that buffer in main RAM before copying it elsewhere. Steps 1 and 2 are halting-complete.
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#163279 - db73 - Sun Sep 28, 2008 3:02 pm

All sounds a bit complex to me. My 'slot 2 to slot 1 auto-patch' idea sounds like it's a non starter from what you (more knowledgable) guys are saying. So how difficult would it be for the coder to alter the code of a specific homebrew to get a slot 2 title to run from a slot 1 device? Are we talking ground up stuff here or could it be done by altering a few lines of code?

#163356 - Lynx - Tue Sep 30, 2008 1:50 pm

You'd probably be better off just re-writing the "game". There really isn't that much to it if you look at what it actually does. Load a bunch of .jpgs and play them back fast. But, the source is provided in the initial post, so if someone really wanted to do it, it would take even less.
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#163367 - tepples - Tue Sep 30, 2008 8:03 pm

Lynx wrote:
You'd probably be better off just re-writing the "game". There really isn't that much to it if you look at what it actually does. Load a bunch of .jpgs and play them back fast.

The trick in cloning an app like this is knowing how it picks the next .jpg to display, and one needs either the source code or a lot of play testing for that.
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-- Where is he?
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#163372 - Lynx - Tue Sep 30, 2008 10:41 pm

I guess that only depends on how close of a clone you really want it to be. I mean, you have full control over every movement, so you can put them together however you like.

On top of that (in this example), it's a clone of a flash "game". In which case, I'm sure it was just decompiled to get all the .jpg images. Now, I didn't see this myself, but I would assume some of the logic is displayed when the flash is decompiled, no?
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#163399 - Darkflame - Wed Oct 01, 2008 6:36 pm

Yes, and theres decompilers out there that make it fairly easy. Extract the sprites, see the code etc.

Not sure theres good free ones though.
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#163596 - poet - Mon Oct 06, 2008 3:47 am

No need to decompile when the source and data if freely available ...

http://gchack.free.fr/DS/homebrew/TickleGirl/girl.src.zip

#163638 - db73 - Tue Oct 07, 2008 9:59 am

poet wrote:
No need to decompile when the source and data if freely available ...

http://gchack.free.fr/DS/homebrew/TickleGirl/girl.src.zip

Cool ....... erm ....... now what?! Is there an easy way to compile the source to make it into slot 1 homebrew?

#163734 - tepples - Fri Oct 10, 2008 1:56 am

A port to libfat would take three steps:
  1. Establish a working baseline. Get TickleGirl to compile and work as a SLOT-2 ds.gba app on recent devkitARM+libnds.
  2. Reduce dependency on memory-mapped JPEGs. Change drawImage() to copy the GBFS object into a 20 KB buffer in RAM before decompressing it.
  3. Finally, switch the project to libfat. Go to main() and replace find_first_gbfs_file() with fatInitDefault(). Then go to drawImage() and replace gbfs_get_obj() and memcpy() with fopen(), fread(), and fclose(). You'll need to add -lfat before -lnds9 in the makefile too.
No, I don't feel like making and testing a patch right now. I have other projects to work on, such as physical conditioning for Halloween. (What is that?)
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-- Who?
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-- I think he moved to Tilwick.