WinterMute,
26/06/2008 |
devkitpro.org
Here’s a little something that may be of interest to DS owners.
Yesterday I got an email from buy.com to say that the google checkout promotion is finishing at the end of the month so I had a quick look to see what it was about. Turns out that google checkout are giving new users $10 to spend on whatever they like and there happen to be some good deals on buy.con for, yes, you guessed it, $10. Here’s a link to a 2gig micro SD card you can basically get for free if you haven’t used google checkout before. By way of a little bonus, devkitPro will get a small commission if you happen to buy through this link so, if you don’t have any spare change in paypal to make a donation then you can still help out by grabbing a great deal before it ends forever at the end of the month.
Crucial 2GB MicroSD Card w/ SD Adapter - Micro SD

WinterMute,
24/06/2008 |
devkitpro.org
Some spurious version numbers from CVS testing and DOS line endings crept into the last release of the buildscripts. This has now been corrected and a fresh set of scripts uploaded.
buildscripts 20080624
0xtob,
19/06/2008 |
0xtob DS coding blog

I am pleasantly surprised by how easy it is to get started with coding for the Wii! As a first little project, I ported the Box2D physics engine and made a little demo app called Box2DBalls (source included).
I think the Wiimote and Box2D play together very well. There are a lot of possibilities for fun 2D physics games, so go make some! :)
Box2DBalls comes with source code. Check the Readme for instructions on compiling Box2D for Wii. It’s dead simple!
archeide,
18/06/2008 |
SNEmulDS homepage
No SNEmul is not dead, it’s simply sleeping. I Hope I will have more time later to fix bugs and add improvements to the emulator, but it’s not really possible for the moment.
Due to a change in the MySql from my provider, Wordexpress was not working correctly since some months. I was hoping that the bug will get fix itself but it seems I needed to upgrade Wordexpres. Anyway it seems ok now…
Bronto,
17/06/2008 |
Bronto's DS Development
The blog may be down for some time due to maintenance.
edit: should be finished now
davr,
09/06/2008 |
Davr's Robots w/Lasers
ole has taken my KVM port to Nintendo DS and added some updates. I haven’t played with it much, but he lists the changes as follows.
R3: New features added by Ole:
- fixed the CLDC implementation (timer, memory size, system properties)
- added support for reading of the PNG images (code taken from the PhoneMe project)
- implemented native functions for rendering the basic graphics primitives on the screen
(lines, rectangles, triangles, images)
- added support for accepting the JAD files in the application browser
- added the core part of the Pstros MIDP library
- added VideoTest example to show how to draw on the screen
- added ‘_rebuild.bat’ to show how to build and preverify the class files.
Note WTK installation is required.
This is quite interesting if it is able to run some MIDP-compliant games, but we’ll need to do some testing to see how the speed compares to your average mobile phone. Here’s the download link: java4nds_r3.zip (335K)
WinterMute,
02/06/2008 |
devkitpro.org
June 3rd marks the day that WinterMute was born. If you’re feeling generous, appreciate the toolchain work and would like to help the birthday beer fund then please feel free to visit the donations page.
WinterMute,
02/06/2008 |
devkitpro.org
The latest release of libogc brings vastly improved Wii support.
- Shagkur’s lwbt port and reworking of Para’s wiiuse library bring us wiimote support.
- The old sd card library has now been removed in favour of libfat.
- Extended and improved API for accessing the nand filesystem.
- Internal console now understands VT escape sequences.
- argv support for passing arguments to applications.
- Improved Video detection scheme for setting mode.
libogc 20080602
The gamecube and wii examples have been updated and improved including ports of the first 5 NeHe examples to GX.
wii examples 20080602
gamecube examples 20080602
libfat now supports SD cards on Wii and gamecube. Please note that this release is not currently suitable for GBA/NDS.
libfat 20080530
WinterMute,
02/06/2008 |
devkitpro.org
The latest edition of the gamecube/wii toolchain now uses newlib 1.16.0 with updated patches to allow libfat to be ported. As usual, windows users should grab this update through the automated updater.
devkitPPC release 15
Stephen,
20/05/2008 |
Stephen's Weblog (Sgstair)
I continue to fail to post weekly; all the fun stuff I would want to say, I don’t think I should talk about, though.
Anyway, the Opti compo is still going along, but it’s getting close to the end - right now there are 11 days before the compo ends. I’m adding this informational post to remind people and also to alert people to a new revision of the test system, better rules for whether an entry will be accepted or not, and various other things. I’ll reiterate the important parts on the competition page.
Firstly, the test system update: this update will probably be the final update of the test system code for this competition. Unfortunately I didn’t get all the stuff I wanted in it, I’ve been short on time and have had more than enough stress to go around :) So, this update does not contain the statistical time-sampling profiler that I wanted to add to the test app. It also doesn’t include a fractal explorer section which I had wanted to add. But on to the features that I did get around to adding: There is now a new default test set of 6 tests, they zoom in quickly on a specific point in the fractal, and are pretty complex areas to render (the number for max_iterations on the 6th image is 1400, and the horizontal and vertical steps are in units of 2^-44). I’ve included a modified example that is designed to serve as a lower bound for correctness - passing implementations should have a smaller amount of error than the lower bound. I don’t think this will be too hard, the lower bound currently exists as a modification to the multiply code that loses 3.5 bits of precision with each multiply. This actually caused less difference from the reference implementation than I had thought; currently across the 6 tests, there is a total difference of 7044 iteration counts, notably the 6 tests render a total of 147456 pixels, so this value is really barely even noticeable.
There was also a bug in the test app that caused it to only display the last test’s cycle count rather than the sum of all of them, this has also been fixed, and (in no$) the cycle count for the “lower bound” test is 0×0004CC483E1E cycles - which is 307 seconds of cputime, about 5 minutes. As the default test behavior also runs the example code alongside it, this means a test run of the lower bound takes about 10 minutes; not very good for repeated testing. I’ve added a way to start the tests without checking them, by pressing start instead of A, so the code execution time you have to sit through is purely your own fault ;) It will be pretty obvious if there are big errors, but it will still take a long time to check results against the reference function.
Ok, that’s all I have for now; I’ve been working on my own implementation just lately in assembly, but I really have no idea how well it will perform just yet. I’ll post some numbers in the comments on the Opti site once I get them.
WinterMute,
19/05/2008 |
devkitpro.org
It’s that time of year again when Sourceforge open up nominations for the community choice awards so you have a chance to show your appreciation for the devkitPro toolchains. Only registered SourceForge.net users can nominate projects and we’re not eligible for Best New Project since we’re more than a year old. Last year we made the finals for Best Tool or Utility for Developers but were beaten to the punch by the very deserving TortoiseSVN. This year sees some new categories where we might stand a better chance - I’m rather entertained by Most Likely to Get Users Sued which Sourceforge describes as “These are dark and dangerous times for hackers and users alike! The winner of this award is a project that provides freedom to those who use it - more freedom, in fact, than “the man” approves of.” Users can nominate the project for any number of categories so get clicking and show your appreciation.

WinterMute,
16/05/2008 |
devkitpro.org
This is just a minor maintenance update to fix some linking problems.
- fix rename hook for newlib file IO layer
- fix dependency filenames for special files
As usual, the binary is available through the updater for windows users. For other platforms several binaries are provided on the devkitARM release 23b SF package. The latest buildscripts are the 20080516 package.
davr,
05/05/2008 |
Davr's Robots w/Lasers
Just a tiny update to my homebrew mandelbrot browser for Nintendo DS. This version merely adds DLDI-support, meaning you should be able to save screenshots as .PNG from pretty much any flashcart. Check the previous post for screenshots, more info, etc. To the right is an actual image saved from the program.
Download r06 .nds
WinterMute,
28/04/2008 |
devkitpro.org
- updated gdb to 6.8
- updated newlib to 1.16.0
- use static libexpat for gdb, enabling target descriptions.
- use static libgmp and libmpfr for gcc, avoiding the need for users to find their own.
There is now a linux x86_64 binary available thanks to DesktopMan for the loan of a machine to build this. Please report on the success of this binary in the forums.
Several users have been adding support requests and other toolchain related questions to the comments. Please direct these to the forums where more help will be forthcoming.
WinterMute,
28/04/2008 |
devkitpro.org
The Insight builds available for windows have now been rebuilt with a static libexpat to allow use of target descriptions.
Insight 6.8.50 20080425 release
WinterMute,
28/04/2008 |
devkitpro.org
There were a few warnings thrown up by the update to gcc 4.3.0 and the arm9 template makefile has been causing issues so a new libnds examples tarball has been made available.
nds examples 20080427
The next libnds release is still a work in progress, more news as it’s available.
0xtob,
26/04/2008 |
0xtob DS coding blog
Sh4wn is running return1.net/site/pp, which is a great place for sharing your Pocket Physics productions and for browsing though what others made. Recently, the interactive flash player by emeric was included in the site so you can now play back the sketches online and even interact with them! Accuracy is not 100% but I’m quite impressed how close it is.

Even if you don’t have Pocket Physics, do check out the site. Thanks a lot to Sh4wn and emeric for their efforts!
Normmatt,
16/04/2008 |
Normmatt's DS Development
Long time no update, but i’m still here and with a new project which i very much intend to finish, a GBA/ARM emulator, at the moment i’m just emulating the arm7 cpu but hopefully once i’ve finished that i can start slowly emulating the GBA hardware. As of this writting i’ve only got one opcode emulated and my disassembler can handle 3 opcodes. Its progressing fairly well considering I’m new to C# (which the emulator is written in) and its a major undertaking anyway you look at it. It will also be open source (it already is it you know where to look) , I haven’t thought up a name yet so if you have any suggests they are most welcome.
Bronto,
16/04/2008 |
Bronto's DS Development
It's been some time since the last release, as I've been very busy lately. As a consequence, I will finish implementing some features I've started (themes..), clean up the code and look for someone to maintain it. Remembering what happened to a certain instant messaging application, it probably won't be open source. If anyone is interested, please contact me.
WEPIt seems people are still not aware of it, but WEP is NOT safe at all. See the
wikipedia entry.
This is the reason why WEP support is on low priority. If you want security, use a SSL-secured connection.
Forum (+ Max-Network)The forum is currently offline.
Note to german users seeking web hosting:
Although
maxnetwork.de is one of the cheapest web hosting providers in germany, I can not recommend them at all. Many of their servers have been down for several weeks, their accounting department is chaotic (in many cases, they debit too much) and support is often unreachable. So, safe yourself the trouble and avoid this company.
0xtob,
15/04/2008 |
0xtob DS coding blog
For easier integration with NitroTracker, libntxm now includes editing functionality under the hood. There aren’t any changes for the end-user, except for maybe one or two new supported effects, so if you use libntxm 0.1 there is little reason to upgrade, but:
libntxm is now used as part of NitroTracker instead of being just a stripped down version of the NitroTracker arm7 code. Also, libntxm is now hosted on Google Code and has an SVN repository there. So, you can now easily add new features to libntxm, and I can integrate them into NitroTracker just via a simple “svn up”.
libntxm project page on Google Code
Currently, I’m searching for someone who wants to implement support for loading / saving new file formats like .it, .s3m, etc. Also, .wav saving and .xi loading / saving would be useful. If you want to help out, please contact me!
LiraNuna,
31/03/2008 |
LiraNuna's DS Development
Since I’m not going to do any further development on this (for various reasons), I have decided to release libellen - a sprite handling library for the Nintendo DS, based on libnds.
The library is released under the terms of the WTFPL.
The source and "example" are super documented, and evena Doxyfile is attached if you want to create documentations.
The library was tested and compiled using devkitARM r21 with god-knows-what libnds version. If you find incompatibilities, I’ll be happy if YOU would fix them.
Have fun and happy coding!
For those who are intrigued by the name - lib-ell-en (L - N, my name’s initials) could also be read as libellen - dutch for "Dragonfly" which is what the logo is based on. For those who wonder, the logo is also released under the terms of the WTFPL.
Some history:
libellen was first made as the low-level library for ToD2, but was quickly got good enough to be expended. My second goal was also to get people to stop using PAlib, an old, slow and deprecated library which people insisted on using. The library was not complete, but the sprite handling was. after more then 6 months of inactivity, I have decided to release the library to just handle sprites.
Source could be downloaded from HERE.
Stephen,
30/03/2008 |
Stephen's Weblog (Sgstair)
Ok, Finally - after a lot more effort than I thought it would take - the akkit.org optimization contest (for DS) is up and running, with it’s first competition!
Although the competition technically started a day and a half ago, I haven’t posted it yet because I didn’t have the test package ready, but is ready and posted now.
So, it is with great anticipation that I submit it to you, for review: Opti’s First Competition
Anticipation like, waiting for a pie to hit me in the face, or be run over by a car, or something similar ;) I do however want to see what level of interest there is, and try to make this into something that more people will be more seriously interested in next time (I am highly curious about how many people will be interested this first time) - So, to that end I am very interested in any sort of feedback. Anyway - That’s all I want to say for now, I’ll shut up before I ramble on about it for a very long time; Thanks for looking :)
pepsiman,
16/03/2008 |
Pepsiman (DSLinux)
Marcan’s latest Wii hack allows you to run homebrew from a channel without running Zelda every time.
Wii Homebrew Channel - For more amazing video clips, click here
No word on when this will see a public release.
0xtob,
15/03/2008 |
0xtob DS coding blog
After a lot of optimization and bugfixing work, I’m releasing
Pocket Physics 0.6!
In this version I focused on speed and stability, and I think it shows. If you compare the speed to the old version, you think up to now everything was in slow motion! There are no more spontaneous explosions and no other randomness. If you restart the simulation, it will behave exactly like it did before. Also, it has become much more stable. In fact I cannot get it to crash any more! If you can, please tell me how!
Check it out! Although I didn’t add any new major features, I think this is a huge improvement!

And if you haven’t already, check out these sites for some great examples of what people are doing with Pocket Physics like the ones above:
http://pp.mnfu.com/
http://www.return1.net/site/pp
0xtob,
15/03/2008 |
0xtob DS coding blog
I’m happy to announce that fixed point math and the DS target are now officially supported in Box2D! So if you were using the fixed point patches before, you can now just check out the latest SVN version of Box2D. Check this thread for further updates! Huge thanks to Kavaler for his help with the fixed point port!
DragonMinded,
26/02/2008 |
DragonMinded's DS Blog
Could anyone explain why people keep messaging me on MSN thinking I am the coder for the EZ-Team? I keep getting messages with people asking me to help them with roms on their EZ-Flash. It makes no sense...
Example:
Alex says:
hi
DragonMinded says:
?
Alex says:
ur the dude with ezflahs yeah?
Alex says:
dsorganise
DragonMinded says:
dsorganize isn't ezflash
Alex says:
oh well
Alex says:
i saw ur msn at the bottom of the readme
Alex says:
well, can tell me what dsorganise is plz?
DragonMinded says:
no you can read about it yourself
Alex says:
i wanna get pokeon pearl on ymm ezflash, but it doesnt work....
DragonMinded says:
im not here to help you pirate shit
DragonMinded says:
i have nothing to do with ezflash
DragonMinded says:
go buy the game
Alex says:
well, dnt put ur name on dsorganise then
DragonMinded says:
dsorganize is a HOMEBREW PROGRAM
DragonMinded says:
it has NOTHING to do with ezflash
Alex says:
if u dnt wanna help, dnt put it on\
Alex says:
whats a homebrew1
pepsiman,
26/02/2008 |
Pepsiman (DSLinux)

More info at gc-linux.org.
0xtob,
21/02/2008 |
0xtob DS coding blog
Sometimes when I added a new feature to Pocket Physics, I thought “This is actually quite fun!” In this version, I added the moving tool, and I must say: This is seriously an awful lot of fun! You can now directly interact with your sketches by grabbing and throwing objects with the stylus! Also, editing has become a lot easier because you don’t have to delete and re-draw objects to reposition them. Try it out, it’s really cool!
Get it from the project homepage!
Again, a big thank you to Erin Catto for making the amazing Box2D library!
A note on stability:
Pocket Physics uses a modified version of Box2D that uses fixed point math instead of floating point. Due to this conversion, a lot of unexpected things (spontaneous explosions, freezes, etc) can occur. I’m working on improving stability of Box2D, but it takes time to track down and fix these bugs, so please bear with me.
0xtob,
21/02/2008 |
0xtob DS coding blog

This might become interesting.
Big thanks to bushing, segher, tmbinc, wintermute and everyone else working hard to make Wii homebrew possible!
0xtob,
07/02/2008 |
0xtob DS coding blog
Version 0.4 is out and adds saving and loading! Never lose your work again, and share your creations with others!

Get it from the project homepage!
0xtob,
02/02/2008 |
0xtob DS coding blog
I want to highlight a really fun music application called MIDI Jammer by Andrew Buch, which uses DSMI for sending MIDI events. The touch screen is divided into horizontal/vertical bars which are mapped to notes of a scale that can be configured by the user. You can jam around just by sliding the stylus over the bars. The fun thing is that it’s pressure sensitive, so the volume depends on the pressure you apply. In another mode the program can also be used as a Kaoss Pad (which is more flexible than KaossDS). Andrew is planning on a standalone mode that uses the PSG for live chip-style jamming!
DragonMinded,
27/01/2008 |
DragonMinded's DS Blog
I decided against my better judgement to put out 3.2 "final," seeing as all the work I put into it would go to waste if I just left it alone. I've put final in quotes as this isn't where I wanted 3.2 to be, but it's where it's going to stay. You will notice that I removed basically all references to contact me. This is not because I encourage going on scavenger hunts to pester me with shit that you can find on the wiki. This is because I don't want to fucking hear from you. So don't email me, don't pester me on any irc channels I happen to be in, don't pm me.
Direct DownloadSupport SiteWiki
0xtob,
27/01/2008 |
0xtob DS coding blog
Here’s a new version with a larger drawing area, dual screen support, updated physics and more!
The top screen displays an overview and the bottom screen shows a zoomed in view.

Here’s a contraption in which a car hits some dominoes, the last domino falls on a seesaw and makes a ball fall into a shopping cart.

Get it at the project homepage!
Lazyone,
18/01/2008 |
Lazyone's DS Development
For those of you wondering what is the latest
system software that can be run on Mini vMac:
You can run up to System 7.5.5, but don’t.
It’s very slow at 1X speed on the PC version, the DS
port which runs at 1/2 to 1/4 speed is just unbearable.
Not to mention that if you use the 2.5MB build you will only
have 1MB of free memory once the OS has finished loading.
So basically, stick with 6.0.8.
Lazyone,
16/01/2008 |
Lazyone's DS Development
If you are on a real Mac this is easy but unfortunately for PC
users this can be quite difficult.
This mini tutorial will show you how to download Macintosh
files on a PC and extract them under Mini vMac.
Before you begin you must have:
1) PC Version of Mini vMac
2) HFV Explorer
2) Bootable system disk
3) Stuffit Expander installed on your system disk
Here we go:
Step 1) Download your application
Step 2) Open your disk image in HFV Explorer
Step 3)
Drag your application onto your mac hard disk.
When the “Select copy mode” dialog comes up select
“Raw copy, data fork” from the drop-down list and press ok.
Step 4) Run Mini vMac and boot with your system disk.
Step 5) Run Stuffit Expander, select your archive and extract it.
Lazyone,
16/01/2008 |
Lazyone's DS Development
There is a lot of confusion on how to do this as it is fairly difficult to do
unless you have been playing around with Macintosh emulation for a while.
It also doesn’t help that some of the utilities used are becoming more and more rare.
This mini tutorial assumes that you have a bootable hard disk image already prepared and have the PC version of Mini vMac ready to go.
1) Get HFV Explorer (Click Mac EMU Tools link)
2) Get and extract binUnpk
3) Get stuffit_expander_40.bin
4) Run HFV Explorer and open up your hard disk image.
Next, browse to where you downloaded stuffit_expander_40.bin.
Drag stuffit_expander_40.bin onto your disk. (on the left)
A window will appear titled “Select copy mode”.
From the drop-down list select “Raw copy, data fork” and press OK.
Exit HFV Explorer.
5) Run the PC version of Mini vMac and start up using your bootable
hard disk image.
Now, drag binunpk-1.0.1.dsk into the Mini vMac window.
Run the binunpk application and select File->Open from the menu.
Click the “Drive” button until your hard drive shows up above the
“Eject” button.
Double-click stuffit_expander_40.bin and extract it anywhere on
your system drive.
Exit binunpk.
You will notice a new application called “Stuffit Expander 401 Installer”,
double click the installer application and follow it’s instructions.
6) Installation complete!
Delete the installation files and shut down Mini vMac.
Lazyone,
14/01/2008 |
Lazyone's DS Development
Here it is, the DLDI compatible version of Mini vMac for the DS:
Mini vMac DS-R3.zip
Source code available on request.
This should work with most homebrew devices, I cannot guarantee
all of them since a few have broken DLDI drivers.
You can test your driver by following the instructions here:
http://dldi.drunkencoders.com/index.php?title=Testing_instructions
Thanks to everyone who helped me out with this, it’s been such
a long time though I don’t remember everyone.
If you did help out in some way please comment or email me
so I can update the post/zip with a list of credits.
About documentation:
If you sent in documentation but it’s not in the zip there
is a good chance I lost it.
Please re-send it so I can update the zip file.
Thanks to: (List incomplete)
Tripsk8er333 (Mac6onDS)
pepsiman,
18/12/2007 |
Pepsiman (DSLinux)
PSP Linux has been released.
There are no screenshots, but the kernel patch looks genuine.
pepsiman,
13/12/2007 |
Pepsiman (DSLinux)
I don’t know what I’d do with this, but I want one.

Tux Droid ONLY works on systems running Linux, NOT Windows PCs or Macintoshes.
LiraNuna,
06/12/2007 |
LiraNuna's DS Development
Seems like Nintendo is developing an open source (?) operating system for Intel based PCs called ES (Which resolves to Nintendo ES - or NES).
The project is hosted on the Japanese Source forge and bottom of the page says "Copyright © 2006, 2007 Nintendo Co,. Ltd.", although the license are fully free to change/distribute…
“We propose an extensible component operating system architecture in which an operating system kernel uses reflection to process C++ pure virtual function based system calls and upcalls to provide a unified programming environment for application, server, and kernel development. We found that we could even develop file subsystems and a TCP/IP protocol stack on an existing operating system based on this architecture.”
ES seem to use Squeak and SmallTalk as environment. The page and documentations (PDF) are in Japanese, which I cannot read.
I hope this will be more then just "Research" operating system and Nintendo might give opportunity to homebrew developers like Sony is
(kinda) doing with the "Install OS" on the PS3.
The ES Operating system (Google Translated version)
Edit: The page is now hosted on GoogleCode, and there isn’t any mention of Nintendo…
For those who are interested, the new page is http://code.google.com/p/es-operating-system/
Stephen,
04/12/2007 |
Stephen's Weblog (Sgstair)
Ok, so the optimization contest thing didn’t make it this last weekend :( sorry about that, I’m overly optimistic and didn’t have time to work on it enough to get it ready.
Now, I’ll take a few moments to relate some of the things that are going on in my life at the moment; as you might have noticed my online presence has been rather very thin, and my projects have been crawling along, if that - and this isn’t just for the projects that are public, even the private ones are not moving much… The culprit I’ve decided is stress, it’s the only logical cause I can come up with.
To that end, I’ve decided to quit my current job - I’ll be working for the next 2 weeks and then I’ve arranged to quit. At that point I’ll probably get some rest for a week or 2, I’m planning to visit some relatives and then I’ll devote some time to getting my currently idling projects done.
I hope I can get the optimisation contest site running in the next week or 2. January though will bring work on the nds_test_apps, probably dstunnel (due to popular demand), and some other things I haven’t figured out the order of yet. So, onwards! We will see what the future brings.
davr,
01/12/2007 |
Davr's Robots w/Lasers
Someone was having trouble compiling it, so I threw this together real quick.
See FreeType’s official site for more info on it, but basically it’s a library for rendering nice ttf fonts, and it’s been compiled so that it can run on Nintendo DS. It wont do anything on its own, this is really only useful for homebrew developers who want to include some sort of nice font rendering.
freetype-2.3.5-nds-dka-r21.zip (1.2MB)
It’s been compiled with devKitARM r21, no guarantees it will work with any later/earlier version. In fact, no guarantees it will work at all, I haven’t actually tested it…but it compiles without any errors. I had to disable two checks in in the configure script, because it kept getting confused when I told it to compile for arm-eabi.
If anyone uses this, would be nice to know, drop me a line in the comment section.
DragonMinded,
29/11/2007 |
DragonMinded's DS Blog
Anyone who knows me knows that today is my birthday, so, I decided to put out a birthday release as a gift to everyone! This version fixes a few crashes, several bugs, and adds SSL support to the browser! Also in this version is correct handling of all PNG types, including those with alpha transparency. Also, I should have a library up on my page that allows you to very quickly integrate SSL into your projects soon. Enjoy~!
Direct DownloadSupport SiteWiki
davr,
28/11/2007 |
Davr's Robots w/Lasers

I’ve uploaded a new batch of DS demos that are free to download. I’ve put them on a new page, separate from the old one, so it’s easy to see the new ones. There are a bunch of fun looking ones, be sure to check them out!
New Demos Page
Previous Demo Collection
Tassus NDS Homebrew,
21/11/2007 |
Tassus NDS Homebrew
It's been so long since I posted anything here, so I thought I should atleast give you something... So here is a fun video I made:
http://youtube.com/watch?v=KZYLkS9vgf0Nothing to do with ds homebrew, or anything.
Normmatt,
20/11/2007 |
Normmatt's DS Development
My host has been having problems with its servers recently so my site has been down for the last couple of weeks but because its now back online i’m going to release a public alpha of my build of desmume.
The change log is as follows:
general:
-Fixed possible segfault in ROMReader on ia64 and amd64. [evilynux]
-Fixed a crash bug with 2D background corrupting memory [shash]
-Flag check optimization [carlo_bramini]
windows port:
-DirectInput control interface with joystick support [CrazyMax aka mtabachenko]
-Matrix and Light viewer [Acid Burn]
-Cheat finder and basic cheat support [Normmatt]
-Menu reorganization [Normmatt]
-More Languages supported [Normmatt]
-Added OAM layer toggle [Normmatt]
-Misc bug fixes in the windows port [Normmatt]
Download (NOTE: this is an alpha and there will be bugs)
Source code
Cheat support is very basic it only supports single line cheats and only those which are ether 8bit/16bit/32bit writes but it can be helpful in some case.
An example of an acceptable cheat is:
description = 999 Coins
code = 021336FC:0000270F
both sides of the code must be 32bit or else it wont work and might crash the program
archeide,
12/11/2007 |
SNEmulDS homepage
Hello everyone, a tiny and “unofficial” update for slot 2 device users. The 0.6 alpha didn’t work well, so i tried to fix most issues in this release.
Other people can check this release too, it reduces the battery consumption and includes a button to hide the GUI.
http://snemul.com/ds/SNEmulDS06-WIP2.zip
Off-topic :
I want to wish luck for a new project made by friends : a new way of paying for creators, PEPITA !
A digital store where you can sell your music, artworks, pictures and software. You can even include creations of others!
Take a look here :
http://www.pepitastore.com/
I included my store here, and you can donate for SNEmulDS this way instead of paypal
DragonMinded,
10/11/2007 |
DragonMinded's DS Blog
Just letting everyone know that 3.1 is out. This, like 3.05, is mostly a maintenence release. In this version, I concentrated on fixing as many FAT related bugs as I possibly could find, and it should be much more stable for all cards concerned. I have also added support for deflate and gzip encoded web pages for the browser, resulting in pages that support these encodings loading much much faster. The plugin/executable architecture has been removed permanently as of this version, as it was extremely underused and took up space. Also gone is the resources file, and DSOrganize should boot faster now.
I am experimenting with screen orientations, and have added an option to rotate the orientation of the image viewer so that you can hold the DS sideways. If this is well recieved, I'll probably add a mode like this to to text viewer and web browser.
Direct DownloadSupport SiteWikiThis release has been tested working on GBAMP, MK2, MK3, GnM, and CycloDS Evo.
Lazyone,
09/11/2007 |
Lazyone's DS Development

I threw this in today, should be toggled with a tap of the touch screen.
It will only show areas you have been and only enemies that you can see.
Lazyone,
06/11/2007 |
Lazyone's DS Development
Sorry to do this yet again but a few more things need to be done in the registered builds first.
I’m releasing this test build of the Spear of Destiny demo mainly test MP3 playback and find some hidden bugs that may be lurking around somewhere.
Known issues:
1) Scaled screens flicker every second or so
2) Saving/loading large files will cause MP3 playback to break up
3) Demos do not play properly
4) Keys are not yet configurable
Don’t worry about #2, if you save and the mp3 playback starts to break up just go back into your game and it should restart normally.
Keys:
Turn left: DPAD Left
Turn right: DPAD Right
Forward: DPAD Up
Backward: DPAD Down
Strafe Left: L Shoulder
Strafe Right: R Shoulder
Shoot: A
Use: B
Next Weapon: X
Run: Y
Installation:
Copy the wolf3d folder into the root of your media card, run.
Unfortunately there will be no source release until everything is ready.
However, the ARM7 MP3 player source is available. I’m not 100% happy with how I did things but it seems to work fine.
NOTICE:
This game WILL FAIL if your DS homebrew device does not support unaligned reads!
EDIT:
By unaligned reads I mean a broken DLDI driver, to test your driver check out this site: http://dldi.drunkencoders.com/index.php?title=Testing_instructions
Game files:
http://rapidshare.com/files/67764655/speardemo-mp3testrelease.zip.html
ARM7 Binary source:
http://rapidshare.com/files/67935995/7mp3play-src.tar.bz2.html
Please report any bugs to: the_lazy_one_09[__at__]hotmail.com
DragonMinded,
31/10/2007 |
DragonMinded's DS Blog
Just bloggin' up to let everyone know that 3.05 is out! This version focuses mostly on removing defects from the web browser, but includes a few new things. Most notably in this release is support for downloading files in the browser, and
a confirmed fix for the random audio playback bug. As of now, I haven't had a single freeze in the audio engine since applying the fix in late September. Also, m4a files should play back at full speed, even the higher bitrates! I hope you all enjoy this release!
Direct DownloadSupport SiteWikiThis release has been tested working on GBAMP, MK2, MK3, GnM, and CycloDS Evo.
Stephen,
19/10/2007 |
Stephen's Weblog (Sgstair)
So, things have been getting pretty stagnant lately - I’d really prefer to have more visible progress, I really would - reality is not always kind to me. Either way however, I will try to pick up the pace a bit and get more done on my more public projects… I reiterate that if you would like to help on any of these projects, feel free to contact me.
The project du jour is, however, the NDS test apps project. It is a prerequisite for some other fun things I’d like to do, and it’s also very useful to the community (if I do say so myself) - I’ve set up a new IRC channel for it - on irc.blitzed.org channel #nds_test_apps - feel free to join if you’re interested, have suggestions, want to code for the project, etc. I’m still not entirely sure where these projects are really going to go, but I’d like to get a few of them done if possible, and I really don’t mind the help from interested parties!
archeide,
08/10/2007 |
SNEmulDS homepage
The preview-alpha version of SNEmulDS 0.6 is now available for all the brave testers around the world!
The GUI artworks are not ready, so you have a “naked” and not very pretty GUI, but at least, you have the multi languages support!
You can check if your language is correct.
You can choose one of the language in the firmware or some language by editing the snemul.cfg :
# Language of GUI
# -1 -> Use firmware settings
Firmware languages:
# 0 -> Japanese (Katakana only)
# 1 -> English
# 2 -> French
# 3 -> German
# 4 -> Italian
# 5 -> Spanish
Non firmware languages:
# 106 -> Portuguese
# 107 -> Catalan
# 108 -> Polish
# 109 -> Dutch
# 110 -> Danish
Various External RAM packages can be used to improve large rom emulation, see snemul.cfg for more informations.
Scaling support has three modes :
- Full screen : nearly like snezzids
- Half scaling : “smart” scaling, only reduce half the backgrounds, and doesn’t squish sprites. It looks quite fine in games.
- No scaling : no scaling at all, classic SNEmulDS mode, still default
Here is the complete list of changes compated to 0.5 beta:
- New GUI using framebuffer for sub screen
- Better human interface, improved file selector (alphabetical sorted), buttons, check boxes, multi choose zones, etc.
- New GUI supports joypad (joypad is not supported when emulator is running however).
- Multi language support (more than 10 supported, including katakan japanese !)
- Memory pak support (Opera RAM, Slot 2 card reader, etc. using libram) with paging or with large ROM mapping
- Scaling with pseudo bi-linear filtering and sprites squishing : full screen scaling (like snezzids), half scaling (half scaled and without sprites squishing), and no scaling (classic snemulds mode)
- Autiomatic SRAM saving when needed
- Some other bugfixes and improvements in GUI
http://snemul.com/ds/SNEmulDSv06.zip
Lazyone,
08/10/2007 |
Lazyone's DS Development
I can now 100% confirm that the next release will support the original music in MP3 format!
The tools to extract and convert the music will be released very shortly, there is one bug on PowerPC platforms that is causing the delay though.
There are a few more glitches for me to work out but soon I will release a test mp3 player and one track from the shareware wolf3d for people to test out.
I just want to make sure there will be no problems with playback on most devices.
Keep in mind that there is a lot more work to do on the port itself since a lot of changes were lost in the weird project folder disappearance incident.
Once I can verify that MP3 will work for everyone you can be assured that work on this port will go VERY fast.
thoduv,
06/10/2007 |
Thoduv's Devblog
Salut !
Après avoir essayé de programmer NES, j’ai trouvé que c’était pénible, principalement à cause du processeur 8 bits et du PPU (Processeur d’image) limité et difficile à manipuler.
La semaine dernière, j’ai donc voulu essayer de programmer sur cette console de légende qu’est la Super Nintendo. Les spécifications techniques (voir article Wikipedia) m’avaient toujours donné envie, mais j’avais été rebuté par le fait qu’il faille programmer en assembleur, et par la réputation qu’a la SNES d’une console difficile à programmer. Et quelle bonne surprise ! La Super Nintendo (SNES) est vraiment une console sympa à programmer:
- Processeur 16bit 65816. C’est une évolution 16 bits du 6502 de la NES, avec quelques opcodes en plus. C’est donc très semblable, et quand on connait le 6502, c’est facile d’apprendre à maitriser les quelques nouvelles instruction et modes d’adressage, et c’est très agréable d’utiliser (enfin !) du 16 bit. En effet, le 16 bit permet de manipuler des nombres jusqu’à 65355, contre 255 pour le 8 bits: c’est une nette amélioration pour l’adressage de la mémoire, et les opérations arithmétiques.
- 128k de mémoire vive.
- Le PPU n’a rien à voir avec celui de la NES. On passe ici à une profondeur de 16 bits, avec au maximum 256 couleurs simultanément. Les sprites peuvent maintenant faire de 8×8 à 64×64 pixels, et utiliser 16 couleurs chacun. La taille de la VRAM a été aussi démultiplié, puisqu’on arrive à 128Ko (c’est même plus que la GBA!). On apprécie les différents modes proposés (plusieurs BG à différentes profondeur). De nombreuses possibilités sympathiques sont présentes, comme le HDMA ou la fusion de plans.
- De nombreux programmes sonores disponibles sur internet.
- Un style de gestion du hardware qui se rapproche de la GBA, et qui est bien plus “programmer-friendly” que la NES.
Il s’agit donc véritablement d’une bonne console, et après m’être amusé avec, je comprends mieux pourquoi on y trouve d’aussi nombreux jeux, et pourquoi certains se sont hissé au rang de légende.
Néanmoins, il reste des points négatifs, qui ralentissent nettement le développement:
- Programmation uniquement en assembleur. Il n’existe pas de compilateur supportant toutes les possibilités du CPU de la SNES.
- Système de switch 16bit/8bit plutôt pénible. En effet, il est souvent nécessaire d’accéder à des registres en mode 8 bits, tout en manipulant des données 16 bits, ce qui conduit à une utilisation assez intensive de la stack.
- Toujours un seul registre supportant les opérations arithmétique (A).
- Organisation de la mémoire compliquée, et assez mal gérée par l’assembleur (WLA DX).
- VRAM/CGRAM/OAM non mappés au bus principal: on doit passer par des registres pour y écrire.
Si vous aimez programmer en assembleur, sur de “vieux” systèmes, je vous conseille vraiment la Super Nintendo.
Liens dont je me suis servi (tout est en anglais):
Voilà voilà !
Tassus NDS Homebrew,
27/09/2007 |
Tassus NDS Homebrew
DragonMinded,
27/09/2007 |
DragonMinded's DS Blog
I've just posted 3.01 which is a very minor bugfix to make sure there is a stable release out there while I work on the next version. See the previous post for all links.
DragonMinded,
25/09/2007 |
DragonMinded's DS Blog
I've finally gotten the time to polish up the next release for you guys!
DSOrganize 3.0 is out
with source! The big feature for this release is wifi configuration, complete with saving back to firmware! Other smaller features include a systemwide clipboard and some bug fixes to many screens. Head to
my page for more information!
archeide,
24/09/2007 |
SNEmulDS homepage
Hi folks,
The new version of SNEmulDS 0.6 comes closer… The new GUI is nearly finished and is being integrated to the main core. I’m waiting for artworks from my friend to complete the GUI design.
A new feature of the next release will be multi-language support. For the moment, the language setting is read from the DS firmware, and the charset used is ANSI Western occidental (Windows-1252) so the translation is limited to : English, French, German, Spanish, and Italiano. But in future, Japanese and other language will be included.
TRANSLATION PROCESS CLOSED!
TRANSLATION PROCESS CLOSED!
All language has been translated already ! Thanks to all who contributed!
Others languagues are welcomed to, but will be not included in next release. Don’t hurry to send new translations because i will not spend much time on translations now.
If you are interested in translating SNEmulDS, this is very simple.
Here are the current files containing the string ressources.
If you want to helop, You just have to translate strings, without changing anything else.
First people to translate his language will be included in credits
To give your translation, send me a mail (archeide at yahoo.com) or post in this forum :
http://boards.pocketheaven.com/viewtopic.php?t=6017
As I’m french, the french version should be the main source. If you can find better translation for english, tell me!
Thanks,
Archeide
pepsiman,
13/09/2007 |
Pepsiman (DSLinux)
“you have to look at all these bad loans as a bit like a blancmange that’s been hit very heavily by a spade and it’s gone everywhere.”
– Justin Urquhart-Stewart of Seven Investment Management.
DragonMinded,
08/09/2007 |
DragonMinded's DS Blog
Well, seems like the feedback page doesn't work as well as I'd hoped. A lot of people report bugs with certain features or web sites, but they virtually ALWAYS leave out the way to reproduce the bug or which site they actually have trouble with. So, if you know a reliable and predictable way to crash DSOrganize, please let me know the steps so I can fix it.
Bronto,
08/09/2007 |
Bronto's DS Development
SSL is working again, so this means GMail is finally supported.
Changelog
-SSL working again
-SMTP fixes
-Feed URL corruption fixed
-many, many more
GMail settings:
POP3: pop.googlemail.com (port 995)
SMTP: smtp.googlemail.com (port 465 (not 587!))
And don't forget the SSL checkbox!
Thanks to the testers :)
Download
Tassus NDS Homebrew,
07/09/2007 |
Tassus NDS Homebrew
New stuff:- online leaderboard
- saving
- faster ships
- shooting is safer
- new music and some sounds
- pause
Have fun:
WDS2b.rar 2,26 MBLeaderboard:
http://leaderboard.palib.info
admin,
05/09/2007 |
MrShlees DS blog
This should display the last 30 posts by Dev-Scene Blog users.
There are limited restrictions on the style of blogs, just make sure they are interesting.
Please note: Most of the blogs hosted here are development/Dev-Scene related. The planet might contain some personal/off-topic blog updates.
http://blog.dev-scene.com/planet/
Tassus NDS Homebrew,
04/09/2007 |
Tassus NDS Homebrew

Oh my god, I did it. I finally won a competition. I have come close before but never actually won anything before and now I did it. I won the NEO Summer Coding Competition 2007 with Whee!DS 2

Next I guess I should fix the saving and the level of difficulty.
stonecypher,StoneCypher,
31/08/2007 |
StoneCypher
From Jack Thompson’s new temper tantrum at Take Two:
I want to bring to your attention the fact that at www.rockstargames.com anyone of any age can order Manhunt 2 and receive it, with no age verification whatsoever. Asking a 14-year-old if he’s 17 is not age verification, now is it?
How the hell is this [...]
Bronto,
30/08/2007 |
Bronto's DS Development
Sent a new ssl test version to the testers. Public release in the next few days
LiraNuna,
29/08/2007 |
LiraNuna's DS Development
Tales of Dagur features on a French magazine JoyPad. Thanks to _JSR_ for the scan!
Click to enlarge
Lazyone,
24/08/2007 |
Lazyone's DS Development
Sorry for taking so much time but finally I have something that
is working and now it needs doc writers and testers.
I realized I asked for doc writers before but that was a while ago so I’m
not sure who is still interested.
If you would like to write some docs or whatever let me know and
please put your email (obfuscate it a bit though, damn bots).
There’s no guarantee your docs will be included, but who knows.
The faster you respond, the faster you get the files. I am looking for 5 people
only this time though. Some ideas are maybe to write a compatibility list or tips
or whatever.
It doesn’t have to be about using/installing the emulator (though I need some of those).
The new builds should work on just about any cart as long as there is a DLDI driver for it.
BEWARE If your cart does not do unaligned reads/writes, I have no idea how the app will behave in that situation.
pepsiman,
22/08/2007 |
Pepsiman (DSLinux)
The British Gas Website sucks.
I registered, they sent me an email with a link to validate my email address.
I click the link, enter my password and it says “Congratulations! Your registration with britishgas.co.uk is complete. You can now manage your account, enter meter reads, view and pay bills online.”
but when I login it says “Your email address has not been validated.” and then sends me another email with a link to validate my email address.
I’m stuck in an infinite loop, so what do I do?
Use the contact form to tell them?
Well I filled it in, but when I press submit it says “A System Error has occured. Please try again.”
Another infinite loop!
I’ll say it again, the British Gas Website sucks.
Oh, and they can’t even spell “occurred”.
Update:
The contact form does actually work, it just always reports an error.
It sends me a copy of the email it sends, and that does not contain my comments.
They do seem to have got my comments though, as I’ve since had an emailed reply and a telephone call!
I can now log in!
admin,
21/08/2007 |
MrShlees DS blog
I’ve recently installed a new plugin for Dev-Scene Blogs..
This plugin generates three RSS 2.0 feeds comprising of posts, comments, and pages across all blogs on Dev-Scene Blogs..
http://blog.dev-scene.com/?wpmu-feed=posts
http://blog.dev-scene.com/?wpmu-feed=comments
http://blog.dev-scene.com/?wpmu-feed=pages
DragonMinded,
21/08/2007 |
DragonMinded's DS Blog
So the MediaCard people are stating that they will relesae source under GPL, which is all they are legally required to do. Since I don't know of their integrity, I can only believe them at this point as I have no evidence to tell me not to. It's safe to say (at this point at least) that they are doing things legitimately and shouldn't be harassed. If you are using a banner that says not to buy the mediacart, please take it down, and don't harass them anymore. Hopefully this doesn't ruin their business in the future.
LiraNuna,
21/08/2007 |
LiraNuna's DS Development
As you all might have noticed, Tales of Dagur: Coluseum was not released on the neoflash summer coding competition.
There are several reasons that prevented us from release:
- The Jim Interpreter used as a scripting engine was full of memory leaks and wasn’t stable for use as a main scripting engine. After weeks of debugging, I simply gave up and switched to Arena, which is working great. I had to re-write most of the scripts to the new language which took me a lot of time.
- I was a single coder. Even though I had two of my friends helping me on this project code-wise (DarkEz and strager), they were both missing most of the time for personal reasons.
- There was too much to code and test, and I did not have enough testers and helpers on this project, even though I have been asking many times for people who wants to contribute.
All I can offer now are screenshots from the ‘final’ piece which will not be released for you until further notice. I Thank you, DS scene, for your "help" and "support" for this project, that brought it to be what it is now - nothing. I would also like to thank my current team - for their great effort and willingness to push this project to it’s edge when the deadline was approaching even though we knew we had no chance of making it.
Enjoy the screenshots, I hope you now understand what potential this game could have if I got a little more help.
DragonMinded,
21/08/2007 |
DragonMinded's DS Blog
So I am mistaken. Apparently the GPL does not allow me to do what I am doing. As long as the MediaCart releases their source code in it's entirity, it is legal for them to use all my code and sell it. Please don't harass them until it is found out whether or not they do this.
Tassus NDS Homebrew,
20/08/2007 |
Tassus NDS Homebrew
I'm entering a compo again! This time with an older game of mine called Whee!DS. I have improved it a lot. There's now better graphics, motion card support (works the same way as Wii's Ecite Truck), much better AI and weapons.

Please visit:
my thread in the compoDownload:
WDS2.rar 1,93 MBEnjoy!
DragonMinded,
19/08/2007 |
DragonMinded's DS Blog
So a new flash cart called the media cart is coming out soon, and it appears they have ripped my work from DSOrganize and are now selling it in a commercial package. Not only was I not notified of this, but they are making money off of my hard work. Please pass it on not to buy this device. Video proof
here. I have tried emailing them about it, but they don't even have a working email. If you look
here, they were even lazy enough to include a screenshot of my original configuration.
DragonMinded,
15/08/2007 |
DragonMinded's DS Blog
I've entered DSOrganize into the NeoFlash competition. Hopefully this competition will be a little better run than GBAX. Head on over to the
NeoFlash Forums to grab the latest source. To have a look-see at what was added, read up on the
wiki. Highlights of this revision include simple image and css support on the browser, sndh playback, wav and sid file enhancements, and a ton of bugfixes and interface tweaks! I hope you guys enjoy this release.
Also, thanks to everyone who helped me to afford my new computer. It's been so nice developing on a machine that can compile quickly!
thoduv,
15/08/2007 |
Thoduv's Devblog
Petite mise à jour de Lapinou, avec un système de codes permettant de s’enregistrer en ligne, et quelques corrections mineures de bug. Création d’un mini-site.
Par là: http://thoduv.drunkencoders.com/lapinou/
Lien direct pour télécharger la dernière version: http://thoduv.drunkencoders.com/lapinou/lapinou150807.zip
Lazyone,
14/08/2007 |
Lazyone's DS Development
For some reason my entire projects/source folder disappeared.
I do have a backup but it was made before
a few key changes to Wolfenstein were made.
Expect more delays before another release is made.
What I might end up doing is finding CVS/SVN hosting so this never happens
ever again. This would also allow impatient people to build or hack away
at the source.
pepsiman,
14/08/2007 |
Pepsiman (DSLinux)
admin,
11/08/2007 |
MrShlees DS blog
I’ve updated to the newest release of Wordpress MU.
This release has all the security fixes from WP 2.2.2.
davr,
08/08/2007 |
Davr's Robots w/Lasers
I know what you’re thinking…”That’s a horrible idea and you’re a horrible person for suggesting it!”

The main problems with Java on DS:
1. Interpreted languages are slower, the overhead is bad on a slower embedded platform
2. No direct memory access. Almost all of the DS hardware is interfaced by reading and writing directly to specific memory locations
3. No primitive unsigned 8-bit types. What were they thinking?
But…I went ahead and did it anyway, just for fun. I didn’t start from scratch, I took Torlus’s KVM port to GBA and used that as a base for getting it to work on DS. Right now, when it starts, you pick a .class file, and it will run it! In addition, using KNI, I’ve written a basic wrapper around parts of libnds, enough to read input from the touchscreen/buttons, and to move sprites around.
Download here: java4nds_r2.zip — includes the compiled KVM.nds, some examples along with source code, and instructions on making your own .java files.
To use this demo, place kvm.nds, all the *.class files, and all the *.bin files on the root of your flashcart.
Run kvm.nds, then select a .class file to run. There are a few examples testing various stuff.
Don’t forget to DLDI-patch the kvm.nds
Bronto,
07/08/2007 |
Bronto's DS Development
_ssl_recvd:116:+OK
1 GmailId11168fb8552f6418
2 GmailId1116ca1292072fc5
3 GmailId1117c1f05ed0223b
4 GmailId11184f741d3f1f18
.
SSL will be back soon :)
edit:
if someone wants to help me test SSL in NDSMail, please write a mail to bronto_AT_gmx.net