dovoto,
24/08/2010 |
Poff's Techblog
DragonMinded,
22/08/2010 |
DragonMinded's DS Blog
With time comes the resurrection of an old project of mine. I realized when I moved to my new place that I needed a decent player in my living room. So, instead of purchasing a computer or starting afresh, I grabbed my old DMP and started making fixes and modifications. What we have here is a new version that can play files off of up to 10 Samba shares, has no stuttering issues while browsing or playing off the internet, and allows for hot swappable USB and SD cards. Leave a (non-stupid) comment here or at WiiBrew to let me know how things work out.
View the Wiki for
More Information and a full changelist.
Happy listening~
Brandon @ MoonBooks.net,
30/07/2010 |
ZanknaZ's DS Development
Over at The Moon Books Project we are celebrating documentary week and making available a varitable flood of documentaries in both DPG format (for viewing on the Nintendo DS with Moon Shell) and MP4 format.
So far we have made available the following documentaries, so head on over and enlighten yourself:
The Yes Men Fix The World
BBS: The Documentary (if you are unfamiliar with BBSes and want to know what people did before the Internet, check this out!)
Zeitgeist and Zeitgeist: Addendum
Also, we have launced a review website for games, movies and other cool stuff called Moon Books Magazine, we know it’s not very original, but it works… :p
Reddit 
Brandon @ MoonBooks.net,
30/07/2010 |
Poff's Techblog
Over at The Moon Books Project we are celebrating documentary week and making available a varitable flood of documentaries in both DPG format (for viewing on the Nintendo DS with Moon Shell) and MP4 format.
So far we have made available the following documentaries, so head on over and enlighten yourself:
The Yes Men Fix The World
BBS: The Documentary (if you are unfamiliar with BBSes and want to know what people did before the Internet, check this out!)
Zeitgeist and Zeitgeist: Addendum
Also, we have launced a review website for games, movies and other cool stuff called Moon Books Magazine, we know it’s not very original, but it works… :p
Reddit 
dovoto,
24/07/2010 |
ZanknaZ's DS Development
libnds 1.4.4 and default arm7 0.5.13 along with updated ds examples are now available through the windows installer as usual and from the getting started page on the wiki.
libnds 1.4.4
Refactored and improved eeprom detection code.
changed timerStop() to clear the entire register and an internal variable.
added timerTick(), timerPause(), timerStop(), timerUnpause() and cpuGetTiming() functions.
fixed overflow bug in timerElapsed.
restored stderr output on default console.
added oamClearSprite() to clear a single sprite.
corrected keyboard = symbol.
improved and extended doxygen documentation.
default arm7 0.5.13
recompiled with latest libraries.
nds-examples 20100724
updates for new libnds.
added several new timer examples.
With thanks to Vuurobin for his major contributions to this release.
Reddit 
dovoto,
24/07/2010 |
Poff's Techblog
libnds 1.4.4 and default arm7 0.5.13 along with updated ds examples are now available through the windows installer as usual and from the getting started page on the wiki.
libnds 1.4.4
Refactored and improved eeprom detection code.
changed timerStop() to clear the entire register and an internal variable.
added timerTick(), timerPause(), timerStop(), timerUnpause() and cpuGetTiming() functions.
fixed overflow bug in timerElapsed.
restored stderr output on default console.
added oamClearSprite() to clear a single sprite.
corrected keyboard = symbol.
improved and extended doxygen documentation.
default arm7 0.5.13
recompiled with latest libraries.
nds-examples 20100724
updates for new libnds.
added several new timer examples.
With thanks to Vuurobin for his major contributions to this release.
Reddit 
DragonMinded,
15/07/2010 |
DragonMinded's DS Blog
Recently, I've been getting into arcade cabinets. I have two of my own in my living room (a Neo Geo four slot and an original Centipede upright) and am in the market for more as space and money permits. I was talking about my recently acquired Centipede cabinet at work and my coworker mentioned that his fiancée had a Millipede PCB in her living room. I got in contact with her and she said that it was broken and was willing to sell it to me for $10. Considering the simplicity of early arcade boards I jumped on the offer, sure that I could repair the board myself.

The first thing to do when I got a hold of it was to plug it into the Centipede cabinet. The PCB had come with a wiring harness that allowed it to plug directly into my Centipede cabinet which saved me the hassle of ordering one online at around $40. I gave the board a once-over to ensure that there were no burned chips or leads and sprayed it with some compressed air to ensure no dust or debris and plugged it in. The following video shows what I got on screen.
The important part of the video is the beeps. The screen is just displaying random symbols as it tries to power up and test all of the components. A bit of Google searching revealed that the bad chip was located at 2M (each chip is labeled on the board). A bit more Googling provided the schematic that Atari provided with new PCBs when they were originally sold. The chip corresponded to the play field RAM and was easily located on the board. Curiously, rework had already been done on the board and several broken traces could be seen. So my first task was to verify that all traces were reworked correctly. I spent about two hours with the schematic in hand tracing every pin out from the RAM chip to every other location on the PCB and verified that all of them were good.
This left two problems: either the RAM chip itself was bad, or one of the chips it connected to was bad. Since the previous repairman had socketed the chip when he had worked on the board I decided to try replacing the RAM chip first. I ordered a few of the same chip (both Centipede and Millipede use the same chip in multiple places so I figured having some spares around would do no harm) and replaced the suspected faulty chip at 2M. After plugging the board back in, I got partial success!

However, the controls would not work. The PCB was probably not set to free play mode, so it was back to Google to retrieve the DIP settings to set the PCB up to the correct mode of operation. After twiddling with those for a good half hour, the cabinet was then on free play and the buttons started working. However as soon as the game started it was evident that the trackball was not working correctly. Moving the trackball steadily in one direction produced wild motions back and forth, and the player tended towards the upper left of the screen. I moved the wiring back to the Centipede PCB and fired it up to see if I hadn't wrecked the trackball circuit in the process but it worked just fine.
I pulled up the schematic again and looked at the trackball input and it was far more complex than simply tracing the RAM, so I fell back to assuming something was wrong with the conversion connectors. They were handmade so it was possible something got switched. After testing every single lead from the Millipede to the Centipede side, I identified two sets of crossed wires: the wires going to the sound board (these made no difference) and the horizontal and vertical position wires from trackball one (for non-cocktail cabinets). I snipped the wires on both pairs and uncrossed them before electrical taping the exposed wires away again and plugged the board back in. Success!
I now have a working Millipede PCB for around $50 (original purchase, a cheap multimeter since my other one broke and the RAM chip order). After verifying the functionality by way of a few games, I mounted the PCB above the Centipede PCB and put the cabinet back together again.

The Centipede board is left in because I like the idea of having an all-original Centipede cabinet, but I don't know when I'll get bored of millipede. For now, I'm out.
Brandon @ MoonBooks.net,
03/05/2010 |
Poff's Techblog
Following up on our posting of the various Nethack variants on the Nintendo DS, we have uncovered a version of the popular roguelike Angband, as well as a working variant called FAAngband for the NDS.
For those not aware Angband is a dungeon-crawling roguelike computer game derived from Umoria. It is based on the writings of J. R. R. Tolkien, in which Angband is the fortress of Morgoth.
FAangband is based on Oangband. Changes have been made principally with the intent of immersing the player in the world of Tolkien’s Silmarillion late in the First Age. While it is certainly not perfectly consistent (all the bad guys are still alive; all the good guys are dead, or at least have lost their best equipment), an attempt has been made to remove as many anachronisms as possible.
As well as the binaries for the NDS, source is also available for FAAngband, for homebrew coders to tinker with.
Angband and Variants for the NDS
Reddit 
Brandon @ MoonBooks.net,
03/05/2010 |
ZanknaZ's DS Development
Following up on our posting of the various Nethack variants on the Nintendo DS, we have uncovered a version of the popular roguelike Angband, as well as a working variant called FAAngband for the NDS.
For those not aware Angband is a dungeon-crawling roguelike computer game derived from Umoria. It is based on the writings of J. R. R. Tolkien, in which Angband is the fortress of Morgoth.
FAangband is based on Oangband. Changes have been made principally with the intent of immersing the player in the world of Tolkien’s Silmarillion late in the First Age. While it is certainly not perfectly consistent (all the bad guys are still alive; all the good guys are dead, or at least have lost their best equipment), an attempt has been made to remove as many anachronisms as possible.
As well as the binaries for the NDS, source is also available for FAAngband, for homebrew coders to tinker with.
Angband and Variants for the NDS
Reddit 
Brandon @ MoonBooks.net,
03/05/2010 |
ZanknaZ's DS Development
The Moon Books Project has now made strips #1 – 731 of xkcd available for download and viewing on the Nintendo DS.
xkcd at Moon Books
Comic Book DS at Moon Books
xkcd Homepage
Reddit 
Brandon @ MoonBooks.net,
03/05/2010 |
Poff's Techblog
The Moon Books Project has now made strips #1 – 731 of xkcd available for download and viewing on the Nintendo DS.
xkcd at Moon Books
Comic Book DS at Moon Books
xkcd Homepage
Reddit 
Brandon @ MoonBooks.net,
29/04/2010 |
Poff's Techblog
Issues 1-170 of the Heroes graphic novel are now available for download in 5 volumes for reading on the Nintendo DS with Comic Book DS.
Also available is the graphic novel version of Cory Doctorow’s Futuristic Tales of the Here and Now.
Download comics for the NDS and then download ComicBookDS to read the comics.
Reddit 
Brandon @ MoonBooks.net,
29/04/2010 |
ZanknaZ's DS Development
Issues 1-170 of the Heroes graphic novel are now available for download in 5 volumes for reading on the Nintendo DS with Comic Book DS.
Also available is the graphic novel version of Cory Doctorow’s Futuristic Tales of the Here and Now.
Download comics for the NDS and then download ComicBookDS to read the comics.
Reddit 
Brandon @ MoonBooks.net,
22/04/2010 |
Poff's Techblog
What better way to celebrate a great actor like Jack Nicholson’s career than to make some of his early movies available for watching on the Nintendo DS!
Digging into our archives of public domain content, we have pulled out three Jack Nicholson films for your viewing enjoyment.
The Little Shop of Horrors – Albeit a small part as a masochistic dentist patient, the film itself is a classic.
The Terror – With such minds as Roger Corman and Francis Ford Coppola on this one it has to be good, right?
and
The Wild Ride – This one has the most Jack in it, as he has the main role, as a rebellious beatnik ne’er-do-well.
Reddit 
Brandon @ MoonBooks.net,
22/04/2010 |
ZanknaZ's DS Development
What better way to celebrate a great actor like Jack Nicholson’s career than to make some of his early movies available for watching on the Nintendo DS!
Digging into our archives of public domain content, we have pulled out three Jack Nicholson films for your viewing enjoyment.
The Little Shop of Horrors – Albeit a small part as a masochistic dentist patient, the film itself is a classic.
The Terror – With such minds as Roger Corman and Francis Ford Coppola on this one it has to be good, right?
and
The Wild Ride – This one has the most Jack in it, as he has the main role, as a rebellious beatnik ne’er-do-well.
Reddit 
Brandon @ MoonBooks.net,
20/04/2010 |
ZanknaZ's DS Development
I have been hard at work on the latest and greatest version of Moon Books. For those not familiar with The Moon Books Project it is a website dedicated to bringing classic literature, films and other cool stuff freely to the Nintendo DS community, for use on the Nintendo DS.
We currently have a growing collection of homebrew, books, movies and even audio books and audio drama for download and use on the Nintendo DS via the Moon Shell homebrew application.
Head on over to Moon Books and enjoy some books by Mark Twain, Edgar Rice Burroughs or listen to the audio book of Lewis Carrol’s Alice in Wonderland. Maybe you would prefer to watch Night of the Living Dead or play Jeff Lait’s latest version of his roguelike Powder.
Oh, and our science fiction audio drama section is now in podcast format, for all of your podcatching fun!
The Moon Books Project
Reddit 
Brandon @ MoonBooks.net,
20/04/2010 |
Poff's Techblog
I have been hard at work on the latest and greatest version of Moon Books. For those not familiar with The Moon Books Project it is a website dedicated to bringing classic literature, films and other cool stuff freely to the Nintendo DS community, for use on the Nintendo DS.
We currently have a growing collection of homebrew, books, movies and even audio books and audio drama for download and use on the Nintendo DS via the Moon Shell homebrew application.
Head on over to Moon Books and enjoy some books by Mark Twain, Edgar Rice Burroughs or listen to the audio book of Lewis Carrol’s Alice in Wonderland. Maybe you would prefer to watch Night of the Living Dead or play Jeff Lait’s latest version of his roguelike Powder.
Oh, and our science fiction audio drama section is now in podcast format, for all of your podcatching fun!
The Moon Books Project
Reddit 
0xtob,
06/04/2010 |
0xtob DS coding blog
I finally made NitroTracker an open source project today! The code is available from:
http://code.google.com/p/nitrotracker/
This doesn’t only mean people can have the source, but also that I’m opening up development to the community. Or, to put it a little differently: NitroTracker needs coders!
I think there’s a lot of benefits working on NitroTracker. I’ll give you some examples of what I like about it:
- The thing that I love most about programming NitroTracker (this holds for most of my projects actually) is that it enables people to be creative. You make something and then people make something (in this case music) with that thing you made. It’s inexplicably cool, like being meta-creative!
- Working on NitroTracker has taught me many things. One thing was programming for the DS, but also how to design productive and easy to pick up user interfaces, how to write GUI toolkits, and how to write code that produces music.
- NitroTracker has a big community of users (over 100 beta testers!) that give a lot of very useful input in the shape of bug reports, feature requests and music (which can serve both as a motivation and as test cases for the XM player). It’s a lot of fun listening to your users and, learning design lessons from their experiences, and improving your software through feedback.
What I’m looking for are motivated people with good DS programming knowledge. Musical skills are a plus, but not required. Just check out the source (setup instructions here) and contact me if you’re interested. There’s really no commitment. You’re just part of the project and work on it whenever you feel like it.
Who’s in? :-)
Tob
0xtob,
04/04/2010 |
0xtob DS coding blog
A lot has happened with DSMI lately, so today I’m realeasing quite a bunch of updates:
All example apps are now compatible with libnds 1.4.3 and devkitARM r30 (latest versions as of April 2010) and have been updated to the latest devkitpro nds templates. KaosDS, DS MIDI Keyboard and the OSC Example now use the default ARM7 binary, which means they are much less code now. Thanks to Wintermute who kindly provided patches to libdsmi and the OSC Example!
Have fun!
Tob
dovoto,
29/03/2010 |
Poff's Techblog
Still working on the homebrew database but for now here are the winners. I had to lump in the single Wii entry as there was no separate prize pool for Wii this year. Although not as many entries as in the past still some quality results. Thanks for another great year and I hope to make things a bit more interesting this year.
Graphics: 4
Sound: 4
Music: 4
Controls: 4
Network: 0
Fun: 4 x 2
Theme: 5
Total: 29 / 40
Very nice work, an RTS is not a small endeavor and your game is playable if somewhat lacking in polish. The graphics
were a bit sparse but they worked. An amazing amount of room for improvement with a good start…I can see this game
actually being playable soon.
amazeds
Graphics: 5
Sound: 4
Music: 2
Controls: 4
Network: 0
Fun: 4 x 2
Theme: 5
Total: 28 / 40
Was pretty fun, if only it had a goal and one more board/enemy type. The graphics were great if a bit glitchy at
the polygon seams.
Second Place: Electric Snow
Graphics: 4
Sound: 3
Music: 4
Controls: 3
Network: 0
Fun: 4.5 x 2
Theme: 5
Total: 28 / 40
Very simple gameplay that turned out to be rather addictive…enough so that my 8 year old wanted it on his DS and my Mother-
in-law spent several minutes playing it. Good work.
And the runner ups in no particular order:
Graphics: 4
Sound: 0
Music: 3
Controls: 3
Network: 0
Fun: 2 x 2
Theme: 5
Total: 19 / 40
Comments: Cute little maze game with quality graphics and nice sound. Not terribly exciting
but well done for what it was.
Graphics: 4
Sound: 0
Music: 3
Controls: 3
Network: 0
Fun: 3 x 2
Theme: 5
Total: 21 / 40
Christmas IQ
Graphics: 3
Sound: 2
Music: 2
Controls: 2
Network: 1
Fun: 2 x 2
Theme: 5
Total: 19 / 40
Well..not much of a christmas trivia buff so didnt do all that hot. Seemed a bit buggy at times with the snow
ball animations rolling up/down the hill.
Graphics: 3
Sound: 0
Music: 0
Controls: 3
Network: 4
Fun: 0 x 2
Theme: 0
Total: 10 / 40
Not very wintery and not very gamey but pretty useful in and of itself…could not actually get it to connect
but probably an error on my part and did not try to hard since without a wintery theme or gameplay its pretty
difficult for an entry to compete.
Graphics: 4
Sound: 3
Music: 4
Controls: 4
Network: 0
Fun: 3 x 2
Theme: 5
Total: 26 / 40
Pollished and interesting presentation, the gameplay was a bit challenging. It could have used an interactive
tutorial to demonstrait the purpose of each elemental power as i never quite go the hang of employing them.
Graphics: 4
Sound: 0
Music: 0
Controls: 4
Network: 0
Fun: 3 x 2
Theme: 4
Total: 15 / 40
Well, the wintery theme was a bit slapped on but the gameplay was pretty fun if a bit too hard to be engrosing.
The lack of sound and music really hurt you…and how hard would it have been to slap in a sleigh in instead of a
helicopter! :)
Reddit 
dovoto,
29/03/2010 |
ZanknaZ's DS Development
Still working on the homebrew database but for now here are the winners. I had to lump in the single Wii entry as there was no separate prize pool for Wii this year. Although not as many entries as in the past still some quality results. Thanks for another great year and I hope to make things a bit more interesting this year.
Graphics: 4
Sound: 4
Music: 4
Controls: 4
Network: 0
Fun: 4 x 2
Theme: 5
Total: 29 / 40
Very nice work, an RTS is not a small endeavor and your game is playable if somewhat lacking in polish. The graphics
were a bit sparse but they worked. An amazing amount of room for improvement with a good start…I can see this game
actually being playable soon.
amazeds
Graphics: 5
Sound: 4
Music: 2
Controls: 4
Network: 0
Fun: 4 x 2
Theme: 5
Total: 28 / 40
Was pretty fun, if only it had a goal and one more board/enemy type. The graphics were great if a bit glitchy at
the polygon seams.
Second Place: Electric Snow
Graphics: 4
Sound: 3
Music: 4
Controls: 3
Network: 0
Fun: 4.5 x 2
Theme: 5
Total: 28 / 40
Very simple gameplay that turned out to be rather addictive…enough so that my 8 year old wanted it on his DS and my Mother-
in-law spent several minutes playing it. Good work.
And the runner ups in no particular order:
Graphics: 4
Sound: 0
Music: 3
Controls: 3
Network: 0
Fun: 2 x 2
Theme: 5
Total: 19 / 40
Comments: Cute little maze game with quality graphics and nice sound. Not terribly exciting
but well done for what it was.
Graphics: 4
Sound: 0
Music: 3
Controls: 3
Network: 0
Fun: 3 x 2
Theme: 5
Total: 21 / 40
Christmas IQ
Graphics: 3
Sound: 2
Music: 2
Controls: 2
Network: 1
Fun: 2 x 2
Theme: 5
Total: 19 / 40
Well..not much of a christmas trivia buff so didnt do all that hot. Seemed a bit buggy at times with the snow
ball animations rolling up/down the hill.
Graphics: 3
Sound: 0
Music: 0
Controls: 3
Network: 4
Fun: 0 x 2
Theme: 0
Total: 10 / 40
Not very wintery and not very gamey but pretty useful in and of itself…could not actually get it to connect
but probably an error on my part and did not try to hard since without a wintery theme or gameplay its pretty
difficult for an entry to compete.
Graphics: 4
Sound: 3
Music: 4
Controls: 4
Network: 0
Fun: 3 x 2
Theme: 5
Total: 26 / 40
Pollished and interesting presentation, the gameplay was a bit challenging. It could have used an interactive
tutorial to demonstrait the purpose of each elemental power as i never quite go the hang of employing them.
Graphics: 4
Sound: 0
Music: 0
Controls: 4
Network: 0
Fun: 3 x 2
Theme: 4
Total: 15 / 40
Well, the wintery theme was a bit slapped on but the gameplay was pretty fun if a bit too hard to be engrosing.
The lack of sound and music really hurt you…and how hard would it have been to slap in a sleigh in instead of a
helicopter! :)
Reddit 
dovoto,
28/03/2010 |
ZanknaZ's DS Development
Okay, after a bit of painful wordpress api development filtering is now enabled. For sub blogers if you would like a certain article to show up on the main page tag it with any of the following:
‘drunk’, ‘drunk_news’, ‘Homebrew’, ‘dsdev’, ‘wiidev’
Please abuse this feature as the more news on the main site the better for everyone (including the scene in general). My goal is for the main page to be a bit more social and driven by the scene.
And no dave, i did not filter out things tagged ‘palib’ yet (still considering it)
Reddit 
dovoto,
28/03/2010 |
Poff's Techblog
Okay, after a bit of painful wordpress api development filtering is now enabled. For sub blogers if you would like a certain article to show up on the main page tag it with any of the following:
‘drunk’, ‘drunk_news’, ‘Homebrew’, ‘dsdev’, ‘wiidev’
Please abuse this feature as the more news on the main site the better for everyone (including the scene in general). My goal is for the main page to be a bit more social and driven by the scene.
And no dave, i did not filter out things tagged ‘palib’ yet (still considering it)
Reddit 
WinterMute,
25/03/2010 |
devkitpro.org
In a rather embarrassing faux pas it looks like at least some of the increased binary size in devkitARM compiled binaries came from newlib being compiled without optimisation, oops. devkitARM release 30 fixes this and is now available through the windows installer and the getting started page on the wiki. With thanks to z-g for the bug report.
devkitARM release 30
- update to binutils 2.20.1
- patched for arm thumb scheduler bug.
- corrected default utf8 charset setup.
- newlib compiled with optimisation.
WinterMute,
23/03/2010 |
devkitpro.org
Sorry for the lack of release notes on devkitPPC release 20, the updated patch for newlib 1.18.0 wasn’t quite right so we didn’t push it out through the installer. Release 21 is now available through the windows installer and the getting started page on the wiki. These notes combine all updates since devkitPPC r19 and libogc 1.8.1
devkitPPC release 21
- gcc updated to 4.3.3.
- newlib updated to 1.18.0.
- gdb updated to 7.1
- extended pseudo device operations table with chmod functions.
- pthread header removed, these functions aren’t implemented and it caused problems with some ports
libogc 1.8.3
- added GX_SetTevIndRepeat. Used to allow usage of previous calculated texcoord lookups in the named TEV stage.
- smb – improve speed.
- smb – add directory and file create/delete/rename
- stdint.h now used for standard types
- boolean macro removed to avoid interference with libjpeg
- zlib removed from libogc, prefer portlibs
- do not trash shutdown/reset button callbacks after they are triggered.
- improvements in usb storage shutdown
- major additions to GX documentation courtesy of ccfreak2k
For information on creating and using portlibs see the wiki portlibs article. Ccfreak2k has also added an excellent GX primer article.
WinterMute,
23/03/2010 |
devkitpro.org
The latest release of the popular ARM cross compiler is now available through the windows installer and the getting started page on the wiki.
devkitARM release 29
- Updated gdb to 7.1
- extended pseudo device operations table with chmod functions.
- updated to the latest version of grit.
- fixed bug in default locale charset.
libfilesystem 0.9.6
- now falls back to gba cart space when fat intitalisation fails.
WinterMute,
17/03/2010 |
devkitpro.org
Sorry to roll another update quite so soon, 3 days is probably a record for us really. This is really just a minor bugfix and additional feature.
libnds 1.4.3
- fixed system shutdown on arm7 side
- added hook for exit on error
default arm7 0.5.12
- recompiled with latest libnds, no source changes
WinterMute,
14/03/2010 |
devkitpro.org
libnds 1.4.2 and default arm7 0.5.11 along with updated ds examples are now available through the windows installer as usual and from the getting started page on the wiki.
libnds 1.4.2
- Fixed alternate vector table.
- oamSet now handles 2D bitmap mapping mode. gfx allocation routines still do not support 2D mapping.
- exit function now powers down when bootstub not present
- Fixed error with bgScroll()
- gbfs deprecated for DS, nitroFS is preferable
default arm7 0.5.11
- recompiled with latest libraries.
nds examples 20100313
- deprecated examples removed
- some updates for compiling with C++ as well as C
WinterMute,
25/02/2010 |
devkitpro.org
The final build of devkitARM release 28 and associated libraries were uploaded to SF recently. These are now available through the windows installer. For the download links for other platforms see the getting started section of the wiki.
For problems, comments and support please use the forums and not the post comments.
devkitARM release 28
- Update gcc to 4.4.3
- Update newlib to 1.18.0
- Update to gdb 7.0.1
- stack fix in ds_arm9_crt0 for mpu setup call
- linkscripts now support init priority attribute on constructors
- hopefully the last of the OSX 10.4 issues sorted
libnds 1.4.1
- improve tanLookUp
- reimplement arm7 swiIntrWait functions for DSi support
- add extra interrupts for DSi arm7
- make initSystem weak to allow override in user code
- implement soft reset hooks, applications will now exit to menu if support is provided as per hbmenu
- correct write buffer setup in mpu setup code
- set background colors in consoleInit functions
- correct offsets for bmp sprites
libfat 1.0.7
- Use internal allocator wrapper instead of malloc directly
dswifi 0.3.12
- minor change for newlib 1.18.0
libfilesystem 0.9.5
- prefer fat over gba cart space when argv is present
default_arm7 0.5.10
- added soft reset key combo
DragonMinded,
14/02/2010 |
DragonMinded's DS Blog
Hey! I put out a small personal project that displays SQL dumps in a (hopefully) intuitive manner on the DS. See this thread for details.
The program is available here.
Sample text files available here (place under /database/ on the root of your card and load the program).
WinterMute,
05/12/2009 |
devkitpro.org
The final build of devkitARM release 27 and associated libraries were uploaded to SF recently. These are now available through the windows installer. For the download links for other platforms see the getting started section of the wiki.
For problems, comments and support please use the forums and not the post comments.
devkitARM release 27
- Update binutils to 2.20
- Update gcc to 4.4.2
- Update to gdb 7.0
- filesystem IO now defaults to unbuffered meaning that the full length requested on read/write is passed to the devoptab pseudo device drivers.
- ds crt0 will now detect an 8meg debug system and adjust memory accordingly
- ds mpu setup has been moved to libnds for easier maintenance
- ndstool can now read ELF files directly without intermediate binary stage
libnds 1.4.0
- Bugfixes in fifo layer
- The deprecated IPC struct has now been removed
- added memCached & memUncached functions to convert pointers between those regions
- memory rearrangement to support 8meg setup
- guruMeditationDump function exposed for user code
- set correct palette on guruMeditationDump
- DS mpu setup moved from ds crt0 for ease of maintenance
dswifi 0.3.11
- use memUncached function for uncached memory.
libfat 1.0.6
- Implement read ahead cache
- Fix issues with short aliases
- Fix timestamps
- Set access and modify times on directory creation
- correct problems with overallocation of clusters.
default arm7 0.5.8
- recompiled and linked against new libraries.
libfilesystem 0.9.4
- recompiled with new headers
WinterMute,
28/11/2009 |
devkitpro.org
libogc 1.8.1 is now available.
- Improved smb speed.
- Increased default tcp window size to improve speed over internet.
- remove casts from time conversion macros.
The provided examples for wii have also been updated with mp3 and ogg playback examples.
As usual these releases are available through the windows installer/updater. For other platforms see the getting started section of the wiki.
WinterMute,
03/11/2009 |
devkitpro.org
devkitPPC release 19 has just been uploaded to SF along with a bugfix release for libfat. Both updates are now available through the windows installer. For the download links for other platforms see the getting started section of the wiki. The 32bit linux binaries have not yet been built but will follow shortly.
devkitPPC release 19
- Update gcc to 4.4.2
- Update binutils to 2.20
- fix minor issue with chdir in newlib
libfat 1.0.6
- fix latent bug exposed by unbuffered IO
WinterMute,
09/10/2009 |
devkitpro.org
The final build of devkitPPC release 18 and associated libraries were uploaded to SF yesterday. These are now available through the windows installer. For the download links for other platforms see the getting started section of the wiki.
devkitPPC release 18
- Update gcc to 4.4.1
- Update newlib to 1.17.1 – please note this is not an official newlib release, just a snapshot we used to obtain some requested functions.
- Update to gdb 7.0
- wiiload is now version 0.5, this will require the latest version of the homebrew channel in order to upload code.
- filesystem IO now defaults to unbuffered meaning that the full length requested on read/write is passed to the devoptab pseudo device drivers.
- The powerpc-gekko prefix has now been replaced with the more standard powerpc-eabi, this will allow portable autotools based libraries to build OOB for devkitPPC. Users of the template projects will be unaffected.
libogc 1.8.0
- Fixed AA video mode support
- DI bugfixes
- SDHC fix for IOS 60 and greater
- tinysmb – added keepalive, automatic SMB reconnection, non-blocking sockets, DNS lookup, port 139 support,anonymous passwords and share-level security support
- USB storage bug fixes
- MEM2 sbrk patch (extends memory into MEM2 when MEM1 exhausted)
- Added ISO 9660 DVD devoptab
- Added Wiimote battery level support to WPAD
- Basic Wiimote speaker support
- Added USB HID support
- Added USB keyboard & mouse support
- Added SD Gecko SDHC support
- Fixed TLUT loading
- IOS no longer reloaded on start, this should be done by the loader (HBC does this already)
- Quit back to Wii menu on exit() if HBC reload stub signature not found.
libfat 1.0.5
- Implement read ahead cache
- Fix issues with short aliases
- Fix timestamps
- Set access and modify times on directory creation
With thanks to Tantric, Dhewg, Rodries and Shagkur for their contributions to these releases.
0xtob,
07/10/2009 |
0xtob DS coding blog
r4revolutionds.co.uk ran a poll peoples’ favorite DS homebrew, and I’m very happy that both NitroTracker and Pocket Physics scored Top-10 positions! A big thanks to everyone who voted for my stuff!
It’s really worth checking out the top-20 list! There’s some great stuff in there:
thoduv,
17/08/2009 |
Thoduv's Devblog
Dans ma chambre, dans un placard, il y a tout un tas de vieux matériel électronique : des morceaux de cartes mères, des radios-réveils désossés, des vieilles consoles en morceaux, des bouts de vieilles caisses-enregistreuses, et encore un paquet de choses dont je serai incapable de dire d’où elles proviennent. L’explication est la même pour toutes ces inutiles débris : “ça pourra toujours servir ! je pourrai toujours en déssouder un composant utile !”. Seulement voilà : je ne sais pas faire d’électronique, et ça ne sert à rien.
Passons.Il y a peut être un an, j’ai découvert les FPGA, grâce notamment à Pitt et Refix sur les forums Dev-FR et PlayerAdvance (sujet). Il s’agit (en gros) de “puces programmables”, mais pas au sens habituel : c’est à dire que ce ne sont pas des microprocesseurs : ce sont vraiment de gros circuits intégrés dont on peut programmer via ordinateur le comportement : cela permet de concevoir des circuits logiques. Bref, cela m’a paru comme un étage intermédiaire entre l’informatique (programmation, interface avec le PC) et l’électronique (circuit logique, etc). De plus, j’apprends qu’une boîte américaine, Digilent, en vend à prix plutôt bas par rapport au prix habituel de ces bestioles. Après avoir longuement hésité, je décide donc d’acheter une carte Nexys 2.

Je reçois la fameuse carte, je la branche, le “programme” de test préinstallé se lance, et tout fonctionne bien. Je reboote sous Windows, afin d’installer l’environnement de développement. Il s’agit en l’occurence du ISE de Xilinx. Après avoir durement combattu avec le site de Xilinx et le système de licenses (gratuites pourtant…) du logiciel, je réussis à télécharger un installateur. Lequel m’annonce qu’il y a un peu plus d’un gigaoctet de données à télécharger. Soit. Une fois le logiciel installé, je le démarre (c’est lent, mais mon ordinateur n’y est pas pour rien).

C’est parti ! Je recherche donc un cours sur le VHDL, puisqu’il s’agit du “langage” qui permet de spécifier le comportement d’un circuit logique. Le code écrit sera ensuite “compilé” (on dit “synthétisé” ici) puis transcrit en un fichier binaire qu’il suffira d’envoyer sur le FPGA (via le logiciel Windows “Impact” fourni par Digilent, j’y reviendrai après). Je ne raconterai pas tous les déboires qui s’ensuivirent. En effet, en vrac :
- Si le langage paraît simple vu de loin, il est en fait semé d’embûches, et ne s’apprend sûrement pas en quelques heures comme certains langage de programmation.
- Ce N’EST PAS un langage de programmation. Et c’est ce qui m’a causé le plus d’ennui. En effet, je suis habitué à ma bonne vieille programmation séquentielle : mes petite variables dans la mémoire, mes petites boucles, mes fonctions, et derrière tout ça, le compilateur dont je comprends le rôle, et à peu près le fonctionnement. Or, c’est ici un langage de spécification : on spécifie ce que fera la puce : tous les idiomes habituels de programmation sont à revoir.
- Le processus de synthèse est extremmement long. J’ai l’habitude de tester souvent mes modifications, cela m’a donc largement ralenti et découragé. De plus, les messages d’erreur du synthésiteur sont incompréhensibles (pour un débutant), très mal documentés sur le site officiel, et souvent insoluble par la “méthode Google”. Bref : s’il y a une erreur, on sait à quelle ligne, mais on ne sait pas ce que sait… il n’y a plus qu’à supprimmer la ligne et à la réécrire autrement.
- J’ai très peu de notion de logique et de combinatoire. À ce propos, il semble que le langage possède véritablement “deux niveaux”. On peut effectivement décrire le fonctionnement interne du circuit via la combinatoire (portes logiques en tous genres), mais on peut aussi utiliser des structures de plus haut niveau. Ainsi, si la plupart des cours proposent de réaliser (wow!) un additionneur en décrivant toute la logique sous-jacente, il est tout simplement possible d’utiliser le symbole “+” : ce qui est nettemment plus naturel pour moi. J’ai donc très peu suivi les cours que j’ai trouvé, puisqu’ils ne correspondaient pas à ce que je voulais faire. Bref, il y a quelque chose qui m’échappe : c’est comme si on écrivait un cours de C++ en ne parlant que d’assembleur… enfin je crois.
- Le jonglage permanent entre ces deux “niveaux” de langage (combinatoire et séquentiel, je crois) est à l’origine d’un nombre affreux d’erreurs.
Je finis quand même par réussir à piloter les LEDs et l’afficheur 7-segments grâce aux boutons et aux interrupteurs. Youpi !
Après un long séjour dans le placard, je décide un jour de ressortir mon FPGA, et je me dis : “je vais voir si je peux le programmer avec Linux !” Quelle idée malheureux !
L’environnement de développement ISE est disponible pour Linux, mais évidemment, il faudra pour ça que j’affronte à nouveau le site de Xilinx (qui a bien sûr été modifié depuis !), et que je recharge le gigaoctet de logiciels. Bien. En tout cas, ISE fonctionne bien sous Linux, je peux synthétiser mon code et obtenir le fichier de programmation du FPGA. Reste le vrai problème : envoyer le programme sur le FPGA, via le port USB. En effet : le logiciel Impact de Digilent et propriétaire, et seulement pour Windows. Je me jette sur Google, et me voilà parti pour des heures à errer sur des forums, à lire des messages remplis de termes que je ne comprends pas, mais qui semblent parler du même matériel que moi. Je fini par abandonner, puis je réessaie quelques mois plus tard et … enfin je le trouve. Ce message. Le message du type génial qui dit à peu près cela : “Salut ! J’ai acheté ce matériel là l’autre jour, et ça ne marche pas sous Linux, alors j’ai vite fait bricolé un outil qui permet de le faire marcher, et je vous le file.” Vraiment, c’est pour ça que j’adore le monde du libre. Bref, le message est ici, et l’outil en question est là. Comme je suis content de l’avoir trouvé, je le mets en gros, voilà.
nexys2prog, l’outil pour prog la nexys2
Et ca marche diablement bien. Relativement simple à mettre en place (un petit paquet à installer, une lib à compiler, et puis il faut aussi s’autoriser un certain accès au périphérique USB), il est en tout cas très simple à utiliser : on lui file le fichier “.bit” à envoyer, et il programme le FPGA en quelques secondes !
Me revoilà donc aussi bien installé que sous Windows pour bricoler mon jouet. Je décide au passage de changer de langage pour programmer mon FPGA, et de passer à Verilog. Ce dernier, concurrent du VHDL, me semblait avoir une syntaxe plus claire, plus proche du C, et plus adapté à un débutant en provenance du monde de la programmation. J’ai bien fait, ce langage a jusqu’à maintenant été bien plus clément avec moi que VHDL. Peut-être parce que les cours qu’on trouve le concernant sont plus abordables (notamment celui-ci qui m’a bien aidé).
Pour l’occasion, je décide de fouiller dans mon tiroir à vieux composant, et j’exhume ainsi une vieille mémoire SRAM, qui devait servir pour le BIOS d’un bien vieux PC. Je trouve sur internet le “datasheet” associé (un pdf avec toutes les informations techniques), et je sors mon fer à souder. Quelques heures plus tard, tout fonctionnait : je pouvais lire et écrire dans la vénérable mémoire avec mon FPGA ! J’avais enfin fait “revivre” un de ces vieux composant électronique de mon tiroir.

Enfin, après un nouveau grand séjour au tiroir, j’ai ressorti mon FPGA avant-hier pour compenser une lacune de mon installation. En effet, sous Windows, je bénéficiai du logiciel “Export” de Digilent qui permettait de communiquer avec le FPGA via l’USB (et un peu plus, m’enfin bon). Rien de tel sous Linux. Comme j’ai un peu peur des interfaces USB, j’ai décidé de fouiller mon tiroire (encore lui !) pour trouver un bon vieux cable série (Null-Modem comme on disait dans le temps !) et connecter la carte à mon ordinateur. J’ai ensuite programmé en Verilog une interface permettant de gérer le port série (réception et émission), et voilà mon ordinateur et mon FPGA qui, après quelques couacs, se parlent ! C’est beau la technologie, et utile, en plus ! ^^ Enfin, maintenant, je peux envisager d’interfacer mon ordi avec tout un tas de trucs, via ce port série et le FPGA.
mon code verilog pour gérer le port série (il est sûrement affreux, et si vous vous y connaissez, dîtes-moi pourquoi !)
Voilà voilà… C’était mon article le plus long. Peut-être trop long d’ailleurs ?
Normmatt,
30/06/2009 |
Normmatt's DS Development
I’m still alive I’m planning to use this blog a little more than i have done in the past.
With that out of the way the new DS/DSi flashcart iPlayer will be released worldwide on july 1st for more information visit the launch site to celebrat I’ve upped a very preliminary review of it so check that out here.
the_lazy_one_09,
18/04/2009 |
Lazyone's DS Development
I’m posting a sort of test release of my re-port of Wolfenstein 3D.
It’s only a few days old so it’s missing a few things but hopefully it should be playable.
- Registered Wolfenstein 3D and Spear of Destiny builds are available
- Status bar on bottom screen
- (Hopefully) All 320×200 screens should be drawn properly rather than hacked into 256×192
- Basic sound effects, no music or item pickup sounds yet. I wasn’t happy using an opl emulator for those so I’ll use a more suitable format later.
- Saving/loading should be working properly now
Bugs and incomplete things:
- No left handed mode yet
- No automap
- On screen keyboard does not allow capital letters for some reason
- Demos do not play properly
Keys:
Move forward: Up arrow
Move back: Down arrow
Move left: Left arrow
Move right: Right arrow
Strafe left: L shoulder button
Strafe right: R shoulder button
Fire: A
Use: B
Run: Y
Change weapon: X
Pause: Start
Back to menu: Select
Menu OK/Y: A
Menu Cancel/N: B
Installation:
Put your data files in /data/wolf3d, it doesn’t matter where you put the executables though.
DLDI Patch for your device if you need to.
Wolfenstein 3D Binaries
Wolfenstein 3D DS Source
Notice:
The zip file contains 4 nds binaries:
wolf3d-ds_sdm.nds : Spear of Destiny demo
wolf3d-ds_sod.nds: Spear of Destiny registered
wolf3d-ds_wl1.nds: Wolfenstein 3D shareware
wolf3d-ds_wl6.nds: Wolfenstein 3D registered
Another way of looking at it is the _xxx binary goes with the extension of your data files.
0xtob,
21/02/2009 |
0xtob DS coding blog
TheRain has released the first version of the DSMI library for the iPhone! This library enables iPhone developers to create wireless MIDI controllers like xy-controllers, drum pads or keyboards! The iPhone applications can talk to any MIDI software on your computer through the DSMI server, making your iPhone a full-blown MIDI instrument! libDSMI for iPhone is available from the downloads page.

MIDI Motion Machine
TheRain has also released an exciting new app called MIDI Motion Machine, a tilt-based MIDI controller including 16 note trigger pads. The source code of a reduced free version of this app is available from the DSMI SVN. This should help you get started writing your own iPhone MIDI apps in no time!
You can get the commercial full application and the reduced free version (out soon) form the Apple AppStore. For more information on MIDI Motion Machine, check out the official site.
Bronto,
12/02/2009 |
Bronto's DS Development
Soooo..what's happening with NDSMail ?
I started working on Skinning-Support several months ago, but never got quite around to finish it (at least, it did not break anything).
Recently, I wanted to release a build with the latest version of the dswifi library, but that did not work out: the old GUI code (which was based on libfb, but with some nasty hacks added) did not work with the latest devkitpro. Debugging this would have been really painful (remember the nasty hacks?). So I decided to rewrite the GUI part. Luckily, I pretty much kept presentation and logic "almost" separate in the code, so this is not as bad as I imagined after looking at my GUI code hacks. Did I really write this crap myself?
I might blog about the technique I used to pass messages between those two layers if anyone is interested. But for now, I'm trying to build a new GUI for NDSMail, most probably by using the woopsi library, which has a really weird name, but is pretty well documented. Stay tuned...
0xtob,
29/01/2009 |
0xtob DS coding blog
That’s right, a lot is happening with DSMI lately! I’ve ported libdsmi, KaosDS, PulseDS and DSMIDIKeyboard to the new libnds v1.3.1. This library introduces a lot of simplifications, making the code shorter and more readable. For developers, the libdsmi API has stayed the same, except that dsmi_setup_wifi_support is no longer necessary and has thus been removed. For end-users, nothing has changed.
To make collaboration easier, I set up a Google Code project for DSMI, which is now the official place to download the library and applications. Google Code features a nice source browser so you can check out the source code more easily. Also, there is an issue tracker that you can use to inform us of bugs.
One more thing: Collin Meyer has ported DSMI to the iPhone and released the first DSMI-enabled iPhone application! iXY is a Kaoss Pad style MIDI controller that lets you control your synth parameters or light effects with the touch of your fingers. iXY is available from the App Store for 99US cent / 79EUR cent. The library itself is work in progress and will be released soon, so everyone can write MIDI-enabled iPhone apps!

It turns out DSMI keeps facing trouble regarding its name. It first started off as DSMIDIWiFi. After I added hardware MIDI support through the DSerial, the “WiFi” part of the name was no longer appropriate, so I changed the name to DSMI. I didn’t call it DSMIDI in order to avoid the name collision with Collin’s DSMIDI hardware hack. It turned out this was the right choice, because fishuyo came along and added OSC support which would have made the MIDI part of the name inappropriate anyway. Now that Collin has ported DSMI to the iPhone, the DS part of the name would have to go. Nevertheless, we decided on keeping the name in order to avoid confusion. If anyone has an idea for a new meaning of the DSMI acronym, please let us know :-)
0xtob,
01/12/2008 |
0xtob DS coding blog
Thanks to Tim Wood (fishuyo) DSMI now supports the OpenSound Control (OSC) protocol!
OSC is an emerging standard for exchanging music control signals that is much more flexible and modern than MIDI. For example, OSC can directly communicate via network, so the PC-side DSMI server is not required.
fishuyo also made a nice demo of the new OSC capabilities with a Kaoss pad and sliders. It comes with a pd patch that is a nice little synth. Check out the demo’s source code! OSC is really easy to add to your application. And it’s the future! So, get libdsmi v3.0 now!
pepsiman,
15/09/2008 |
Pepsiman (DSLinux)
End of Blog.
Blogging continues at http://malcolmparsons.blogspot.com/
ryanfb,
12/08/2008 |
Ryan FB's DS Development
If you haven’t noticed by now, other commitments have reduced the time I have to work on projects like PicoDriveDS. My original intent was just to show that DS was capable of Genesis emulation at >1fps (and learn a bit about the DS hardware in the process of porting), and I think in that I succeeded. The PicoDriveDS files will stay up here, but I don’t plan on working on it again anytime soon. The source is as always still available for anyone who wants to look at it or fork it.
jEnesisDS is a more recently updated Genesis emulator for the DS, with sound emulation and other features.
pepsiman,
05/08/2008 |
Pepsiman (DSLinux)
Billy Hatcher and the Giant Egg (GCN)
Eledees/Elebits (Wii)
Kororinpa: Marble Mania (Wii)
The Simpson’s Game (Wii)
I do not get motion sickness in cars, trains, buses, planes, pirate ships, waltzers or roller coasters.
I do get motion sickness on boats.
thoduv,
21/07/2008 |
Thoduv's Devblog
Je me suis enfin décidé à finaliser cette nouvelle version de Lapinou. Amusez-vous bien (ou pas), et n’hésitez pas à me rapporter tous les bugs que vous pourriez trouver, à me faire part de vos impressions, et à me proposer des améliorations. Vous pouvez dès maintenant télécharger Lapinou !
Site officiel de Lapinou: http://thoduv.drunkencoders.com/lapinou
Nouveautés:
- 21 Juillet 2008:
[VERSION 1.2] Un gros gros paquet de nouveautés, de nettoyages de code, de correction de bugs ! Le nouveau Lapinou est là ! Maheureusement, il faudra surement attendre pas mal de temps la prochaine, si jamais il y en a une.
* Ajout d’un bloc aide, placé au début du jeu, pour expliquer un peu ce qu’il faut faire (pour les gens qui n’auraient pas envie de lire le LISEZMOI !)
* Ajout d’un bloc secret, qui coûte très cher, mais qui permet d’obtenir… un secret !
* Meilleure protection contre la triche !
* Petite musique (héhé) et animation pour ceux qui arrivent à finir le jeu !
* Menu permettant d’acheter des blocs. Début d’intégration d’un système “modulaire” pour la boucle principale.
* Modification du tri des polygones translucides pour corriger des bugs de transparence.
* Mode veille quand on ferme la DS.
* Passage à ASlib pour le son, ca m’évite tout plein d’ennuis avec mon propre lecteur MP3 qui n’en fait qu’à sa tête.
* Grosse modification du menu principal. Le code est toujours crade, mais c’est plus joli !
* Modification de la force de gravité (plus “réelle” et avec un “flottement” pour les objets très légers)… … En fait non, ca a l’air de casser le gameplay…
* Système de sauvegardes qui fonctionne (bloc “nds”). Fichier de scores/sauvegarde renommé en “lapinou.sav”.
* Envoi des scores sur internet direct de la DS.
* Ajout bloc “slide” et “nds”.
* Blocs qui tombent sont solides, et se brisent à l’atterissage.
* Ajout d’un petit système de particules (moches pour l’instant).
* Petites améliorations au système de vthreads: possibilité d’arrêter un thread gentiment, et de lancer des threads en cascade (à l’intérieur d’autres threads). Ajout de plein d’effets sur les menus.
* Support ADPCM, et passage de tous les sons en ADPCM = gain de place dans la ROM (200ko gagnés).
* Fond moins monotone (change selon la hauteur).
* Système plus solide d’IPC (InterProcessor Communication) “lapinou-ipc”.
* Système d’abstraction “lapinou-io” pour les fichiers.
* Collisions objets-objets.
* Nettoyage du code (particulièrement boucle principale).
Note to english peoples: The site and the game are in french only, but I think it’s playable even without understanding what is written. If you don’t understand how something works, you can contact me for an explanation.
0xtob,
09/07/2008 |
0xtob DS coding blog
Ladies and Gentlemen!
NitroTracker v0.4 is finally here!

The main new features are:
- Looping
- Volume Envelopes
- Loops
- Multi-Sample Instruments
- Looping
Minor improvements:
- wav saving
- free ram indicator
- sample preview
- the file browser remembers recent folders and files
- improved xm player
- volume column editing
- sample panning
- improved left handed mode
Read the full story here!
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.
UPDATE: He’s made a few more updates since I originally made this post. Be sure to check out ole’s site for the latest info and download links.
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 0x0004CC483E1E 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.
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
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.
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.
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
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.
natrium42,
22/10/2007 |
natrium42's Weblog
My little sister didn’t believe that the earth was round, so I decided to launch a helium balloon to an altitude of 30km and shoot pictures and videos. I have posted a write-up with selected pictures and videos here. A launch and retrieval video is also available.

Just a change from DS projects
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