Omnimaga

General Discussion => Technology and Development => Other => Topic started by: Halifax on October 10, 2007, 01:16:00 pm

Title: NDS development
Post by: Halifax on October 10, 2007, 01:16:00 pm
Does anyone here at Omnimaga have any experience with developing on the Nintendo DS? Even if it is just simple programming.
Title: NDS development
Post by: DJ Omnimaga on October 10, 2007, 01:17:00 pm
sry nope, i wanted to go into it last year but finally decided to not do so and stick with calcs or pc stuff

welcome back btw :)smile.gif
Title: NDS development
Post by: Halifax on October 10, 2007, 01:29:00 pm
heh yeah, I got a little slice of time, lol
Title: NDS development
Post by: DJ Omnimaga on October 10, 2007, 01:44:00 pm
x.x sometimes school and work won't let much chances, and xmas holidays approaches so I myself will have less and less time to code x.x I better hurry up and finish Metroid II enhanced so u can port it to Nintendo DS :Dbiggrin.gif

j/k don't do this maybe Nintendo would find out and sue you or me lol x.x
Title: NDS development
Post by: Halifax on October 10, 2007, 01:57:00 pm
haha lol, if I ever want to do professional development with NDS I would consider getting the NDS development license
Title: NDS development
Post by: Liazon on October 10, 2007, 02:10:00 pm
a lot of the tools will drive your anti-virus and anti-spyware crazy

one reason why i didn't bother with it after awhile was that my anti-virus just hated the devkitpro tool chain.  I just deleted it after awhile, but I might try again later.  they will try to rewrite stuff to look less like malware.

the other reason was I don't have a DS, and everyone tells me there is no point in using a DS emu because crashing the DS doesn't hurt it at all, in comparison to a calc and your valuable programs.  Not to mention the emus are still in the works.  Unfortunately, that means buying some dev hardware, almost all are associated w/ pirating so be careful who you buy from.

might look into it in the future when and if I get a DS :)smile.gif

you could always talk to tr1p1ea when he returns  
Title: NDS development
Post by: Halifax on October 10, 2007, 02:19:00 pm
Ah okay, and yes I have tried devkitPro too, and my anti-virus software hates it as well.
Title: NDS development
Post by: DJ Omnimaga on October 10, 2007, 02:26:00 pm
darn why do they flagged this as anti virus? o.oblink.gif maybe there was a virus of this name before <_<dry.gif

I am personally gonna try java if I try comp stuff again
Title: NDS development
Post by: necro on October 10, 2007, 04:47:00 pm
...necro imagines cb on ds...
Title: NDS development
Post by: DJ Omnimaga on October 10, 2007, 05:02:00 pm
plz finish the pc version first ^^
Title: NDS development
Post by: Radical Pi on October 10, 2007, 10:54:00 pm
I was going to consider getting into DS dev. I got as far as buying the DS-X only to find that it was part of a faulty production batch. I decided to give up there...
Title: NDS development
Post by: Halifax on October 11, 2007, 08:46:00 am
Gamemaker supports NDS development?
Title: NDS development
Post by: Liazon on October 11, 2007, 10:36:00 am
i didn't know that.

afaik, most people just use C/ASM hack or ARM ASM.  In reality, DS hardware takes care of everything provided you tell it what to do.  you just list your tiles in mem, send the other mem the tile map, and then use another mem sector for info about the sprites like position and stuff and transparency, then it just does everything for you.  Oh ya, there's a mem sector for palette ^^

The hard part is getting good sprites and tiles.  And I thought b/w and gs sprites were hard X.X
Title: NDS development
Post by: Halifax on October 11, 2007, 05:24:00 pm
Liazon: Yeah, that is what I like about NDS, and GBA. I wish the TI calc was like that, lol, j/k
Title: NDS development
Post by: DJ Omnimaga on October 11, 2007, 06:55:00 pm
wow this seems easier for coders, i thought DS was like z80 calcs, having to mess around with memory stuff intensively to manage sprites and even simpler things
Title: NDS development
Post by: Liazon on October 12, 2007, 10:26:00 am
well, you do kind do mess around w/ memory.  It's just that you don't have to write graphics routines like tilemappers, sprite routines, and the works.  You just send the large hex data to the memory sectors and turn on flags to tell the hardware where, how, and even more how to show the sprite.  

For key input, iirc, there's a special register(special memory) that's always reading the keys, so all you need to read that memory to see what keys are being pressed.

sound is complicated.  I don't know anything about it on DS/GBA.  GBA is generally easier because DS is GBA + extra stuff from what I hear.

You might like it Kevin.
Title: NDS development
Post by: DJ Omnimaga on October 12, 2007, 12:50:00 pm
well I was more pondering doing some java stuff, since I heard the language improved since a while back
Title: NDS development
Post by: lordofthegeeks on October 12, 2007, 02:30:00 pm
I looked into Nds Dev but Quit Untill i can get a Dev kit to play my games on my ds.  
Title: NDS development
Post by: Halifax on October 12, 2007, 04:06:00 pm
Possibly, you are compiling the program wrong.
Title: NDS development
Post by: DJ Omnimaga on October 12, 2007, 04:18:00 pm
possibly, you double posted :Dbiggrin.gif
Title: NDS development
Post by: JonimusPrime on October 12, 2007, 04:49:00 pm
Well I am more interested in GB programing. z80 For the win! but i might look in to advanced programing in the future
Title: NDS development
Post by: Halifax on October 12, 2007, 06:19:00 pm
DJ_Omnimaga: I did not mean to double post. And I was simply pointing out that maybe that was the problem. It has happened to me many times. A 0 error 0 warning compile doesn't always equal a stable build.
Title: NDS development
Post by: DJ Omnimaga on October 12, 2007, 06:29:00 pm
i was joking about the double post :Ptongue.gif
Title: NDS development
Post by: Liazon on October 13, 2007, 12:32:00 pm
QuoteBegin-Radical Pi+11 Oct, 2007, 4:54-->
QUOTE (Radical Pi @ 11 Oct, 2007, 4:54)
I was going to consider getting into DS dev. I got as far as buying the DS-X only to find that it was part of a faulty production batch. I decided to give up there...  

 where'd you buy it from?


@ DJ_Omnimaga:  they generally add more features to Java w/ every new release.  i duno if it's actually changed that much, but from what everyone tells me it implements object orient programming better than C++
Title: NDS development
Post by: DJ Omnimaga on October 13, 2007, 01:03:00 pm
well i heard that the language was very slow before, and now it is much faster, at least for simple games
Title: NDS development
Post by: Liazon on October 14, 2007, 09:10:00 am
that's probably true.

although i hear it's not hard to learn C++ after Java, or Java after C++, so it's still a good starting place :)smile.gif
Title: NDS development
Post by: Madskillz on October 14, 2007, 11:31:00 am
I'm doing alot of java in college now...it's what there teaching and it is a lot like C/C++.

I have never done any DS programming, I have messed with some psp coding and the tool chain for that is a pain to setup, but I havent had any other problems with that.

Good luck with DS coding, I wouldn't mind branching over or back and forth, but I got a lot of calc projects to wrap up first, perhaps next year I can devote more time.
Title: NDS development
Post by: Halifax on October 14, 2007, 12:58:00 pm
MadSkillz: Great, contact me when you want to get into NDS development as I have been seriously looking into this lately, and I think I have found a way to get devkitPro to work on my system. I just turn off the antivirus software :Ptongue.gif
Title: NDS development
Post by: Liazon on October 15, 2007, 02:52:00 pm
Just wondering, are there any trusted dealers for the hardware?  or is GBAMP the most reliable?
Title: NDS development
Post by: DJ Omnimaga on October 15, 2007, 02:54:00 pm
I was supposed to get into this and start a group of ds coders inside omnimaga last year, but never got around to do it yet
Title: NDS development
Post by: Liazon on October 15, 2007, 02:57:00 pm
that'd be pretty sweet, but I think we'd have to work on a group project since individually some of us don't have access to good testing/debugging environments.
Title: NDS development
Post by: DJ Omnimaga on October 15, 2007, 03:00:00 pm
well for first project it would be the best but afterward when ppl who are introduced get the tools why not continuing invididual projects as well?
Title: NDS development
Post by: Liazon on October 15, 2007, 03:07:00 pm
that's true.  for now, I'll probably stick w/ calc since I can't sprite well in black, white and grey, so I probably can't sprite well and do full animations in lots and lots of different colors :)smile.gif

although it'd be pretty sweet to go up to someone and show them a DS game you made :)smile.gif
Title: NDS development
Post by: DJ Omnimaga on October 15, 2007, 03:13:00 pm
true, i for myself prefer to stay with calcs as well for the same reasons. Spriting all this stuff is too much for me
Title: NDS development
Post by: TIfanx1999 on October 15, 2007, 03:55:00 pm
DS development would be interesting that's for sure. Making sprites on the DS really wouldn't be to bad either I don't think. Consider that the original NES had a higher resoulution than the DS but only supported 8x8 or 8x16 sprites. Granted you can use whatever size on the DS as far as i know. Just something to keep in mind though...
Title: NDS development
Post by: Liazon on October 16, 2007, 01:13:00 pm
well, sprites will still be confined to dimensions divisible by 8, you can just make extra pixels transparent.  I'm tempted to say the maximum size is 64x64 because I'm pretty sure that's the max setting available in object attribute memory (OAM) on the GBA, and they have the same resolution give or take?
Title: NDS development
Post by: Halifax on October 16, 2007, 01:33:00 pm
Yes I would venture to say that the limit is 64x64.

Also I wouldn't say that colors would make spriting harder. For example, it would use the same basis as gs spriting where you stick with basically 4 reds for clothing instead of being restricted to dark or bright gray clothing, etc. So you can make more variations on clothing like yellow, blue, red, green, etc.

Either way I think that DS development would be very cool, but a group project unless small is kind of unrealistic for many reasons.
Title: NDS development
Post by: Liazon on October 17, 2007, 12:44:00 pm
it's still a kinda small space to work w/ though.  If you've ever seen some sprite sheets for certain games, the dithering and color scheme are very intricate, like GS

offtopic:  did you know MS had their own program similar to Corel Painter / Photoshop / Gimp?  It was pretty impressive, but I heard it was discontinued, which might be why I didn't know about it.

@Halifax:  where do you plan to buy your hardware from?
Title: NDS development
Post by: TIfanx1999 on October 17, 2007, 12:48:00 pm
GBA's res is slightly lower @240 x 160  as opposed to the DS which is 256 x 192.
Title: NDS development
Post by: Halifax on October 17, 2007, 02:18:00 pm
Liazon: What do you mean hardware?
Title: NDS development
Post by: DJ Omnimaga on October 17, 2007, 02:30:00 pm
group projects always turn bad in most case. Not to discourage anyone but I had nothing but bad experiences with team projects except with my bro but it was because we were together everyday to work on it. If too many people lose interest or leaves it often go nowhere afterward. Only team project i got into that worked well are Mana Force 2 and Illusiat 9. Mystique: La Larme Du Dragon barely survuved. A friend of mine got the idea for everything and I coded it, but at half of the progress he left the project so I was left alone, having to find out how the story would end and all.

Now that I talk about it it has been ages since I played this game of mine O_Oshocked2.gif (last time was before I started ROL3 IIRC)
Title: NDS development
Post by: Liazon on October 17, 2007, 03:31:00 pm
QuoteBegin-Halifax+17 Oct, 2007, 20:18-->
QUOTE (Halifax @ 17 Oct, 2007, 20:18)
Liazon: What do you mean hardware?  

 DSX or other flash cart devices
Title: NDS development
Post by: Halifax on October 17, 2007, 03:42:00 pm
I was considering getting the DSX, why do you recommend something else?
Title: NDS development
Post by: Liazon on October 18, 2007, 02:01:00 pm
no I mean which online vendor do you think you'll use?  it seems Radical Pi had issues with a faulty batch of DSX.
Title: NDS development
Post by: Halifax on October 18, 2007, 02:07:00 pm
Oh I don't use online vendors. I get it straight from the stores at EB Games since it is right down the street from me(more like 1 mile, which is a fairly short bike ride).
Title: NDS development
Post by: Halifax on October 18, 2007, 02:52:00 pm
*Halifax
Title: NDS development
Post by: Liazon on October 18, 2007, 03:17:00 pm
QuoteBegin-Halifax+18 Oct, 2007, 20:07-->
QUOTE (Halifax @ 18 Oct, 2007, 20:07)
Oh I don't use online vendors. I get it straight from the stores at EB Games since it is right down the street from me(more like 1 mile, which is a fairly short bike ride).

I didn't know they sold that kind of stuff.  I always thought that since pirating was illegal, they'd be in trouble if they sold it

why don't you put this in the projects? i mean sdl
Title: NDS development
Post by: DJ Omnimaga on October 18, 2007, 03:19:00 pm
would SDL be along with HACC project?
Title: NDS development
Post by: bfr on October 18, 2007, 03:47:00 pm
DJ_Omnimaga: Probably not.  HACC is for the TI-83 Plus series anyway, while Halifax's is saying that he is planning to port SDL to the 68K calculators.
Title: NDS development
Post by: DJ Omnimaga on October 18, 2007, 05:46:00 pm
oh wait darn i missed the 68k part x.x

I hope to see both come out anyway x.x
Title: NDS development
Post by: TIfanx1999 on October 19, 2007, 12:48:00 pm
what is SDL?
Title: NDS development
Post by: bfr on October 19, 2007, 12:59:00 pm
http://libsdl.org/

QUOTE

Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power."
Title: NDS development
Post by: TIfanx1999 on October 19, 2007, 01:06:00 pm
ahh ok, that is pretty interesting.
Title: NDS development
Post by: Liazon on October 20, 2007, 12:58:00 am
It's pretty useful.  Though for 68k, I think it'll need to incorporate FAT in order to run 3D.  Unless someone wants to write an even better 3D lib.
Title: NDS development
Post by: Halifax on October 20, 2007, 04:25:00 am
ClosedGL anyone? Haha, but on a serious note. I will have to cut some things out of SDL to get it working on the 68k.

btw ClosedGL is pretty fast since the author implemented that floating point library. The only thing I wish is that he released the source before leaving the community so that someone could improve it by writing it in assembly, and possibly optimizing his library. :/confused.gif
Title: NDS development
Post by: DJ Omnimaga on October 20, 2007, 08:08:00 am
ClosedGL libs seems quite slow to even be implemented in a game from the demos I tried on my calc. It takes a minimum of one seconds to render most frames
Title: NDS development
Post by: Liazon on October 20, 2007, 12:56:00 pm
http://www.ticalc.org/archives/news/articles/13/137/137972.html

I remember that :)smile.gif
Title: NDS development
Post by: DJ Omnimaga on October 20, 2007, 02:02:00 pm
ydah thats  what I tried on my calc
Title: NDS development
Post by: JoostinOnline on November 09, 2007, 08:57:00 am
http://www.consolesource.com/ecomm/catalog/index.html is a great place to buy mods for game systems.
Title: NDS development
Post by: DJ Omnimaga on November 09, 2007, 12:44:00 pm
Ooh thanks for the link :)smile.gif

Nice to see you here btw :)smile.gif
Title: NDS development
Post by: Liazon on November 09, 2007, 02:58:00 pm
Welcome to Omnimaga!!

thanks for the link btw, but I'd prefer to be able to buy them from a physical store location like everyone else seems to be doing (duno how, but ya).