Search found 34 matches

by PypeBros
Tue Dec 04, 2018 1:00 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 41
Views: 38815

Re: [NDS] Bilou School Rush

I could try it again someday but I didn't touch since 2008 so I have no idea what changed in the nds scene since. I remember using the ff4 tileset and make a quick map, just for fun and some snow falling (always liked to do that under dos) but this is as far as I went :lol: we can hardly call it "a...
by PypeBros
Mon Dec 03, 2018 10:00 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 41
Views: 38815

Re: [NDS] Bilou School Rush

Rahsennor wrote:Don't have anything to play it on ATM, but it looks pretty slick.
May I suggest desmume emulator?
by PypeBros
Mon Dec 03, 2018 9:57 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 41
Views: 38815

Re: [NDS] Bilou School Rush

The big reason I asked about GBA is that there are countries where, due to technicalities of copyright law, GBA homebrew is legal but DS homebrew is not. Ah ? I didn't knew about that. Then yes, it would make perfect sense. So far the game is essentially using little 3D, almost none of the advanced...
by PypeBros
Sun Dec 02, 2018 3:40 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 41
Views: 38815

Re: [NDS] Bilou School Rush

Do you foresee any significant issues that would block a port to Game Boy Advance? Well, I really haven't designed the pixel art to use 16-color palettes. It might still fit on a GBA, but when I checked for a SNES or a Genesis port, it was disappointing. I don't know how well the soundtrack would s...
by PypeBros
Sun Dec 02, 2018 3:50 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 41
Views: 38815

[NDS] Bilou School Rush

This is the game I've been working on the last 5 years , using my DS game tools. https://4.bp.blogspot.com/-yYGB6z5KrAc/XAKfV5AHJfI/AAAAAAAAITU/cjnRxa74Hf0JBINpHzDNLMHPpkKLfEykACLcBGAs/s1600/rush.gif It's a speed-oriented platformer featuring 4 main levels and one, long, secret level to close them a...
by PypeBros
Sat Nov 24, 2018 11:16 am
Forum: Other Retro Dev
Topic: DSi Wifi rev-engineering
Replies: 67
Views: 78608

Re: DSi Wifi rev-engineering

Yes, very similar. The SD/MMC controller is at ARM7:4004800h-400490Fh (used for eMMC and SD/MMC-slot), and the SDIO controller is using an identical set of registers at ARM7:4004A00h-4004B0Fh (used for Wifi only). The main difference is that the two controllers are wired to different hardware, apar...
by PypeBros
Sat Nov 24, 2018 8:44 am
Forum: Other Retro Dev
Topic: DSi Wifi rev-engineering
Replies: 67
Views: 78608

Re: DSi Wifi rev-engineering

The source code closest to DSi wifi "firmware" that I've found is called " AR6kSDK.build_sw.18 " - so you would need the corresponding "driver" source code for that version. like http://svn.openmoko.org/trunk/src/target/AR6kSDK.build_sw.18/host/ ? Btw, I'm not very familiar with the DSi specific ha...
by PypeBros
Fri Nov 23, 2018 2:40 pm
Forum: Other Retro Dev
Topic: Lab & Rint revisited (QBASIC MS-DOS 2011 game) ft. RetroSova
Replies: 2
Views: 10042

Re: Lab & Rint revisited (QBASIC MS-DOS 2011 game) ft. Retro

That smiley is a nice alternative to use of CHR(1) ^_^
Not so far away from a roguelike boulder dash...
by PypeBros
Wed Nov 21, 2018 1:15 pm
Forum: Other Retro Dev
Topic: The DS Game Tools project
Replies: 4
Views: 12116

Re: The DS Game Tools project

It looks as if the tile and map editors are running on the handheld console itself. Not sure if the game logic is also programmed on the console? The editors are indeed meant to run on the NDS console. The idea is to have a game development kit in your pocket so you can tweak a monster over a bus t...
by PypeBros
Wed Nov 14, 2018 11:45 pm
Forum: General Stuff
Topic: Start developing a game and don't sink into engine design?
Replies: 28
Views: 23072

Re: Start developing a game and don't sink into engine desig

something PC-based would be easier and allow more rapid development than GBA/DS.
I must really have trouble with getting started with multimedia programming on a PC, then ^^"
by PypeBros
Tue Nov 13, 2018 11:21 am
Forum: NESdev
Topic: collision collide
Replies: 3
Views: 13348

Re: collision collide

Je peux peut-être te mettre sur la bonne voie Basically, we would not code sprite-to-sprite collision the same way we do sprite-to-tile collision. The first one depends on test rectangles associated with sprite-based objects, where you use the intersection code below to see whether there is a match...
by PypeBros
Tue Nov 13, 2018 11:03 am
Forum: General Stuff
Topic: Start developing a game and don't sink into engine design?
Replies: 28
Views: 23072

Re: Start developing a game and don't sink into engine desig

I'd be tempted to suggest the use of NDS / GBA as a platform to quickly prototype NES stuff. You would have tiled graphics, multi-track sound (including with pulse generators in the case of the GBA) and NES-like input. You would have access to high-level language and about 10x more CPU power. Of cou...
by PypeBros
Mon Nov 12, 2018 3:08 pm
Forum: Other Retro Dev
Topic: The DS Game Tools project
Replies: 4
Views: 12116

The DS Game Tools project

Hi all, Over the last 10 years, I have been building homebrew tools that allow game making on the Nintendo DS. I have a sprite / tiles editor , a multi-sprites animation tool, a two-layers level editor , a game engine and a upload/download/test/launch editor tool dubbed 'runME'. all open-source in C...
by PypeBros
Sun Nov 11, 2018 1:55 am
Forum: General Stuff
Topic: Hello world!
Replies: 9
Views: 5432

Re: Hello world!

Banshaku wrote:you're more than welcome.
Great ^_^
by PypeBros
Sun Nov 11, 2018 1:51 am
Forum: Other Retro Dev
Topic: Reverse-engineering DLDI specs for NDS
Replies: 46
Views: 56352

Re: Reverse-engineering DLDI specs for NDS

"global offset table" (which is a trick C/C++ compiler does to support relocatable code). The technique of relocating code that way is fairly common, and seen in Linux kernel modules and shared libraries. Do you know more about that GOT (and GLUE) tables? Are they just pointers, used as-is by the c...