Do you have a link to this game engine? I'm don't know anything about coding but I'm tryin to learn.I do have an open-source game engine and companion tool. It is meant to receive human-readable scripts that describe the game logic such as "idle->jump on dpad [JUMP_BUTTON] (SET_VY(100 ~))" ... It lacks beta-testing a community forum and tutorials, though, but if you already have some programming experience, it should definitely ease the task of starting a game, esp. if your game has SNES-compatible gameplay.
The project sits at dsgametools. There you can find the game engine library (libgeds), sprite and map editors, animation editor and demo games. There is also the swiss-army-knife tool "runMe" that allows to preview game content before it gets packaged into a dedicated .nds program.Do you have a link to this game engine? I'm don't know anything about coding but I'm tryin to learn.
desmume runMe/runMe.nds --cflash-path=AA-efsroot --load-type=1
Looks awesome! Although, I don't believe I have a D: drive.using it on emulator
unpack the contents in some directory D. Ensure you have a build of the emulator desmume that allows compact flash storage emulation. Invoke it from directory D as
Code:desmume runMe/runMe.nds --cflash-path=AA-efsroot --load-type=1
You'll enter the runme grid. The application will first try to connect to a firmware-configured access point, which will never work in the emulator, so click "offline" to get past this point
You're now sent to the "file selection" window. Click ".cmd" to force the application to filter what isn't a script and then on the [A/B] key to have the ASSAULT*.CMD files shown in the middle of the touch screen.
Now, tap one of ASSAULT1.CMD, (or another digit, ASSAULT2 to ASSAULT4) the top screen will confirm the selected file.
Now press L + A (DS buttons, not PC keys, of course) to load the selected script in memory.
Once loaded, it is ready for parsing, which you'll do by pressing L+Y. Parsing will automatically pause if it encounters some script error.
The game is loaded. If the script has no error, that's all you need. It isn't convenient to test with the log overlaid, so you can press "log" to hide all that.
the "beam out" button will take you back to the file selection window any time you want.
Ah. I downloaded desmume, I'm not sure how to 'build' it. It's also telling me that "'desmume.exe' is not recognized as an internal or external command, operable program or batch file."it was D as in "let D be any directory you like" rather than as in "D:\"
Using Windows also. CD'd into that directory, still not recognizing.Sorry. Coder jargon again. "A build" == "A version for a specific OS", so you don't have to build it yourself: it's been built into a .exe by the person who uploaded the package online.
The other message about desmume.exe not being recognized is a bit more perplexing. Maybe you'll have to copy desmume.exe in directory D along with the files unpacked and open the command line there.
(sorry: I'm only running windows occasionally, so I'm often failing to provide accurate advices on how to run programs in Windows environment)
https://sourceforge.net/projects/desmume/files/desmume/0.9.11/desmume-0.9.11-win64.zip/downloadah. Can you give me the link to the desmume package you downloaded ?
"'DeSmuME_0.9.11.x64' is not recognized as an internal or external command, operable program or batch file."looks like the executable is named DesmuME_0.9.11_x64.exe ... let's try using that instead of mere "desmume" in the command.
Oh, whoops. I'll fix that typo. It seems to have worked! However, where you seem to have a bunch of files and whatnot in the little square in the the bottom screen, i have nothing.- mind the _ between 11 and x64. It looks you used a . instead.
- does it show up if you invoke "dir" in your command line ?
- I assume you have a 64-bit version of windows if you picked the x64 package, right ?
Thanks!An updated starter kit. Better error messages and the old game's scripts are now compatible with the revised game engine.