nds-bootstrap @ 399MHz - github link & download

AmandaRose

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https://github.com/bscarell/nds-bootstrap/releases/download/399mhz/nds-bootstrap-release.nds

c---check it out

boot through twlightmenu and lmk if L+DOWN+SELECT then options is showing 399MHz and if games seem faster

if not I'll also upload my modded twilightmenu which MIGHT be needed

sd:/_nds is where to put it
Only got one thing to say and that is

If-you-could-just-stop-with-the-bull-shit-that39d-be-great-meme-5683.jpg
 

KleinesSinchen

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Do I understand this thread correctly? Super-overclock by just changing all instances of the number 133 with 399?!
How should the processor even take that without going *poof*?

I used to joke around with things like: "Enter ERROR=0 into your config.sys file to get rid of errors."
 

mrparrot2

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i dno, sorry, trying to compile oot for dsi rn
There is no DSi Port of OoT at the moment. Even If you manage to compile the opensource Port it would most likely not run without patching the game.

Just to illustrate: The Nintendo 64 filesystem is basically files at some address in the n64 Cart. To load the file into RAM you'd DMA copy from that address to the RAM. The ROM is quite fast and you can stream graphics and sound effects without much problems. Now the easiest way of emulating this on PC would be load the entire assets file on RAM and replace the DMA copy with a memcpy. This approach is fine for PCs because they have tons of RAM and It would take somewhat around 40MB of RAM (ROM is 32mb,RAM is 8mb with expansion pak). This approach was done with Mario 64 on DSi because the ROM size is only 8mb.

Now, How would you do this on a DSi with only 16 MB of RAM? The only way is to put all assets into files and using fopen/fread to load then. This by itself Will require quite a lot of changes in OoT code.

Now, How about the graphics engine? How Will you map the RDP calls into DSi 3D engine?
Sound?

That Will probably take a year to accomplish.
 

User154

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Its great to see people taking an interest in any kind of software development, but Instead of making grand claims about something you've compiled but don't really understand start with something you do understand and go from there.
 
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niin401

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There is no DSi Port of OoT at the moment. Even If you manage to compile the opensource Port it would most likely not run without patching the game.

Just to illustrate: The Nintendo 64 filesystem is basically files at some address in the n64 Cart. To load the file into RAM you'd DMA copy from that address to the RAM. The ROM is quite fast and you can stream graphics and sound effects without much problems. Now the easiest way of emulating this on PC would be load the entire assets file on RAM and replace the DMA copy with a memcpy. This approach is fine for PCs because they have tons of RAM and It would take somewhat around 40MB of RAM (ROM is 32mb,RAM is 8mb with expansion pak). This approach was done with Mario 64 on DSi because the ROM size is only 8mb.

Now, How would you do this on a DSi with only 16 MB of RAM? The only way is to put all assets into files and using fopen/fread to load then. This by itself Will require quite a lot of changes in OoT code.

Now, How about the graphics engine? How Will you map the RDP calls into DSi 3D engine?
Sound?

That Will probably take a year to accomplish.
yeah, it is me, and i do suck

so yeah

still gunna do some work on it though
Post automatically merged:

So what’s the results?
134mHz

that app doesnt compute the clock rate though

it just says 66 if ntr and 134 if twl lol



EDIT: is there a mod for godmodei that supports AUX (dsi has left, right, mic?, ground; for the aux port without the separate mic port) data transfer

petitmodem is an example of this for sending files from PC to 3DS via smilebasic/petitcomputer
 

RocketRobz

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134mHz

that app doesnt compute the clock rate though

it just says 66 if ntr and 134 if twl lol
It actually does compute it, if you hold L immediately after starting the .nds file.
Just report the number above the "NTR/TWL speed detected" message.
If it's higher than 150000, then it's definitely above 134mhz.
EDIT: is there a mod for godmodei that supports AUX (dsi has left, right, mic?, ground; for the aux port without the separate mic port) data transfer

petitmodem is an example of this for sending files from PC to 3DS via smilebasic/petitcomputer
No, but it should be possible to implement.
 

niin401

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It actually does compute it, if you hold L immediately after starting the .nds file.
Just report the number above the "NTR/TWL speed detected" message.
If it's higher than 150000, then it's definitely above 134mhz.

No, but it should be possible to implement.
oh... i just made my own program... ill try mine and urs

k ur program returns 111611

lol what is that
Post automatically merged:

oh... i just made my own program... ill try mine and urs

k ur program returns 111611

lol what is that
why is it so consistent? i always get that value
 
Last edited by niin401,

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