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  1. NotImpLife

    FSPDS 1.0 Announcement: Flipnote Studio Player for Nintendo DS

    There's probably a good reason for which some flipnote share services don't allow direct access to ppm files from their web clients, providing at most the feature to download them in a converted version to a common media format. A workaround that may work is using the DSi's API urls with the...
  2. NotImpLife

    FSPDS 1.0 Announcement: Flipnote Studio Player for Nintendo DS

    Thanks a lot! I shared my sources on this thread, hope it's allowed to do so: https://gbatemp.net/threads/anyone-have-any-flipnote-ppm-files.602144/#post-9648035
  3. NotImpLife

    FSPDS 1.0 Announcement: Flipnote Studio Player for Nintendo DS

    You're right! The annoying part is that you have to restart the console when the error happens :D Thank you!
  4. NotImpLife

    FSPDS 1.0 Announcement: Flipnote Studio Player for Nintendo DS

    FSPDS is a homebrew app that allows DSi flipnotes playback on any DS console, via flashcard or custom firmware. This was a nice project to work on, and I'm happy to share it with the world. Main features: - can load flipnotes from any path on the SD card - can view details like flipnote...
  5. NotImpLife

    Anyone know how to Debug for the Nintendo DS?

    [DISCLAIMER - sorry, didn't read the full question. It seems the OP was in for something like a ROM hack. I provided debug info for homebrew projects development...] It would be nice if we could somehow manage to load the ".elf" file that's created along with the compiled ROM so that the...
  6. NotImpLife

    Homebrew What is the biggest size that a spritesheet can be for Nintendo DS programming?

    Maybe visualizing things as streams of bytes helps. A "spritesheet" can be technically interpreted as a large bitmap containing other smaller bitmaps in a certain other. Let's do the maths. A 32x32px 256-color sprite uses 1024 bytes (4x4 tiles, 64=8*8 bytes each tile). Roughly speaking, the 4MB...
  7. NotImpLife

    Homebrew game Can't compile the DS library I want to use for my project

    filesystem.h is a header of libfilesystem which is integrated in (recent versions of?) libnds. It is responsible for nitroFS operations. You can find it here: https://github.com/devkitPro/libfilesystem
  8. NotImpLife

    GBAtemp Exclusive GBAtemp Extraordinaire: 5 questions to a legendary Temper - RocketRobz

    I once watched a video of a guy who was trying to explain TwilightMenu++ tutorials in our native language and he kept saying "now we're installing the RocketRobz" mistaking the software's name for the developer's one and I found that very funny. Jokes aside, your work is amazing, RocketRobz...
  9. NotImpLife

    Flipnote Studio Sprites?

    Quick search: https://www.sudomemo.net/channel/28078473952839519881 https://gallery.kaeru.world/users/e8bf07a06bde4da08c6a047ad2c8107d - though I'm not sure you can access the PPMs of the "dsi-imported" flipnotes or just the KWZ flipnote format for the 3DS, but still, they could inspire you If...
  10. NotImpLife

    what's the worst possible way to hack a dsi?

    One of the worst ways is not understanding the things you are doing. I modded my DSi back in 2018 when I barely knew any English to follow a damn tutorial. I was just randomly trying files, programs and versions of Unlaunch and HBMenu until somehow everything worked out. I remember about a tool...
  11. NotImpLife

    Give-away GBAtemp 20th Anniversary giveaway - WEEK THREE - Win an Analogue Pocket - 24hrs remain!

    The Analogue is a cool piece of engineering linkning today's technology to our past memories. Personally, I've never had an actual Game Boy/Color and one day I was thinking about buying an Analogue just for the feel of holding such a console in my hands while testing my games. I know my chances...
  12. NotImpLife

    Using Tilesets in NDS HomeBrews?

    There surely are ways. The devkitPro toolchain contains a utility called "grit" responsible for converting tilesets mainly in PNG format to a tile format usable by the DS. About the maps, there are some technical observations you need to take into account. The DS features 3 video modes that...
  13. NotImpLife

    Homebrew Using C++ std::vectors/std::library on the Nintendo DS.

    I like to totally avoid use of std on the DS (no real reason though, just to make sure the memory isn't bloated with unused stuff). You can easily implement the vector class for yourself (a wrapper class around a pointer) and write in any methods you want. Example here (no iterators)...
  14. NotImpLife

    Homebrew How to implement MODS video in NDS Homebrew?

    As the file format was intended to be used for DS, it should be created with the hardware capabilities and playback simplicity in mind. Reading and playing a media file indeed requires a decoder. One solution is to try finding a documentation on the format, or look at how others did it and adapt...
  15. NotImpLife

    Music/Sound for DS Hombrew

    While the implementation of this fact is completely up to you, I would suggest an event-based idea which uses the sound stop "callback" as the perfect opportunity to launch the next song. Note that ARM7's only job is to continuously communicate the sound register's value, so the only changes we...
  16. NotImpLife

    Music/Sound for DS Hombrew

    I managed to create a working example starting from the libnds FIFO template provided by devkitPro. The idea is as follows: - ARM9 requests the sound register value from the ARM7 - AMR7 sends back the response(*) - ARM9 receives the register, checks its bit 31 and reacts accordingly (*) ARM7...
  17. NotImpLife

    Music/Sound for DS Hombrew

    1. If channel if is for example 8, we need to check the register at 04000480h. The register X (for any X ranging from 0 to 15 (0 to F in hexadecimal)) is located at address 4000400+ X0h. X0h can be rewritten as X*10h = X*16. Left shift by 4 has the same effect as multiplication with 2^4=16...
  18. NotImpLife

    Music/Sound for DS Hombrew

    Sound on DS can make you scratch your head sometimes. Here is a more technical approach. As you want to play raw sound, that means each piece of sound would use exactly one out the 16 DS audio channels. The channels's id is told by the return value of NF_PlayRawSound, which internally calls...
  19. NotImpLife

    Nintendo Consoles Game Jam!

    I'm sorry to hear this... Fortunately don't worry, it's not an once in a lifetime chance. There will surely be more jams like this in the future, like the RetroPlatformJam which takes place like once every 6 months and also allows for NDS submissions.
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