Hacking DSBrowser with SCDS1

Kingwad

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I just received my Supercard DS One today, and am trying to get the DualSlotBrowser v0.8 working with it and my Supercard Lite. I'm using the dldi.bin from the Supercard DS One firmware for the dldi patch, and the dldi.scp from the Supercard Lite firmware (with the magic number changed as per the DSBrowser readme), but I cannot get it to work.

If I use the above setup and start it from the SCDS1, it white screens. If I reverse the patches (SC Lite as dldi, SCDS1 as dlds) and run it from the SC Lite, I get the browser working on the Lite only. No SCDS1 files.

Has anybody got this working on a Supercard DS One?
 

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  • LeoTCK @ LeoTCK:
    if you change the display mode it has some of the same graphical glitches like Unreal 0.83 had for example and I saw editor screenshots from one of the level designers
  • LeoTCK @ LeoTCK:
    it looked to me like a heavily changed unreal editor
  • LeoTCK @ LeoTCK:
    also it had some models for "mover" this and that and that is something Unreal uses for terminology
  • LeoTCK @ LeoTCK:
    I talked to this developer and when I revealed that, he stopped talking
  • Xdqwerty @ Xdqwerty:
    mhm
  • LeoTCK @ LeoTCK:
    probably because the engine got obtained via not a direct route and I suppose they didn't have a direct deal with epic and it was significatnly changed anyways
  • LeoTCK @ LeoTCK:
    but I saw what I saw lol. it seems to be still based on it just like proper metroid prime seems to be based on unreal warfare to some degree, the physics of the water are almost identical and other things
  • LeoTCK @ LeoTCK:
    even if it became an "additive world" that actually was the default state of things in unreal until they changed it, and its still possible to hack it in any version of the game to not use subtractive model
  • Xdqwerty @ Xdqwerty:
    additive world?
  • LeoTCK @ LeoTCK:
    so yea i believe the routes point to the cancelled n64dd port of Unreal and whatever deal was left out of that, it was developed by the lemmings guy, DMA, well more like the branch that also developed hired guns(the cancelled ue remake), they got renamed to devils thumb iirc?
  • LeoTCK @ LeoTCK:
    yea...as in the world is additive..its all void and you have to place something in it to start..where subtractive world is filled with mass, with one giant "cube" that is a mass and you have to cut something out of it
  • LeoTCK @ LeoTCK:
    that's how making levels for unreal work typically...but until version 0.84 it was additive by default
  • LeoTCK @ LeoTCK:
    its still all constructive geometry though
  • LeoTCK @ LeoTCK:
    but yea..a lot of people have misconception how it really works with Unreal, they thought it was only subtractive but its not and the fan 227 patch shows that and allows you to choose between the two modes by making "new" map or "new additive" map
  • Xdqwerty @ Xdqwerty:
    okay
  • LeoTCK @ LeoTCK:
    it just does some magic with the bytes and makes it a void by default in one case where you have to add objects into literal void space and subtractive where you cut out shapes as everything is filled up by one giant cube in practice
  • LeoTCK @ LeoTCK:
    so the subtractive model is actually a lie, the true default is additive
  • LeoTCK @ LeoTCK:
    "haha, its a lie...you live in a tunnel? NO! "
  • LeoTCK @ LeoTCK:
    sorry had to think of the Malkavian Mod for Deus Ex with that talking cat that breathes fire
  • Xdqwerty @ Xdqwerty:
    what
  • LeoTCK @ LeoTCK:
    LOL
  • T @ TheMines:
    @BigOnYa would updating my CFW change any files stored on the switch besides in the /switch directory?
  • T @ TheMines:
    Sorry if what im saying doesn't make sense im kind of a beginner to this
  • Xdqwerty @ Xdqwerty:
    *yawn #4*
    Xdqwerty @ Xdqwerty: *yawn #4*