how to make a nds/ds game?

FAST6191

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It has been asked before, recently even.

So there are three main approaches most would take to make a game.

1) All in assembly. Have fun with that one, though there are also some Rust modules. As fast as it gets if you know what you are doing.

2) C programming, I believe there are technically some C++ compilers but by the time you have things compiled with them you are out of space so nobody uses them.

3) Lua programming.

Each of those have multiple approaches.

Assembly is mostly a matter of different assemblers have different syntax and different amounts of hand holding they do which can make porting things between them variously difficult (was more of an issue back on the GBA where the ARM SDT had a lot of niceties the homebrew ones maybe lacked, especially homebrew ones of the day).

C for the most part means libnds as part of devkitpro/devkitarm (devkitpro covers multiple systems, devkitarm being the aspect used for ARM based devices like the GBA, DS and such). https://devkitpro.org/
It has its detractors and controversies (mostly to do with very heavy handed blocking of old versions, which might be needed to compile old code or face the need for a big rewrite to bring it into line with current versions) but is still the main approach used.
If you want to edit existing projects you may encounter something called palib, https://gbatemp.net/threads/how-i-c...ools-debloated-palib-on-devkitarm-r58.626653/ , which started out on French forums as a means to make coding a bit simpler than the straight libnds stuff but eventually became its own thing before going pop (but still seeing people use it).

Lua had a few different implementations, and actually two got fairly large at one point with some good work happening.
https://gbatemp.net/threads/attempt...amming-languages-available-for-the-ds.357792/ has something more.
Lua is a fairly high level scripting language, you may have even encountered it in emulator circles as it is the usual choice of language for emulators to add extra functionality to games and also used by tool assisted speedruns, but unlike most of the other scripting languages that at best were "runs under DS linux" this actually saw some real use. Gameplay wise you are mostly going to be limited to if you can imagine it in a middling flash game (how long before that reference has no context for people) where the others could go toe to toe with anything commercial.
 

teronmc

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It has been asked before, recently even.

So there are three main approaches most would take to make a game.

1) All in assembly. Have fun with that one, though there are also some Rust modules. As fast as it gets if you know what you are doing.

2) C programming, I believe there are technically some C++ compilers but by the time you have things compiled with them you are out of space so nobody uses them.

3) Lua programming.

Each of those have multiple approaches.

Assembly is mostly a matter of different assemblers have different syntax and different amounts of hand holding they do which can make porting things between them variously difficult (was more of an issue back on the GBA where the ARM SDT had a lot of niceties the homebrew ones maybe lacked, especially homebrew ones of the day).

C for the most part means libnds as part of devkitpro/devkitarm (devkitpro covers multiple systems, devkitarm being the aspect used for ARM based devices like the GBA, DS and such). https://devkitpro.org/
It has its detractors and controversies (mostly to do with very heavy handed blocking of old versions, which might be needed to compile old code or face the need for a big rewrite to bring it into line with current versions) but is still the main approach used.
If you want to edit existing projects you may encounter something called palib, https://gbatemp.net/threads/how-i-c...ools-debloated-palib-on-devkitarm-r58.626653/ , which started out on French forums as a means to make coding a bit simpler than the straight libnds stuff but eventually became its own thing before going pop (but still seeing people use it).

Lua had a few different implementations, and actually two got fairly large at one point with some good work happening.
https://gbatemp.net/threads/attempt...amming-languages-available-for-the-ds.357792/ has something more.
Lua is a fairly high level scripting language, you may have even encountered it in emulator circles as it is the usual choice of language for emulators to add extra functionality to games and also used by tool assisted speedruns, but unlike most of the other scripting languages that at best were "runs under DS linux" this actually saw some real use. Gameplay wise you are mostly going to be limited to if you can imagine it in a middling flash game (how long before that reference has no context for people) where the others could go toe to toe with anything commercial.
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Thanks for the useful links and separately for describing everything. I'm new to this and not that I'm going to create a game, but I want to understand the principle of how everything works. Edit. It`s a really useful links. Thank you again
 
Last edited by teronmc,

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