NesDS EX!

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Vigilante said:
Well did punch out get fixed in this one already
Tried it, and no
frown.gif
.
 
Dann Woolf said:
Do the Ninja Gaiden games and Castlevania 3 work?
They work on normal NESDS, I'll check.

EDIT: The Ninja Gaiden games work in EX mode but Castlevania 3 does not.
 
Actually, NG 1 and 2 do work, with a few graphical glitches, but Ninja Gaiden 3 and Castlevania 3 have invisible enemies.
 
Dann Woolf said:
Actually, NG 1 and 2 do work, with a few graphical glitches, but Ninja Gaiden 3 and Castlevania 3 have invisible enemies.
Are you in EX mode or ORG mode?
 
Dann Woolf said:
Actually, NG 1 and 2 do work, with a few graphical glitches, but Ninja Gaiden 3 and Castlevania 3 have invisible enemies.

Again, ROMVERS! Post the name of your ROM when you post compatibility.

MY CV3s; Akumajou Densetsu [T+Eng 100% David Mullen & Duke Serkol] and Castlevania III - Dracula's Curse (U) [!] both crash NESDSEX and don't even start

MY Gaiden 3; Ninja Gaiden III - The Ancient Ship of Doom (U) [!] works fine WITH VISIBLE ENEMIES.

Also, it miiiiiiiight also be a good idea to post your cart, just in case ROMs actually DO play differently on different kits.

Supercard DSTWO w/ EOS 1.09, SC team plugin menu.
 
Should've said, I was referring to the original NESDS. I haven't tried NESDSEX yet, I'm going to wait a bit, watch it's development and all.

Plus I heard that it needs to be compiled, I don't really know how to do that so yeah.
 
Is this updated version capable of running in "DSI-Mode"? I heard that if it was compiled with the latest libraries, it could be possible...
 
RodrigoDavy said:
Is this updated version capable of running in "DSI-Mode"? I heard that if it was compiled with the latest libraries, it could be possible...

I don't think it's that simple. I took a crack at compiling it with the latest, and still got DLDI error when I tried to run it through the Sudoku exploit.
 
Sir_Voe said:
RodrigoDavy said:
Is this updated version capable of running in "DSI-Mode"? I heard that if it was compiled with the latest libraries, it could be possible...

I don't think it's that simple. I took a crack at compiling it with the latest, and still got DLDI error when I tried to run it through the Sudoku exploit.
If I'm not mistaken (which I could be since I don't own a DSi and haven't followed the Sudoku exploit much), you don't have FAT access through this exploit so it can't do things like list a directory. I think that if the emulator had the game files inside it (like Goomba Color for GBA does) then it would work because it's all internal.
 
twiztidsinz said:
Sir_Voe said:
RodrigoDavy said:
Is this updated version capable of running in "DSI-Mode"? I heard that if it was compiled with the latest libraries, it could be possible...

I don't think it's that simple. I took a crack at compiling it with the latest, and still got DLDI error when I tried to run it through the Sudoku exploit.
If I'm not mistaken (which I could be since I don't own a DSi and haven't followed the Sudoku exploit much), you don't have FAT access through this exploit so it can't do things like list a directory. I think that if the emulator had the game files inside it (like Goomba Color for GBA does) then it would work because it's all internal.

I was helping to test an emulator the other day with rudimentary sudokuhax support, and can say that you are able to access the filesystem beyond the initial executable.
 
twiztidsinz said:
Sir_Voe said:
RodrigoDavy said:
Is this updated version capable of running in "DSI-Mode"? I heard that if it was compiled with the latest libraries, it could be possible...

I don't think it's that simple. I took a crack at compiling it with the latest, and still got DLDI error when I tried to run it through the Sudoku exploit.
If I'm not mistaken (which I could be since I don't own a DSi and haven't followed the Sudoku exploit much), you don't have FAT access through this exploit so it can't do things like list a directory. I think that if the emulator had the game files inside it (like Goomba Color for GBA does) then it would work because it's all internal.

Perhaps this method for DLDI-less cards could work?


Slot-1 Devices
get the nesds ex emu and the emu kidid nes pack http://danthemanms.googlepages.com/nesDS_s...slot1_usage.zip
get ndstool [1]http://darkfader.net/ds/files/ndstool.exe
extract all files and ndstool.exe into the same folder
run "make_nds.bat"
click "more>>"
drag and drop NES ROMs on the list
make sure that the total does not exceed 3mb
click "save"; then save as the default name
2 files should come out: a ds.gba file and a .nds file. Copy the .nds over to your card and launch it.

Now, what WE need to figure out is how to make it so the nesDS.exe compiles a nesDSEX .nds rom.

(Also I dunno if the 3 MB limit would still be necessary, probly not, bt maybe.)

dsiers give it a go, I guess. I only have a phat
tongue.gif
 
Any news on if McKids is working? On the original nesDS, whenever you went into that zipper warp tunnel...thing, it would freeze right when the zipper closed. You were able to rewind using L and such, but those zippers were great! And I believe on level 2, when you get to that birds treehouse, all the graphics would be all pixelated. Just wondering if this new nesDS made that game compatible.
 
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