I was thinking this over, and I came to think about the DS Web Browser. That required a slot-2 Memory expansion. That got me thinking more about this. The DSi has a built in web browser, but wouldn't it also require the same amount of RAM as the DS Browser? How would it be able to load faster than the DS one if there was no slot-2 to put a memory expansion in? The answer wasn't all that clear, but I figured that it would be possible if in place of a slot-2, Nintendo instead just used that space for an extra RAM module. After all, someone said that the DSi has all the same hardware except for the Slot-2, so that would mean there would be an empty space where the slot-2 would have been, and they would have filled that up with something. So I'm thinking that the DSi has more RAM than the DS, which means that if that is true, then it most definitely has more than enough RAM to do this, the Supercard DS TWO firmware would just have to be programmed to be able to access this additional memory if it is in fact there.coattails said:I also highly doubt this could ever be done with the GBA emulator due to the amount of ram it would take. And the GBA emulator can barely stand up, I don't think it's going to be juggling and doing backflips anytime soon.
Also, your probably saying that a DS game uses all the RAM in a DS or DSi. Okay, then how is a flashcart able to be accessed? How is the Supercard DS TWO able to access one of it's menu's when your playing a game? How can Flashcarts inject a soft-reset code into the system if the DS games use ALL of the RAM? If a DS game uses all of the RAM, then the reset code would be over written or the game would behave badly all the time because of that code, and not because it's scanning the memory, like in Zelda: PH when you get a piece of map. The answer: There IS enough RAM. There's more than enough.
Lastly: I believe the DS games don't tell the DS to look at and execute the GBA code. It only asks for the header data from the GBA game, which would just be read and returned, so it would use only a very small amount of ram when doing that. Then when the DS game sees that the GBA game's header data matches one in it's records, it will then either execute a certain code in the game to unlock an extra feature, or like Pokemon, it would then request the RAW data from the GBA save data and interpret it in the DS game. Nintendo would have done this to save as much memory as possible. An emulator is required to PLAY, AKA execute or run, a GBA game, not to read it like a plain text document.
Edit: Oh, and something else I thought about. The reason why GBA code can't be run on slot-1 is because of hardware interpretation. The emulator would be needed to reinterpret the GBA code. You see, DS games on the old 1st gen flash carts that were for slot-2, those still required a slot-1 pass-me, something that would allow DS code to be executed from Slot-2, something that would cause the hardware in the slot-2 to interpret the data using the slot-1 information. I was looking on a site about the old slot-2 flash carts, and it said it required a pass-me because DS games were encrypted while GBA games were not. It would also be a thought that the slot-1 was designed to only run DS encrypted games, and encrypting a GBA rom on slot-1 flash cart would cause a ton of reading errors. The emulator would just be like an encapsulating layer between the DS decryption and the GBA rom, similar to WINE for Linux or those GBA/DS emulators for the PC.
Now, I probably got some of this wrong, but at least I'm trying to think of something to make this idea work, instead of just blowing it out of the water saying it will never work when I wasn't the one who made the DS or the flash carts. I've already sent an email to the Supercard team back on the 25th about this idea. I was told the programmers are looking into the idea, but got no other response besides that. Hopefully I'll get something back sooner or later.








