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[Solved] SnesDS don't work on flashed DS...?

Started by spliff, January 12, 2006, 10:40:51 PM

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spliff

I can't get SnesDS (12-13-2005) boot, only 2 white screens appears...

i got DS cartridge in slot and last SC FW....
I've tried to patch but 0k file out or error,
so i've tried to put directly the file on the CF, with and without roms inside the bin but still don't boot....

Is it due to FlashMe v0.6 and so maybe double ndsloader ??
hatDS + FlashMe v6 + Supercard CF + Dane-Elec 512Mo + WiFi USB Connector

ratx

try prepending ndsloader.bin. if you don't know what that is search ;)

Koji

Quote from: "ratx"try prepending ndsloader.bin. if you don't know what that is search ;)

Not necessary for SNESDS.

The problem you are having is 12-13 build ONLY loads roms from the SD slot. If you don't have any roms on the SD card, it won't even go into menu.

Do NOT use the 12-13 build. 99% of all games no longer work in that version. It's more of a test build to show that Loopy could use the Supercard's built in ram to load 4MB+ games straight from the SD card.

Use 12-8 or earlier. The only downside is you have to build all of your roms into it, and thus have a 32MB limit. But at least you can actually play some games on it.

spliff

thanks it works... but snesDS isn't interesting at the moment, too much bugs...
hatDS + FlashMe v6 + Supercard CF + Dane-Elec 512Mo + WiFi USB Connector

Koji

Quote from: "spliff"thanks it works... but snesDS isn't interesting at the moment, too much bugs...

You have to remember, loopy is making an SNES emu from scratch with SNESDS. Most people for various systems instead of making new emus from scratch, port Snes9x. The problem is, snes9x is designed for computers with lots of processing power, lots of ram, etc. That's what it's optimized for and takes a helluva lot of work to do.

The DS is very slow and weak in RAM by comparison. So loopy had 2 choices... he could either more or less completely rewrite snes9x so he could port it, or he could start a completely new emu using snes9x more as a reference manual.

Anyway, excuses aside... Loopy also has disabled the superdat in recent versions... that means there can be no speed hacks, and no hacks to get past lockups, no background or layer priority fixes, etc etc. When that's reenabled (as well as the debugger readded) anyone can start contributing again (I used to do it all the time with SNESadvance. I was in the top 10 contributors for it)