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probem when I run on the DS

Started by cousiyvan, December 15, 2006, 05:24:36 PM

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cousiyvan

Hello,

I am acutally learning game developpment on the DS and I have got a problem when I try to run my demo on the DS :

I compile the code with the devkitpro, then I use the dsbuild to obtain the file to run on the DS and finally I use the supercard magic homebrew patch and I transfer the file on my DS.

The demo run but it don't react when I use the stylus. So, in fact, I would say that it uses only the arm9 CPU and not the arm7.
But why ??? because on the DSEMu it runs well !?

If you could help me I would be very thankful !!!

Devil_Spawn

instead of using the supercard magic homebrew, try appending ndsloader.bin with dslazy, or run it with moonshell

ratx

patching it with the magic patcher IS prepending the ndsloader.bin, there is no difference? but if you're running it through dsbuild you don't need that stage anyway - since thats what dsbuild does.

Devil_Spawn

Quote from: "ratx"patching it with the magic patcher IS prepending the ndsloader.bin, there is no difference? but if you're running it through dsbuild you don't need that stage anyway - since thats what dsbuild does.

im pretty sure thats not the case. a piece of homebrew called amplituds didnt work after patching with the magic homebrew patcher, the arm7 and arm9 were out of sync.
it worked perfectly when i appended the loader myself

also try visiting http://www.gbadev.org/ they are far more likely to know the answer to your question

ratx

Yes I'm 100% sure it just prepends the loader ( if its even required ) , since I wrote it and all...

I just tried patching amplituds  myself and its detected as new "fixed" devkitpro nds file ( for a while devkitpro has been making nds files that run without "patching" on the supercard ) so the magic patcher just renamed it to .sc.nds.

I think the issue is more that not 100% of the new "fixed" nds files work on the supercard without a loader, however the default option of the magic patcher for these files is just to rename and not prepend the loader

cousiyvan> does scmhbp detect it as a "fixed" nds file?

cousiyvan

that's the message I obtain when I use the supercard Magic homebrew patch :
-----------------------------------------------
test2.nds: size: 116k
test2.nds: ndsloader found
test2.nds: 0x220 no arm9 offset
test2.nds: 0x20 found arm9 offset
test2.nds: is a 'fixed' nds file
test2.nds: should work without a loader
-------------------------------------------------
Nothing is said about the arm7 ...

cousiyvan

No more  help ???

Am I the only one to face  this problem ???

Help please !!!

ratx

Try prepending a loader manually, scmhbp hasn't put one on because the file is *supposed* to work without one.... if it still doesn't work its your code...