Domain: dsdev.org
Stories and comments across the archive that link to dsdev.org.
Comments · 8
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Re:Non commercial
A lot of people are going "holy cow! xbox programming! yay!" and ignoring that they're giving us tools that have existed in the pc world for decades. Microsoft isn't giving anyone anything.. they're seeing how much we'll pay for what we can get for free.
There are two possible answers to this:
- When was the last time a company gave you a very inexpensive way to develop games for a console system? The last I can think of was Sony's Net Yaroze (essentially a limited PS1 dev kit), but that was quite a bit more expensive than XNA currently is (at $100/year, it'll take 7.5 years for a Creator's Club subscription to equal the cost of a Net Yaroze). PS2 Linux doesn't count as it was seriously hindered in its capabilities, and PS3 Linux won't count until you can fully utilize the GPU. GBADev and DSDev don't count because they're not official development tools provided by Nintendo and rely on hacks to allow you to run your code on the handhelds directly.
- What other frameworks allow you to build games for both PC (windows) and console (xbox 360) at the same time (there are a few minor differences you need to take into account, but if you write a game for Windows using XNA it's mostly trivial to re-build that for 360, with maybe a few shader tweaks here and there)? Do those frameworks allow you to load your game onto the console in a "legal" (non-modchip, non-hack) way? A framework like Torque doesn't count becase you still have to be able to get a 360 dev kit to be able to run your game (dev kits cost upwards of $10K, and getting one requires you to jump through a bunch of hoops proving that you're a competent software developer with a high likelihood of actually being able to ship your game in a timely manner among many other things).
That tools like this have existed on the PC for a while is a red herring, because tools like this for consoles generally have not. If you want to stick with PC development, that's fine, but it's orthogonal to the discussion at hand.
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Re:PSP as remote
http://www.dsdev.org/
At least that's what Google tells me. -
A bunch of URLs...
Some random urls:
teh skeen
ds dev
supercard (can't find the M3 and G6 pages longer)
wifime
some info about m3
Emulators for NDS
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Re:SDK
A pretty basic SDK is provided. C and C++ are your options. Feel free to compile Python for it!
See www.dsdev.org for all the DS development info you need. -
DS hackability
but the hackability of the PSP really makes it stand out compared to the DS (and previous consoles).
Oh really? Look at what homebrewers have already done with the Nintendo DS. And you still get 90 percent of the GBA hacks (the ones that don't require the serial port).
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Good for the PSP, but it's not the only one.It's great any time a device pulls a following like this and shows some unintended utility, but the PSP is hardly alone.
The DS also has a growing development community, and most likely, it'll be the more fruitful, at least in the short term. For one, we can already run our own code on the DS - and who knows when that'll be possible on the PSP?
I hope cool things do turn up on the PSP, but if you're interested in DS hacking, check out these:
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Errrr?
The DS has a whole community of home-brew developers. Most of the peeps that were developing for the GBA have jumped to the DS.
http://dsdev.org/
http://www.gbadev.org/
With my DS I can run Linux now, GBA games and SNES, Genisis game to name a few. Nintendo has already licensed the PalmOS and they have have "market dominance." BTW, the DS has sold about a million more units then the PSP. Were you saying something about "even playing fields." The PSP is still the underdog, it's just a pretty one.
And just admit it, you really don't give a rats arse about the DS? You just wanted to call attention to the PSP... This is a "Look at me post!!!" :p -
Re:Homebrew Coding...
Let me just say that I want to be one of the first to start doing some homebrew coding on this.
C'mon in. Water's just fine.
The DS Wiki has a significant amount of technical information, and has for months. Also, drop in on efNet #gbadev and ask around. #dsdev is still pretty empty. We've already got two emulators underway, a toolchain which is probably complete short of hardware defines (based on gcc 3.4,) and a fair amount of knowledge about the host machine.