• Homebrew Development
    30 replies, posted
Anyone here developing Homebrew for a console/handheld? I'm working on Homebrew for the 360. I've got a white screen which means my engine structure works. I've got it rendering on one core, updating on another, audio/file loading and decompression.
a2h is doing shit on the Nintendo DS
[QUOTE=turb_;25121559]a2h is doing shit on the Nintendo DS[/QUOTE] Like what?
I wrote a TCP file-transfer program for the Nintendo DS as well as an IRC client. I never finished the IRC client, but the file-transfer program is pretty good.
I've made a hello world for my Wii :V
I'm reading up about the source engine and idTech and starting to see some design flaws in my engine. [QUOTE=jA_cOp;25125491]I wrote a TCP file-transfer program for the Nintendo DS as well as an IRC client. I never finished the IRC client, but the file-transfer program is pretty good.[/QUOTE] Very nice.
Unfortunatly, since june, R4 and the like is now illegal in the UK
[QUOTE=nekosune;25138891]Unfortunatly, since june, R4 and the like is now illegal in the UK[/QUOTE] Source? [editline]12:17AM[/editline] Nevermind, found it [url]http://kotaku.com/5598447/r4-piracy-devices-banned-in-the-uk[/url] Is it just the R4? I have a TTDS but it only mentions R4. Whatever.
[QUOTE=BlkDucky;25139860]Source? [editline]12:17AM[/editline] Nevermind, found it [url]http://kotaku.com/5598447/r4-piracy-devices-banned-in-the-uk[/url] Is it just the R4? I have a TTDS but it only mentions R4. Whatever.[/QUOTE] They shouldn't attack the hardware, the should attack the pirates.
[QUOTE=DevBug;25140842]They shouldn't attack the hardware, the should attack the pirates.[/QUOTE] Agreed. But let's face it, it is the most logical step to take from their perspective. I mean, what percentage of people buy an R4 for homebrew alone? Very close to 0, I think.
[QUOTE=BlkDucky;25141064]Agreed. But let's face it, it is the most logical step to take from their perspective. I mean, what percentage of people buy an R4 for homebrew alone? Very close to 0, I think.[/QUOTE] I think that you think wrong. Who goes through all this hassle to pirate a few games that you could get for like $10-$30? It's a homebrewer's device. Why don't they just ban emulators altogether while they're at it?
[QUOTE=BlkDucky;25141064]Agreed. But let's face it, it is the most logical step to take from their perspective. I mean, what percentage of people buy an R4 for homebrew alone? Very close to 0, I think.[/QUOTE] True, very true. [QUOTE=ROBO_DONUT;25142616]I think that you think wrong. Who goes through all this hassle to pirate a few games that you could get for like $10-$30? It's a homebrewer's device. Why don't they just ban emulators altogether while they're at it?[/QUOTE] /flame war
I [i]was[/i] developing a game for the PSP and Nintendo DS. Then I wanted to make the build system cross platform. and so I dropped the project and wrote my own build system :v: I have to say, however, that developing for the PSP is a dream compared to the NDS. Although it's cooperative multitasking, you have a little more legroom when starting out (32 MB of RAM guaranteed, 64 MB on the newer systems) and don't have to really worry about threading, since they all act like coroutines if anything. However it was a bit tougher to get my PSP up and running (a whole slew of magick and pressing a button a certain number of times was involved), whereas for the NDS, all I had to do was buy the Acekard2 and plug it in. There's also the [url=http://en.wikipedia.org/wiki/GP2X_Caanoo] GP2X Caanoo[/url] which lets you do homebrew development without the need of any unofficial SDK's (the creators of the system give it out for free, and it is SDL based from what I understand, in keeping with their previous handhelds)
[QUOTE=ROBO_DONUT;25142616]I think that you think wrong. Who goes through all this hassle to pirate a few games that you could get for like $10-$30? It's a homebrewer's device.[/QUOTE] It's not really a hassle. For example, you can get an Acekard2i online for $10 with free (but reportedly slow) shipping, and if it does get confiscated it simply won't arrive, you're not in any trouble. If it's not illegal in your country, then there's no hassle at all. Getting roms is also easy, there's tons of web-sites specializing in hosting free NDS roms. Where I live you can even buy these carts off the street (at a slightly elevated price, but cheaper than a single commercial game). Like half the people I know with a DS has a flash cart. Even if you'd consider ordering online a hassle, the speedy service of simply downloading roms makes up for it, as well as not having to carry around one cartridge per game. The whole experience is so good that most features of the DSi were introduced to provide it officially.
[QUOTE=Chandler;25146311]There's also the [url=http://en.wikipedia.org/wiki/GP2X_Caanoo] GP2X Caanoo[/url] which lets you do homebrew development without the need of any unofficial SDK's (the creators of the system give it out for free, and it is SDL based from what I understand, in keeping with their previous handhelds)[/QUOTE] Cool! I'm intrigued. Apart from the Gameboy Color and SP I never had handheld consoles. I rather kept my money than spending it on the new handheld consoles or other handheld computers. I was thinking about getting an Android phone sometime to develop stuff for it (mainly for the sake of developing stuff for a handheld device), but this looks like it would be quite a fun thing to develop for, too.
[QUOTE=Chandler;25146311]There's also the [url=http://en.wikipedia.org/wiki/GP2X_Caanoo] GP2X Caanoo[/url] which lets you do homebrew development without the need of any unofficial SDK's (the creators of the system give it out for free, and it is SDL based from what I understand, in keeping with their previous handhelds)[/QUOTE] Are there any GP2X emulators? Would like to give developing on it a go but there £80+ on ebay and google only returns emulators you can install onto it.
I occasionally make stuff for the DS (I have an fairly aged R4 :3:) Not very often though
I've written stuff for the PSP and Wii. I plan on coding for the PS3 once there's a legal open-source PS3 toolchain. I love the PSP by the way. So much fun to code for. <3
[QUOTE=ROBO_DONUT;25142616]I think that you think wrong. Who goes through all this hassle to pirate a few games that you could get for like $10-$30? It's a homebrewer's device. Why don't they just ban emulators altogether while they're at it?[/QUOTE] It's meant to be a homebrewers device, but it really isn't used for that purpose nearly as much as it's used to pirate. $10-30? You can get an R4 (like-device) for $10 and then all the free games you like. If you're given the choice between paying $10 once for as many games as you like or $30 per game, nobody in their right mind would pay more. I guarentee more R4 sales are due to the pirating potential. Note that I'm not endorsing warez/whatever, just stating facts.
[QUOTE=BlkDucky;25155227]It's meant to be a homebrewers device, but it really isn't used for that purpose nearly as much as it's used to pirate. $10-30? You can get an R4 (like-device) for $10 and then all the free games you like. If you're given the choice between paying $10 once for as many games as you like or $30 per game, nobody in their right mind would pay more. I guarentee more R4 sales are due to the pirating potential. Note that I'm not endorsing warez/whatever, just stating facts.[/QUOTE] While it may be true that some people will do whatever it takes to avoid paying extra money, I do not think it is fair to make a sweeping generalization of an entire group of people based on the actions of a few. Nor do I think it is fair to punish all members of the group for the actions of a few. Saying that no one in their right mind would pay more is another generalization, especially if you assume that all people everywhere enjoy hoarding their money. Left to their own devices (pun intended :ohdear:), I like to think that a majority of people will do the "right thing" and and not pirate, otherwise future platforms or devices may be locked down even more, making it extremely difficult to fully own your device. But I'll stop now before I turn this into another "Programming Forum Philosophical Discussion"
[QUOTE=Chandler;25155563] Left to their own devices (pun intended :ohdear:), I like to think that a majority of people will do the "right thing" and and not pirate, otherwise future platforms or devices may be locked down even more, making it extremely difficult to fully own your device. [/QUOTE] I think (hope) so too. But it's like Steam vs retail, people prefer Steam because of the download service and all that. I know this one guy who always pirated games. When he wants a new game now, he'll buy it on Steam instead if it's available. That's probably the idea of DSiWare and the SD card slot on the DSi (although it hasn't quite taken off... will it ever?). I'd like to believe it's not so much about the money.
I think it depends on just how easy it is to pirate. On most consoles getting your system to play back-ups is a tremendous adventure. On the DS it's buying a game cart like any other, and pulling some small roms over onto it. If you've got the actual game for 20$ or a game that'll let you play every new game for a year for 10$, a lot of people are going to pirate.
[QUOTE=Chandler;25155563]While it may be true that some people will do whatever it takes to avoid paying extra money, I do not think it is fair to make a sweeping generalization of an entire group of people based on the actions of a few. Nor do I think it is fair to punish all members of the group for the actions of a few. Saying that no one in their right mind would pay more is another generalization, especially if you assume that all people everywhere enjoy hoarding their money. Left to their own devices (pun intended :ohdear:), I like to think that a majority of people will do the "right thing" and and not pirate, otherwise future platforms or devices may be locked down even more, making it extremely difficult to fully own your device. But I'll stop now before I turn this into another "Programming Forum Philosophical Discussion"[/QUOTE] I'm not saying it's fair, far from it. I'm saying it makes sense from their perspective. Companies have to make generalisations.
[QUOTE=BlkDucky;25141064]Agreed. But let's face it, it is the most logical step to take from their perspective. I mean, what percentage of people buy an R4 for homebrew alone? Very close to 0, I think.[/QUOTE] me. i like that kind of stuff :P plus i really saw no use in my DS and im 14 so i toy around with it ever no and agin
[QUOTE=-SC-Lakitu;25154323]I love the PSP by the way. So much fun to code for. <3[/QUOTE] I wouldn't mind doing a bit of PSP homebrew but I've not been able to find much information on it. Also my PSP is on version 2.5 firmware or something so I'm not sure if I'd even be able to get it to play homebrew.
[QUOTE=eXeC64;25177226]I wouldn't mind doing a bit of PSP homebrew but I've not been able to find much information on it. Also my PSP is on version 2.5 firmware or something so I'm not sure if I'd even be able to get it to play homebrew.[/QUOTE] Was looking for a PSP-SDL tutorial, myself. I can compile the code but end up with just a black screen. :saddowns:
[QUOTE=eXeC64;25177226]I wouldn't mind doing a bit of PSP homebrew but I've not been able to find much information on it. Also my PSP is on version 2.5 firmware or something so I'm not sure if I'd even be able to get it to play homebrew.[/QUOTE] Lucky you. I have 6.5 or whatever on the 3000, so I can't use homebrew at all. :( I've coded for the DS before. That's pretty low level, but the system limitations are rather annoying. I'm probably going to start trying to code for my Motorola Droid. I've always wondered how hard it is.
[QUOTE=BlkDucky;25177374]Was looking for a PSP-SDL tutorial, myself. I can compile the code but end up with just a black screen. :saddowns:[/QUOTE] If this happens it is usually because you haven't aligned any of your data properly (many of the tutorials don't cover this) Sony's platforms are well known for requiring everything to be aligned on a specific boundary when sent to the CPU. I can't recall if the PSP is 16 bit or 32-bit aligned, but it most definitely does not like it when it receives data on the "default for MIPS" 8-bit boundary. If that isn't the case, then you may have forgotten to initialize the GU, as PSP-SDL does not do this IIRC. It is also a bit antiquated, and it might be better for you to learn the homebrew API, as you'll get a better understanding of what's going on under the hood, and on a mobile device that is as "fragile" as the PSP (or NDS), it is usually best to not hide under layers of abstraction unless you've written and tested those layers yourself. I know it's technically in the "Not Invented Here" mindset, but so many things can go wrong with other folks code (leaks, etc.) that you might end up happier writing everything yourself. [editline]11:48AM[/editline] [QUOTE=Shining_Sabe;25177583] I'm probably going to start trying to code for my Motorola Droid. I've always wondered how hard it is.[/QUOTE] Android is pretty simple, assuming you're ok with large copious amounts of XML manifest files, and Java. While you can use a C library, right now all the important stuff like events, input, and audio are all handled java side, so the best you can do is use C for rendering, then use the JNI to call your C functions. However, of note, is that there are many languages that compile to JVM bytecode, and from there can be converted to Dalvik (the Android VM). Among these are Mirah/Duby, Scala, and a few other lesser known languages.
[QUOTE=Chandler;25178207]If this happens it is usually because you haven't aligned any of your data properly (many of the tutorials don't cover this) Sony's platforms are well known for requiring everything to be aligned on a specific boundary when sent to the CPU. I can't recall if the PSP is 16 bit or 32-bit aligned, but it most definitely does not like it when it receives data on the "default for MIPS" 8-bit boundary. If that isn't the case, then you may have forgotten to initialize the GU, as PSP-SDL does not do this IIRC. It is also a bit antiquated, and it might be better for you to learn the homebrew API, as you'll get a better understanding of what's going on under the hood, and on a mobile device that is as "fragile" as the PSP (or NDS), it is usually best to not hide under layers of abstraction unless you've written and tested those layers yourself. I know it's technically in the "Not Invented Here" mindset, but so many things can go wrong with other folks code (leaks, etc.) that you might end up happier writing everything yourself. [editline]11:48AM[/editline] Android is pretty simple, assuming you're ok with large copious amounts of XML manifest files, and Java. While you can use a C library, right now all the important stuff like events, input, and audio are all handled java side, so the best you can do is use C for rendering, then use the JNI to call your C functions. However, of note, is that there are many languages that compile to JVM bytecode, and from there can be converted to Dalvik (the Android VM). Among these are Mirah/Duby, Scala, and a few other lesser known languages.[/QUOTE] I saw a video on youtube talking about the architecture of Android and basically any thing that is higher level shit is coded in Java, they chose it for portability. Just FYI
[QUOTE=toaster468;25179061]I saw a video on youtube talking about the architecture of Android and basically any thing that is higher level shit is coded in Java, they chose it for portability. Just FYI[/QUOTE] The reason they chose it for portability is because the Dalvik VM JITs the dalvik bytecode on each phone. So rather than having to compile multiple binaries for each type of phone (since each phone has a different feature set), the VM is used to make sure everything runs the same across all phones. Technically, anything that compiles to dalvik bytecode will run just fine on an android. Google just provided Java -> Dalvik (which allows them to techncially avoid the Java patents that Oracle has on using the JVM on phones)
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