Great resource! But a lot of it is very old. I recently discovered this open source ds cart[1] and an alternative SDK[2] to devkitPro. Both were used in the development of a demo[3] released at Revision this year.
In case anybody here is interested, a few years ago I put together a similar (albeit far less comprehensive) resource on original PlayStation programming [1], exploring the GPU, geometry coprocessor and serial I/O hardware step-by-step with plain C examples. I'm planning to extend it with more examples covering audio and CD-ROM access next, but haven't yet had the chance to do so.
I’d bet the DS is the most advanced game console where it is still possible for a person to productively program it entirely via the bare metal memory map. As in: using an “SDK” that’s just a C header full of struct and array definitions at magic fixed addresses and no functions at all. Set values and the hardware does stuff.
(but you can replace txt with htm for a fancier version)
this ranges from physical description to compact arm instruction set reference -- you really only need this document (and a way to get your console to run your code!) to program completely from scratch.
i've picked up a dsi because it can load code from an sd card, so only the console, an sd card and a computer is required for programming it, but see https://news.ycombinator.com/item?id=47706877 further down this thread for the case for preferring the gba.
The Nintendo DS is the platform that taught me programming around 2010, via devkitPro, and it really let me understand a lot about how computers work. It was a rough ecosystem back in the day, but a very exciting one. We had no internet connection at home but I had the docs downloaded and it was surprisingly satisfying to compile on.
I will always be grateful that my CS Operative Systems course 'lab classes' introduced assembly and computer architecture with assignments around writing programs for the NDS. It was fun to see our childhood consoles run low-level programs written by us.
Making homebrew for the Nintendo DS was how I got into programming in the first place. Devkitpro was too confusing for me back then, so I used something called PALib, essentially a pretty hacky library built on top to make it "easy".
Nice community at the time though, I made a pong clone where the main selling point was that you could switch between different "themes", and a bunch of people contributed some really nice custom ones to be included.
This is exactly what I've been looking for recently. Me and my partner have gotten into reshelling and jailbreaking old handhelds, and we both have DSis that we enjoy, and I've been thinking of homebrewing some stuff for us
It'd be cool to have a new modern retro system that embraces the spirit of the early "computer consoles" like the Commodore 64 while adding all modern conveniences:
• Everybody has the same system (devs need to target only 1 environment)
• Boot straight into a programming environment
• Limited OUTPUT that enhances creativity without the internal limitations that hinder creativity: Like a limited numbers of colors, but no bitplane crap or having to do sprite multiplexing etc
• Online, ungated app store where anybody can publish, like itch.io
• Reasonable upgradability (not so much as to defeat point #1)
Note: arm32 / ARMv7 embedded boards produced in the 2020+ era still exist (see SAM9x60).
In case anyone wants to keep the ARM9 assembly/core but also wants modern Linux 6.12 support.
The Nintendo DS was a complete package though: screen, buttons, sound, etc. etc. But I'm still amused at the long term life of embedded programming and how ARM9 cores with ARMv7 assembly still is in production today.
Man this brings back memories. The homebrew scene around the DS and PSP was so lively circa 2005/2006, and it solidified my burgeoning interest in programming.
57 comments
[1]: https://www.lnh-team.org/
[2]: https://blocksds.skylyrac.net/
[3]: https://www.pouet.net/prod.php?which=105928
[1]: https://github.com/spicyjpeg/ps1-bare-metal
https://problemkaputt.de/gbatek.txt
(but you can replace txt with htm for a fancier version)
this ranges from physical description to compact arm instruction set reference -- you really only need this document (and a way to get your console to run your code!) to program completely from scratch.
i've picked up a dsi because it can load code from an sd card, so only the console, an sd card and a computer is required for programming it, but see https://news.ycombinator.com/item?id=47706877 further down this thread for the case for preferring the gba.
were about writing a program for the NDS
There is no reason to use a slot 2 cart nowadays and the state of the art for a slot 1 cart is the DSPico at https://gbatemp.net/threads/dspico-an-open-source-flashcart-... .
Nice community at the time though, I made a pong clone where the main selling point was that you could switch between different "themes", and a bunch of people contributed some really nice custom ones to be included.
My only hesitation is the firmware update—-I simply prefer to keep my devices without changes like that.
• Everybody has the same system (devs need to target only 1 environment)
• Boot straight into a programming environment
• Limited OUTPUT that enhances creativity without the internal limitations that hinder creativity: Like a limited numbers of colors, but no bitplane crap or having to do sprite multiplexing etc
• Online, ungated app store where anybody can publish, like itch.io
• Reasonable upgradability (not so much as to defeat point #1)
In case anyone wants to keep the ARM9 assembly/core but also wants modern Linux 6.12 support.
The Nintendo DS was a complete package though: screen, buttons, sound, etc. etc. But I'm still amused at the long term life of embedded programming and how ARM9 cores with ARMv7 assembly still is in production today.
Learning resources for Nintendo Systems are not, generally, easy to find at least for me.
i miss jaeden. i hope he's well