Next, just read through the chapters one by one, making sure you understand the current chapter before moving to the next. Code listings will be on a gray background. Follow along with the code listings, writing your own code based on the listings.
I assume you know a bit of C or C++ coding. If not, spend at least 20 hours making a variety of programs on your own in addition to completing some tutorials. It doesn't matter what you write, so long as you make sure you have a solid understanding of structs, classes, the heap, loops, bitwise and logical operators. I recommend the following tutorial and reference as a great place to get started learning, http://www.cplusplus.com/doc/tutorial/ and http://www.cppreference.com/ .
This manual is the start of the solution. In it, I will cover the basics of programming the Nintendo DS starting with an explanation of the politics behind the homebrew movement and through the emergence of passthrough devices, how to choose between a Slot-1 device or a Slot-2 device, , how to choose a passthrough device, setting up the programming environment, displaying backgrounds, using sprites, and basic game programming techniques. All these things will be discussed in the context of the creation of a simple game I concocted one weekend entitled "Orange Spaceship."
This manual is designed to help you get an idea of whats going on inside the Nintendo DS. With a bit of effort and time, you'll be on your way to creating your own games. Join us, the homebrew community. You'll have a great time giving others a great time, collaborating on projects, and feeling the rush of intense and under pressure coding for numerous programming competitions competitions.
You love playing games on your Nintendo DS. Every game you've played has been a wonderful experience, each one leaving a lovely aftertaste on your gaming tongue. You may have wondered to yourself what it'd be like to create games, to offer your own software up for licking. You've drawn diagrams of games you'd love to make, worlds you want to share with others. But how to go about it? You think and are lost: you are stuck. Where do I start? Whats going on inside that pretty little dual-screen box?
The downside of homebrew is that software pirates often steal from the discoveries of homebrew and use that information to bypass copy-protection and to pirate games. Some companies may take a stance against homebrew for this reason, but doing so is unproductive. Piracy is regrettably inevitable in any industry. It is extremely destructive, annihilating game development houses because publishers will no longer publish their games due to a high piracy rating on the platform the game developers are developing for. Homebrew developers know this, and as the amateur brothers of the official game developers, they share the pain. Homebrew will usually keep all information regarding copy-protection in high secrecy; even if they know how to copy games, they will not share the information. The homebrew community does not want to see the the system they so dearly love come to an early death.
Companies often don't have a problem with homebrew because it increases the demand for their gaming systems and helps them to learn more about their consumer base. One example of this is with the Xbox. The Xbox homebrew community made the Xbox do things that Microsoft never thought consumers wanted like playindie games, emulate classic game systems, run the Linux operating system, and so forth. Microsoft then included a lot of these features (excepting Linux, of course) in their most recent gaming console, the Xbox 360 via a system called XNA Game Sudio and Xbox LIVE Arcade (XBLA). If a company wants to squash homebrew developers for whatever reason, they'll be smashing an essential fan base that loves that company's hardware design and has the potential to improve it (all at no cost to the company). Homebrew caused such a high demand for the Xbox that it would not have been in Microsoft's best interests to ignore or punish it.
It would be close to impossible to publish a game made with homebrew tools. Nintendo would not license your game. It would be hard to find another publisher who would try to publish something made with homebrew tools against Nintendo's will. On other systems besides the Nintendo DS, this is also true.
The homebrew tools available for game programming are far behind anything the game company who produced the system could provide (the official development kits). Game system developers have an intimate knowledge of the hardware, as they developed it. The homebrew community has only outsider knowledge through experimentation with the hardware.
When you buy a piece of hardware, you own it. This means that you are free to break it open, dive into it, reverse engineer it, and so forth. You may void your warranty, but thats the price for learning the intimacies of any system. The only illegal things on this line would be to put into production and sell products made with patented features (without negotiating a production deal with he patent owner), bypassing or breaking copy-protection, or stealing software code. Reverse engineering to learn about how the hardware works and to make something fun for the community is totally fine.
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