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This is the first time I write a blog post in a while, so I will try to keep this short. I will make a post once I've got a working prototype.ġ0 comments (last by Imper_Routs) | Post a comment For now, this is going to be a surprise, but those who have seen my Twitter lately might figure out what I'm up to. It's not related to melonDS, but it's related to the DS. We have some cool ideas, too, but these will be for further releases.Īlso, in somewhat related news, I'm starting to work on another idea. I have contacted the Azure service to get a CI grant, but they haven't gotten back to me yet. Right now, the only thing holding us back is that we need to setup Azure CI for proper Mac builds. They have save memory, but it's a NAND memory that is accessed via the same bus as the ROM itself, through a set of specific commands.ĥ comments (last by Rayyan) | Post a commentĪs title says. Games like WarioWare DIY, or Jam with the Band, don't even use the save-memory SPI bus. A bit of a hack, since this means these would be 'functional' in any game instead of just Pokémon games, but it did the trick.īut there's more. In melonDS, these commands were added to the generic save-memory code. Emulating this is required for Pokémon games to be playable at all. For now, we know that command 0x08 is some ping command that should reply 0xAA, and command 0x00 is the pass-through command, where any further bytes are forwarded to the save memory. In practice, the first byte of a SPI transfer is a command for the IR transceiver. The carts are fitted with a IR transceiver, which is accessed via the save-memory SPI bus. Homebrew aside, there are also different types of retail carts.Ī prime example is Pokémon games. Newer homebrew ROMs are closer to the layout of a retail cart, mostly due to the added DSi support (the DSi header is 0x1000 bytes instead of 0x200), but, since not everybody is here to rebuild their ROMs, we still need to support the older ROMs. However, old homebrew ROMs don't have any of that (save for the oldstyle DS header), and have their ARM9 binary start at 0x200. Namely, retail carts don't let you read addresses lower than 0x8000 via the generic data read command (0xB7), because that region contains the ROM header (read via a different command), the Key1 encryption data and the secure area. There were already some exceptions for homebrew ROMs, which might want to use the cart interface and, depending how old they are, need a more lax implementation of the generic cart protocol. A tad hacky, but for most games, it did the job.īut, that's the thing, not all DS carts are the same! There is also NDSCart_SRAM, which emulates the on-cart SPI save memory. The main component is the NDSCart namespace, which originally emulated the cart interface hardware (basically the DS side) and command responses for a generic cart.
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Instead, there are a bunch of commands you can send to the cart to retrieve various parts of the contents, and different encryption protocols securing it up.Īs melonDS became capable enough to run commercial software, emulating the cart interface was a must.
#Ds emulator change mac address software#
If you're wondering, the cart interface is the part of the emulator that lets emulated software access the emulated cartridge, because on the DS the cart isn't just directly mapped to CPU address space like on older consoles. The cart interface in melonDS was originally built without much consideration for future.
#Ds emulator change mac address code#
I tend to either think forward too much and end up paralyzed by questions that don't mean much, or just write code as it comes to my mind. That being said, I need to find a balance with this. The kind of change that doesn't immediately mean a lot for end users, but means a lot for us coders (and ultimately means something for end users, too).Īnyway, this tends to show why it's good to think forward when designing your code. If you're running into trouble: Howto/FAQ