Gericom |
Posted on 12-21-12, 06:52 pm
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Shyguy
Karma: 160 Posts: 49/90 Since: 07-10-12 |
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Dirbaio |
Posted on 12-21-12, 07:00 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3011/4458 Since: 06-08-11 |
Posted by Gericom No need for thumb anymore. I made an asm patcher myself in mkds course modifier with thumb support. Copypasting code again? Fine! I'll still add Thumb support someday, because it might be needed for NSMB and other games too. |
Gericom |
Posted on 12-21-12, 07:39 pm
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Shyguy
Karma: 160 Posts: 50/90 Since: 07-10-12 |
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Arisotura |
Posted on 12-21-12, 07:42 pm
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☭ coffee and cream
Karma: 10543 Posts: 849/2782 Since: 06-26-11 |
Gericom |
Posted on 12-21-12, 07:43 pm (rev. 1 by Gericom on 12-22-12, 09:09 am)
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Shyguy
Karma: 160 Posts: 51/90 Since: 07-10-12 |
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Dirbaio |
Posted on 12-22-12, 08:09 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3013/4458 Since: 06-08-11 |
You totally didn't get the point of my post, did you?
NSMBe's license DOES allow you to copypaste code as long as your editor is GPL licensed too. (BTW it seems you aren't releasing source for later versions?) So you're duplicating effort because your code clearly does everything the exact same way as NSMBe's... Also I see you're deleting the build/ and all the "newcode" files after compiling. Don't. If you leave the files there, the Makefile only compiles source files that have been modified since last compilation, so it's much faster. |
Gericom |
Posted on 12-22-12, 08:14 pm
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Shyguy
Karma: 160 Posts: 52/90 Since: 07-10-12 |
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Dirbaio |
Posted on 12-22-12, 08:18 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3014/4458 Since: 06-08-11 |
No. Every time you release a .exe you have to release the corresponding source.
You should also state that it's GPL licensed. (Still, even if you don't, it implicitly is.) Read more: http://www.gnu.org/licenses/gpl.html |
Gericom |
Posted on 12-23-12, 10:40 am
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Shyguy
Karma: 160 Posts: 53/90 Since: 07-10-12 |
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Dirbaio |
Posted on 12-23-12, 04:39 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3019/4458 Since: 06-08-11 |
Really? Absolutely ZERO lines of code?
In any case, take a look at the licenses of the other projects you copypasted from. IIRC there were some more that were GPL licensed. |
Gericom |
Posted on 12-23-12, 06:33 pm
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Shyguy
Karma: 160 Posts: 54/90 Since: 07-10-12 |
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Dirbaio |
Posted on 12-23-12, 06:34 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3025/4458 Since: 06-08-11 |
Ooh cool then
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Dirbaio |
Posted on 12-24-12, 10:53 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3034/4458 Since: 06-08-11 |
Small update!
I've added a little code to the template that disables signature checking in overlays and the overlay table! This means that ASM hacks that modify overlays can be used over Download Play. (Using firmware.nds or FlashMe ONLY). Yay! |
Shadey |
Posted on 12-24-12, 11:03 pm (rev. 1 by Shadey on 12-24-12, 11:03 pm)
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Flurry
Karma: 724 Posts: 168/258 Since: 10-14-11 |
Does this mean your "no sprite set limitation" ASM hack can be used over DLP?
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Dirbaio |
Posted on 12-24-12, 11:18 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3035/4458 Since: 06-08-11 |
I'll paste what I told you over IRC so other people can see it
03:08 <~dirbaio> Shadey21: no, not at all.
03:08 <~dirbaio> it doesn't mean that ANY hack will work over DLP 03:09 <~dirbaio> the sprite set hack basically makes NSMB load everything from ROM like in singleplayer 03:09 <~dirbaio> instead of the narcs 03:09 <~dirbaio> but in DLP, the client DS doesn't have the ROM 03:09 <~dirbaio> so... no way it'd work. |
Gericom |
Posted on 01-16-13, 12:57 pm
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Shyguy
Karma: 160 Posts: 57/90 Since: 07-10-12 |
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Arisotura |
Posted on 01-16-13, 06:58 pm (rev. 1 by ImageBot on 11-21-16, 02:34 am)
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☭ coffee and cream
Karma: 10543 Posts: 891/2782 Since: 06-26-11 |
What! I though a professional programmer such as you, would have no trouble fixing that kind of issues! I am disappoint.
_________________________ Kuribo64 - zrghij |
Dirbaio |
Posted on 01-16-13, 10:12 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 3070/4458 Since: 06-08-11 |
It seems to be missing some parts of libc. You should be able to fixit and get it to compile by messing with the Makefile or the compile flags (?)
You also need malloc/free working properly for the console to work, btw. I made a thread for it, that thing should work for MKDS too. Still, you will NOT get the libnds console to work in an ASM hack. NO WAY. It messes with the VRAM banks and graphics registers in ways that the game doesn't expect. It's impossible to get the console working while the game is running. Many parts of libnds won't work in an ASM hack. Even scanKeys() is broken, it expects a certain input from the arm7 for the X/Y/touch keys that isn't there. Why don't you use nocashPrint() to debug? It's way easier. It works in desmume dev+ builds too. |
Gericom |
Posted on 01-17-13, 07:39 am
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Shyguy
Karma: 160 Posts: 58/90 Since: 07-10-12 |
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RicBent |
Posted on 08-13-16, 01:38 pm (rev. 1 by RicBent on 08-21-16, 10:07 am)
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Mariomaster
Karma: 8573 Posts: 616/1681 Since: 06-09-12 |
Since the latetst DevkitARM updated GCC to 5.3.0 the current patch template will not build with -lgcc.
Use this Makefile to fix that problem: https://www.dropbox.com/s/99gj6lytf8slm15/Makefile?dl=1 _________________________ GitHub - Kuribo64 - YouTube |