Patching the .nds with the last version of the DLDI tools for linux, doesn't work for me. The same for the new version of DSOrganize. I only read in the screen "Initializing FS" or "Initializing FAT".
¿Is the new kernel 1.33 of EZV the problem? ¿Needs to be patched too?
This isn't exactly true scrawl, as I have actually gotten DSOrganize to work with v.1.33, official kernel. However, with that being said, I can confirm, at least with the official kernel that, SNEmulDS does not work (as I wrote in the other post concerning emulation on DS).
Joined: Sun Apr 30, 2006 5:39 am Posts: 1560 Location: Canada, eh?
FAT init fails if the gamecode doesn't match what the kernel expects it to be (no clue why, though it could be "improperly" header'd DS files conflict with EZ5's save type ID).
I see your discussion on pocketheaven mr.dimsum, I take it the new test build is working fine then? Did you have to alter the header at all?
FAT init fails if the gamecode doesn't match what the kernel expects it to be (no clue why, though it could be "improperly" header'd DS files conflict with EZ5's save type ID).
I see your discussion on pocketheaven mr.dimsum, I take it the new test build is working fine then? Did you have to alter the header at all?
Hey Cory,
The only thing I did was run it through the drag and drop DLDI app you provided (the result was the header turning into 'PASS').
I also had a quick question cory.. I have been able to run homebrew on the V1.33 EZ Flash 5 driver from their website (DSFTP, DSOrganize, and SNEmulDS).. Have you confirmed or attempted to try it? I need some confirmation from someone else because I do recall before it had not worked and only worked on your modified kernel.
Joined: Sun Apr 30, 2006 5:39 am Posts: 1560 Location: Canada, eh?
mr_dimsum: using my patcher that changes the game code avoids the need to use the patched kernel. In fact, the hex patched kernel would more than likely break stuff that was run through my patcher (it has for me at least).
Zeroshcr: it should be as simple as typing "make" in the same directory as the makefile, and the chmod/running the binary. I'm not that familiar with X or other linux windows type things though, so I can't tell you much more.
mr_dimsum: using my patcher that changes the game code avoids the need to use the patched kernel. In fact, the hex patched kernel would more than likely break stuff that was run through my patcher (it has for me at least).
Zeroshcr: it should be as simple as typing "make" in the same directory as the makefile, and the chmod/running the binary. I'm not that familiar with X or other linux windows type things though, so I can't tell you much more.
Thanks for all Cory, your work is an awesome idea and of course a huge solution for all the scene lovers.
Joined: Sun Apr 30, 2006 5:39 am Posts: 1560 Location: Canada, eh?
Zeroshcr: I just ran through the whole thing on debian, what you have to do is this...
download this file (raw2c - its a plain text file - sorry I couldn't link it, bbcode doesn't like this one):
then, unzip the source for DLDIFix, and navigate to that directory in a shell and type:
Code:
make chmod a+x DLDIFixV
(you can also cp this to the local/bin folder for global access, but its not necessary, as I will explain) now, when you want to fix a .nds with it you can copy the .nds to the same dir as it and type
Code:
./DLDIFixV yournds.nds
or if you copied it to your bin folder, anywhere there is a .nds file you can type
Code:
DLDIFixV yourds.nds
Hope that helps you gain a little insight into how to do stuff in bash/linux
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