r/NDSHacks • u/dexifyz • 9h ago
Update on OoT DSi
We’ve got Navi and the Kokiris now 🫡😊
r/NDSHacks • u/dexifyz • 9h ago
We’ve got Navi and the Kokiris now 🫡😊
r/NDSHacks • u/No_Expression_8835 • 1d ago
r/NDSHacks • u/theratteno • 1d ago
hi there. i’m using a dsi with twilight menu, and unlaunch isn’t properly launching when the sd card is installed, leaving me with a blank background. works fine without the sd card in though. how can i fix this? (and preferably launch straight into twilight menu)
r/NDSHacks • u/Altforgame2401 • 1d ago
r/NDSHacks • u/HornyKong • 3d ago
This hypothetical port would use both screens at their max resolution, filling the black borders without stretching the game.
The hud is based on Mario Kart DS' hud due that it was made by Nintendo, having the main information on the main screen, this would help us to stay focused while racing without missing the item and place information.
This port would include local multiplayer by using Nintendo DS' local connection, obviously avoiding the need of a link cable
r/NDSHacks • u/Fit-Antelope-7926 • 2d ago
I have come across this multiple times. When I try to load into a newer hack like Pokémon Lazarus, it just goes to a white screen and never loads. Is there any way I can bypass this or fix it? Please help!
r/NDSHacks • u/MomRatedMe1Star • 2d ago
So I own a DSi which I modded it myself and I'm planning on selling it but I'm gonna keep the sd card. I told the buyer that I'll be sending the mod files via google drive and I wanted to run a test before I gave it to the buyer. I copied all the files onto my laptop, the other sd card I borrowed from my friend is already FAT32. So I just drag and dropped em onto the new card and inserted it in my DSi. But when I boot it up, it's launching the unlaunch menu and not the TwillightMenu. I couldnt find TwilightMenu++ on the unlaunch menu either. What am I doing wrong?
r/NDSHacks • u/WangSaff • 2d ago
can anyone help with ndsl stripped screw?.
i tried the rubber band method and the flathead method and it doesn't seem to work.
can anyone help??
r/NDSHacks • u/kuromixkarma • 4d ago
looking for this theme that’s compatible with a dsi on twilight menu
r/NDSHacks • u/kuromixkarma • 4d ago
hi everyone, i modded my dsi today and it was fine but now this comes up ): not sure what to do from here, this is my first time modding a console by myself
r/NDSHacks • u/OneTiredPersona • 4d ago
Hi all! I’ve successfully added games to my twilight DSI. I’ve used Vimm without any issues but I was wondering what everyone else uses to get Neo Geo pocket games. I’d appreciate your help!
r/NDSHacks • u/Ventura2711 • 4d ago
Hi everyone, i want to play pokemon SoulGold on my NDS Lite and i am trying to open the .gba file with GBARunner2 and GBARunner3 but it always appears an error message that say me to set the memory setting of the emulator on 1M/128 there is a way to open this type of game on a NDS Lite?
r/NDSHacks • u/No-Balance-7143 • 5d ago
Every time I try and open it, it just gives me a black screen
r/NDSHacks • u/Lexiosity • 5d ago
The wiki for DSHack is down and because of my delinquent past self, I'm banned from their discord so I can't check the progress. So are they aware it's down?
r/NDSHacks • u/bootiefruitti • 5d ago
I really need your help guys my custom firmware doesn't run any gba games and I can't listen to music on it. THE MAIN QUESTION: HOW DO I UNMOD IT??? and dp u have any suggestions abput whoch firmware i should install on it
r/NDSHacks • u/Bully2300 • 7d ago
Before I start: I want you to give you my donation Link and I know it very very rude and you dont have money either but I want to make my drivers license for motorcycle in germany but its very expensive an because of I am a 14 year old NDS nerd I have nothing where I can earn money so here it is: https://ko-fi.com/koenigjibjib Would be very nice If you had a Dollar to donate or 5!!!
So I've been trying to get DevilutionX running on an actual Nintendo DS. devkitPro/Calico, 256x192, just using my own DIABDAT.MPQ. No emulator shim, real port.
It actually boots now. Town loads, character spawns, you can walk around. The screen is continuous, nothing's split anymore, no OOM.
Most of the pain so far was coordinate stuff. The engine lays everything out for 640x480 and the DS screen is 256x192, so the item bar ended up at x = -192, which is where the "it's all in the middle" look came from. I mapped the UI down 640->256 and had to rescale the panel art, and that was the other bit — my first pass used nearest neighbour and it just dropped 3 of 5 pixels per axis. Looked like garbage. Switched to a mode filter (most common palette index per block) and the lines and edges came back.
Then there was the 2 fps thing, which took me a while to find. nthread_has_500ms_passed() is the multiplayer turn check. In singleplayer nothing ever advances last_tick, it just sits at whatever it was set to at startup, so ticksElapsed grows forever and once it's past 50ms drawGame is just permanently false. The game itself was running fine the whole time, it just only redrew every 500ms. Logic fine, picture frozen. One early return in that function for singleplayer and it went to a full frame rate.
The blit was the other big one. DS VRAM only takes 16 or 32 bit writes, the game is buffering 8-bit indexed, so that was 49k individual palette lookups per frame. Two pixels per 32-bit write now.
Fonts were annoying too. Smallest translated font is 12px but after the downscale a panel button is 7px tall, so text didn't fit. I generate a 6px variant from the 12px one host-side, and the original version I had was flattening every pixel to a single shade, which is why the menu text colour looked off. Now it averages the 2x2 block instead, so the glyphs keep the same brightness and the same translation tables, just smaller.
What's still wrong: the panel button labels (QUESTS, MANUAL, MENU) are baked into the sprite, not drawn as text. After the 2/5 shrink those letters are about 5px tall and unreadable. I think I need to pull them out and draw them as a separate overlay, but I haven't done it yet.
Biggest caveat: all of this is verified in melonDS only. Never been on real hardware.
For anyone poking at it: Calico/devkitPro, hand written SDL1 shim, custom heap with a pool allocator (4MB DS RAM, ~1.6MB used). For debugging I write a FAT16 log that I read from the host side, because the on-screen console text isn't OCR-able. That channel is the only reason I found any of this.
Anyone dealt with shrinking baked-in sprite text before? Not sure there's a nicer way than the overlay.
r/NDSHacks • u/Ventura2711 • 6d ago
Hi everyone, i want to play pokemon SoulGold on my NDS Lite and i am trying to open the .gba file with GBARunner2 and GBARunner3 but it always appears an error message that say me to set the memory setting of the emulator on 1M/128 there is a way to open this type of game on a NDS Lite?
r/NDSHacks • u/Trifindo • 7d ago
r/NDSHacks • u/PriestMarmor • 6d ago
So I have two consoles:
Nintendo DSi XL (with Homebrew)
I have a physical copy of Pokemon Black and I have a ROM of SoulSilver on my DSi XL. I'd like to send some pokemon to the Pokemon Black from SoulSilver but I need DS Download Play and I don't have that on my DSi XL with Twilight Menu++ (at least I don't think so).
Is there a way to do so in a "legit" way?
r/NDSHacks • u/Bully2300 • 8d ago
Over the last weeks I've been porting DevilutionX (the open-source Diablo 1 engine) to the original Nintendo DS — 4 MB of RAM, 67 MHz, no GPU worth mentioning. The clip shows everything that works so far: boot, main menu, difficulty select, character creation and the loading screen into the game.
What already works:
The current wall, being honest about it: right after the town graphics finish loading, the last UI buffer allocation dies. A 640x144 8-bit surface needs 92 KB and the heap is down to fragments. The 4 MB are about 2.4 MB static image (code, data, BSS) and about 1.6 MB heap, which the engine fills up completely. So right now it stops exactly at the town load, and that's the bug I'm chasing this week. What I already got rid of: a 128 KB palette LUT, plus missile and player animations are now lazy-loaded, which cut the static image down step by step (-Oz + gc-sections).
Next up: town loads, then a movable character, then controls and touch UI.
No game data is included or redistributed, you need your own DIABDAT.MPQ. All credit to the DevilutionX team, devkitPro (devkitARM/libnds/calico) and the melonDS devs, which is what I'm testing on.
Would love to hear if there's interest in this, I'll keep posting updates as the town comes alive. Happy to answer technical questions in the comments.
r/NDSHacks • u/Short-Sorbet1391 • 7d ago
So I modded my DSi XL from a yt tutorial, everything was looking good but after I installed everything it’s like really laggy, not in menu, when it’s fully on everything is okay. But when I’m booting up it’s getting stuck before first menu screen ( that Nintendo DSi) if not on that then after twilightmenu screen staying white and need to turn off and on. After I installed game (Pokémons) it’s also doesn’t booting up on first try and just stay on white screen (also after getting into my first bush it just crashed into white screen). Gonna be grateful for any feedback
r/NDSHacks • u/Famous-Lavishness-14 • 8d ago
So i added 2 nes roms and 2 snes roms on my sd in the roms folder but when i look in the folder there is nothing and the roms end with sfc or nes So they should appear. I dont know what is happenin and i need your help text blurred sry but the last to say nes, snes
r/NDSHacks • u/SteveW_MC • 8d ago
I’ve got the infamous yellowing screens on a DSi.
The apparent cure is to leave the console on with bright screens. I’m hoping to improve that outcome by leaving it on a purely white screen. Lots of issues cause pure white screens but I can’t find a way to do it intentionally. Any suggestions?