[solved] 4mb limit
Posted: Wed Jun 24, 2009 3:29 am
Hi all,
I'm aware that our .nds files are limited to 4mb, so if need be we can put all our assets in a folder on the flashcart and load it at runtime, but I had a thought... If pirate roms exist, then it must be possible to package all the assets into our .nds file.
Apologies if this has already been said before, I did try searching, but I had an idea from my Operating System development days. Couldn't we create a .nds file, padd it out with 0s until it's the full 4 megabytes long, and then join on the asset data at the end of the file, then use far pointers to get to the data.
Hmm though that's just made me realise, that wouldn't be possible would it, as only the first 4megs would be stored in memory.. But anyway, you can see the idea forming, is there any way we can break the 4meg limit without loading from folders on the flashcart? Just figure if official roms can run from 1 .nds file, surely there's a way?
Cheers
Spec
I'm aware that our .nds files are limited to 4mb, so if need be we can put all our assets in a folder on the flashcart and load it at runtime, but I had a thought... If pirate roms exist, then it must be possible to package all the assets into our .nds file.
Apologies if this has already been said before, I did try searching, but I had an idea from my Operating System development days. Couldn't we create a .nds file, padd it out with 0s until it's the full 4 megabytes long, and then join on the asset data at the end of the file, then use far pointers to get to the data.
Hmm though that's just made me realise, that wouldn't be possible would it, as only the first 4megs would be stored in memory.. But anyway, you can see the idea forming, is there any way we can break the 4meg limit without loading from folders on the flashcart? Just figure if official roms can run from 1 .nds file, surely there's a way?
Cheers
Spec