Homebrew [RELEASE] TWLTool - DSi downgrading, save injection, etc multitool

Normmatt

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In theory, could slightly modified DS software (official or homebrew) be run from the SD or NAND? [ninja'd]
No. DSiware is built with a specific sdk setting that means it will only work from the sd, DS software will only work from the cart (unless patched).

Patching DS software to work from the SD will most likely never work because the SD is only accessable from the arm7, 99% of cart reads are done from the arm9 so you'd need to ask the arm7 to read the data which would introduce a massive slow down if it worked at all,
 

Hiccup

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Still don't really understand why DSiWare can read its data from NAND, but DS software can't be converted into DSiWare.
 

Hiccup

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I think he was implying that you would need to reorganize the ported-to-dsiware ds software's code a lot if you wanted it to be able to access the SD (and NAND?). Just moving the card reading code from arm9 to arm7 would be too much on top of the arm7 code that is already there, for the software to run smoothly.

Is that correct?
 

WulfyStylez

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I think he was implying that you would need to reorganize the ported-to-dsiware ds software's code a lot if you wanted it to be able to access the SD (and NAND?). Just moving the card reading code from arm9 to arm7 would be too much on top of the arm7 code that is already there, for the software to run smoothly.

Is that correct?
It would be a wildly colossal project on a per-game basis to port anything to use SD/NAND instead of gamecard, especially without the game's original source. On 3DS/Wii U/etc games you can fairly easily redirect calls to always-present libraries to target the SD card. DS games run on bare metal with the SDK libs compiled into the final binary. Games with pre-TWL SDKs obviously won't have any SD code in them at all, and I assume (no clue on this tbh since I don't have TWL SDK) that SD stuff is only compiled when a binary explicitly needs it.

This is on top of the ARM9 vs ARM7 stuff, too. Even if you had some sorta stub that easily hooked into SDK gamecard reading code, it probably wouldn't work well due to that. Plus you might run into game timing issues depending on how tick count-type stuff is handled due to the increased clock speed.
 

WulfyStylez

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Would DSiWare -> DS software have issues too?
DSiWare seems to be able to run over cart read commands instead of SD automatically if it's launched that way, though almost all games won't be able to make it past an error screen when they try to access NAND. The Four Swords port seems to be the only DSiWare to actually be able to both run off carts and save to EEPROM if NAND fails.
There's like no way you'd be able to backport to plain DS, though. Remember the DSi clocks the ARM9 twice as fast and has 4x the ram.
 

Normmatt

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Theres also the problem where the NAND/SD is disabled for DS mode. DSi mode changes how the touchscreen and wifi work so would require a fair amount of changes to work... Most later DS games are based off the TWLSDK so they stand a better chance of this being possible but again that arm9 to arm7 communication for cart reads would kill performance and likely cause all sorts of weird timing bugs.
 

zoogie

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Now how do you install Sudokuhax without a hardware mod in the first place?
What if you already have it? :P

I'm not saying nand dumping is some sort of magic elixir that makes dsi hacking easy, but it is nice having a choice between software/hardware dumping.
 

zoogie

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Anybody here with a DSi nand mod (and backup) want to test software NAND restore?
Need a way to run dsiware-hax homebrew. PM me.
 
Last edited by zoogie,

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