nds-bootstrap loader: Run commercial NDS backups from an SD Card

nds-bootstrap:

Thanks to the work of ahezard, Gericom, Apache, Robz8, _catcatcat, and shutterbug2000 and other contributors, we can now load NDS games from the SD card, without any flashcard/SLOT-1 card.

Don't expect high compatibility, but do expect many, many updates.

:arrow: Compatibility listing:
https://docs.google.com/spreadsheets/d/1LRTkXOUXraTMjg1eedz_f7b5jiuyMv2x6e_jY_nyHSc/edit#gid=0

:arrow: The official Discord server for nds-bootstrap:
https://discordapp.com/invite/7bxTQfZ

:arrow: The thread for the recommended loader (by Robz8):
https://gbatemp.net/threads/twloader-ctr-mode-nds-app.448375/

:arrow: SRLoader for softmodded DSis (by Robz8):
https://gbatemp.net/threads/srloader-nds-app-for-dsi.472200/

:arrow: If you're more of a forwarder person:
https://gbatemp.net/threads/nds-forwarder-cias-for-your-home-menu.426174/

:arrow: Link to the releases page:
https://github.com/ahezard/nds-bootstrap/releases

:arrow: Anti-Piracy patch list by Robz8
https://gbatemp.net/threads/ap-patch-preservation.477536/

Also, thank you to our testers:
Historian
JoshuaDoes
thejsa
Alerdy
PokeAcer


Also, a video thanks to Robz8:


And another thanks to Alerdy:
 
Last edited by shutterbug2000,

hoogachakka

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Mario and Luigi Partners in Time almost works with a Mario Party DS cart - it reads the save data, but doesn't boot past the company logo screens
 
Last edited by hoogachakka,

frobinson54

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Mario64ds works all the way to the first level now. I was even able to climb the mountain and head towards the first star. Didn't have time to keep going, but I suspect I could have gotten the first star. Load times are about 2-3 minutes each time you enter a new area. Much better than before though. Keep up the great work!!
 
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Mega Man Zero Collection (U) works better with Card Release 2 and "Lock ARM9 SCFG_EXT" on in TWL_Loader. Isn't exactly playable. Everything (cutscenes, transitions and the likes) has long load times in between. Intro cutscene lags, so I assume all of 'em do.

MMZ got to the title screen and everything but after I pressed start, the game never loaded (black top screen with portrait on bottom; waited 5+ minutes to no avail.) Loaded a save file from the cart and got the intro cutscene to work. But afterwards... white horizontal lines.
MMZ2 tried really hard. So hard. Got to the in-game cutscene in the beginning but had garbled graphics. Sprites loaded fine. Went all the way up to 'MISSION START' and started freaking out after that. Oh well.
MMZ3 loaded the title screen, all fine and dandy. But then with some time, some white horizontal lines start to display at random.
MMZ4 loaded things after a time, but when I got to what I assume was a gameplay portion, the top screen went haywire, displaying horizontal white lines at random.

After loading a save file for MMZ2 and getting random white horizontal lines yet again... Tch, it's a no go.
 
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DogParty

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Mario 64 at least goes to the second level. I'm working on the third star for to get to the next few levels atm.
 

nl255

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No, this isn't reverse-engineered from Max Overload. For one thing, patching a DS ROM to run from Slot-2 is completely different than patching it to read from the SD card (which isn't accessible from the ARM9 CPU). Secondly, Slot 2 is directly addressable in memory, so the game can simply read memory and the data is there. SD cards are block devices; the data has to be loaded from the card into memory first.

Oh really? Well here is what @ahezard himself said with regard to @_catcatcat's reversing of max overload when I mentioned it to him in the hope that it might be useful :

I suggested her to do it in fact. This is useful and I am using her work (the 1.2 patcher) currently but it still takes time. I have to rewrites the patches that where embedded in it because they are redirecting to slot2 and not the internal sd.
 

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