I’ve just spent a few hours looking at various pieces of documentation about DS coding. I’ve achieved the game development equivalent of “Hello World” – getting a sprite on the screen. This required understanding the DS’s slightly weird sprite system, involving memory maps and an excellent little conversion tool to turn the image data into stuff the DS can use.
I’m keeping some notes on this and will write them up when I have enough. Right now I don’t understand enough to write anything sensible. It’s quite similar to GBA coding, and I seem to remember enough of that for this to go in quite easily. The DS is quite good though, it’s like a bigger, faster GBA with some extra bits glued on.
I’ve even edited the Makefile so it runs the .nds binary through No$GBA, and then changed Programmer’s Notepad’s key bindings so that F6 is build, and F5 is run. Some key commands should be universal in my opinion.

