Setting up an NDS Homebrew tool chain in Linux and Mac OSX! (Ok… Windows too…)

Well, I realize I had promised to give instructions for both Windows and Linux, but as it turns out, the instructions for Windows are so simple it’s almost laughable.

Are you windows users ready?

Installing devkitARM and setting up your environment in Windows.

  1. Run the updater script you downloaded in the previous section.
  2. Select devkitARM, libnds, the examples, programmers notepad
  3. Finish the install

That’s right. That’s it. You’re done Windows users. Now go have a coffee while us linux users get ourselves up and running. :)

Installing devkitARM and setting up your environment in Linux and Mac OSX.

To be honest, the process isn’t all that much more complex, but it does assume you know a little bit about setting environment variables.

The first thing you’ll need to do is make sure you’ve downloaded the devkitARM binary package, the libnds source package, and the example code package mentioned in the previous post.

Step 1) Setting up the directory structure:

First we need to set up a development path. This path can be anywhere, but for the sake of this tutorial we’ll assume you’re installing to /usr/local/devkitPRO/.

The first thing we need to do is create our directory structure:
For now this is as simple as

 mkdir /usr/local/devkitPRO

But by the time we’re finished it should look something like

/usr/local/devkitPRO
/usr/local/devkitPRO/devkitARM/
/usr/local/devkitPRO/libnds/

Step 2) Installing the devkitPro binaries:

Next we’ll want to uncompress our devkitARM tar.bz2. Assuming you’ve downloaded the devkitARM archive to your home directory, this can be acomplished by changing to the devkitPRO directory we’ve just created and running:

cd /usr/local/devkitPRO/
tar -xjvf ~/devkitARM_r20-linux.tar.bz2

the devkitARM tar.bz2 contains a root directory called devkitARM which when compressed will contain the toolchain and a series of helpful binaries located within its “bin” directory.

Step 3) Decompress the libnds source:

Next we’ll need to decompress libnds. Unlike the devkitARM archive, libnds does not contain it’s own base directory, so we should create one for it now, and decompress to that directory.

mkdir /usr/local/devkitPRO/libnds
cd /usr/local/devkitPRO/libnds
tar -xzvf ~/libnds-20070503.tar.bz2

Now you have the source and tool chain necessary to build libnds into a fully fledged library for your linking pleasure. Unfortunately, if you’re at all familiar with Linux, you’ve likely already typed make, and to your surprise you’ve received a warning!

We need to set up some environment variables so the makefiles know where the tool chain and other libraries live.

Step 4) Set some environment variables:

First we need to set the DEVKITPRO variable to point to our devkitPRO install directory:

export DEVKITPRO=/usr/local/devkitPRO

Then we need to set DEVKITARM to point to our devkitARM install location

export DEVKITARM=${DEVKITPRO}/devkitARM

To make things easier for me, I just added the following three lines to the bottom of my ~/.bashrc file so every interactive shell would have access to these environment variables.

#Set Variables for DEVKIT_PRO
export DEVKITPRO=/usr/local/devkitPRO
export DEVKITARM=${DEVKITPRO}/devkitARM

Step 5) Compile libnds:

Now that we have our environment variable set, we can compile libnds.
Just go back to our libnds directory and type make!

cd /usr/local/devkitPRO/libnds
make

If all went well, you should see a bunch of text fly by, and eventually successful completion!

Step 6) Bake until golden brown:

Congratulations, you now have a successfully built Nintendo DS development tool chain and libraries.

If you’d like to test your toolchain you can extract the example source tarball that I suggested you download in the previous tutorial, and type make in it’s root directory. If everything is correctly set up, it should create a Nintendo DS ROM for each example in the examples directory.

The examples may not make much sense now, but make sure to poke around the examples. They’re one of the most useful resources a Nintendo DS homebrew developer has at his or her disposal.

Final Notes:

A final suggestion would be to install a Nintendo DS Emulator on your computer if you haven’t already. This way you can begin experimenting with your Nintendo DS examples even if you don’t yet have a DS or development hardware. However, when it comes to testing your shiny new Nintendo DS programs, nothing beats booting them on a Nintendo DS.

I would highly recommend that every budding Nintendo DS developer own at least one Nintendo DS. Besides… when you’re not developing you can pop in your Mario Kart or Tetris cartridge and enjoy Nintendo’s awesome handy-work!

Now that you have a working tool chain set up, you should go on to configure your IDE of choice to use devkitARM and libnds.

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13 Responses to “Setting up an NDS Homebrew tool chain in Linux and Mac OSX! (Ok… Windows too…)”

  1. techforumz Says:

    I can’t get either binary to compile. It says:
    gzip: stdin: not in gzip format
    tar: Child returned status 1
    tar: Error exit delayed from previous errors
    Am I supposed to recompile the archive into .tar.gz?

  2. techforumz Says:

    I got armdevkit installed but libnds refuses to compile.

  3. coderjoe Says:

    Hello Techforumz,

    Thanks for reading.
    As it turns out there is a typo in my instructions.

    “tar -xzvf” should be “tar -xjvf” (the -j flag is used with bzip2 compressed tar archives).

    I’ll update the tutorial.

    Happy hacking. :)

  4. techforumz Says:

    Ok, got it now, thanks.

  5. cheese_block Says:

    Thanks for the posting.

    What would you recommend about debugging? I’ve looked into Insight, which I can’t get to work satisfactorily, No$Cash is very expensive and I’m not sure if there’s any emulators with debug output windows.

    Cheers

  6. coderjoe Says:

    @cheese_block:

    Yeah, No$Cash isn’t the cheapest option on the block, but for debugging I’ve heard you can’t beat it. As for free solutions you’ll just have to work with emulators and Insight.

    If you find any better solutions please clue me in.

    Thanks, and happy hacking. :)

  7. marco@borromeo:~$ _ » Blog Archive » links for 2007-10-29 Says:

    [...] Setting up an NDS Homebrew tool chain in Linux and Mac OSX! (Ok… Windows too…) (tags: programming nds homebrew ds) Share and Enjoy: These icons link to social bookmarking sites where readers can share and discover new web pages. [...]

  8. Anonymous Says:

    Thanks for putting this post up! I think it might possibly be the only description of the required directory structure and environment variables for a Linux install of Devkitpro anywhere on the internet!

    For anybody else finding this, note that you also need to extract libfat-nds into the libnds subdirectory (/usr/local/devkitPRO/libnds if you are using the paths in this guide) if you want libfat (and one of the NDS examples requires it be present to compile). I’m guessing that dswifi also goes into the libnds directory, but I’m not sure. According to this message on a mailing list that’s the case (”All the DS libraries should be installed in the libnds folder”): http://www.nabble.com/Re%3A-Problem-compiling-examples-in-Linux-p13417132.html

  9. coderjoe Says:

    @anonymous:

    You’re absolutely correct.

    If you’re using the latest version of the source (it has changed a lot since this post was authored) then you do indeed need to place the libraries into the libnds directory.

    Thanks for the tip.

  10. Damien Says:

    How do you compile files? I tried typing Make, but it doesn’t work. It says “nothing to be done”. What do I type?

  11. coderjoe Says:

    @Damien:

    What do you mean by simple files?
    Are you looking for a GNU Make tutorial?

    If so check this site out:
    http://www.cs.utah.edu/dept/old/texinfo/make/make_toc.html

    If you’re just trying to compile one file at a time, don’t even bother with make. Just use gcc or cc as defined in the man page.

    Cheers.

  12. Theoxylo Says:

    Now you can use the devkitpro buildscripts (URL below) to build the complete toolchain automatically from sources:

    1. download the release “buildscripts 20080308″ (buildscripts-20080308.tar.bz2) from the sourceforge download page:

    http://sourceforge.net/project/showfiles.php?group_id=114505

    2. decompress:
    tar -xjvf buildscripts-20080308.tar.bz2

    3. cd buildscripts; ./build-devkit.sh

    See the README.TXT for details

  13. gemste Says:

    for those MAC users, you will need to a couple more things:

    1) install xcode from apple developers, it’s free just signup. http://developer.apple.com/Tools/xcode/
    2) install default.arm7 from the devkitpro files from sourceforge and put it in your libnds folder: http://sourceforge.net/project/showfiles.php?group_id=114505

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