Over eastern I followed the breakpoint demo party via live stream and was especially attired in the 4k intro competition, that motivated me to try if it is possible to create an application that draws a simple quad in 4096 bytes on the Nintendo DS, using the devkitARM tool-chain.
However, even compiling a .c file containing only the application entry point, without any external libraries, already creates a .nds file that is 54848 bytes:
int main(void) { return 0; }
After fiddling around for “some” time, I had a .nds file that not only shows a simple quad, I had one that shows hundreds of lit textured cubes that create a tunnel where the camera flies through with a fullscreen distortion effect in less than 4096 bytes.
Once we’ve released it at pouet.net, I figured from the comments I could had shrink the filesize further 480 bytes by just compressing it – I feel so dumb!
Obviously it can not compete with the breakpoint 4k entries, but I felt good that I was able to do it anyway, especially because it seems to be the worlds first 4k intro for the Nintendo DS! Unfortunalety, it features no music.
You can download the binary at: http://pouet.net/prod.php?which=53081

[...] I was writing the Nintendo DS 4k intro, I obviously needed sin and cos functions to set up rotation matrices. Since using the standard C [...]
tried it with desmume nds emulator and its hard lagging app
this evening ill test it on my nds to look for some more frames
is it a usual thing that its lagging that hard on emulators?
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