使用 PAlib 的任天堂 DS
我一直代表我的代理机构研究任天堂 DS 开发,并开始使用 devkitPro/libnds 和 PAlib,它似乎非常适合我们的需求,直到我们决定这对我们来说是否可行,并希望投资/申请开发套件和许可证。
我主要关心的是,在开发和学习 PAlib 风格的同时,最终是否有可能采用这种方式构建的项目并获得许可和发布?我真的不想投入大量时间来学习这个,而不得不学习完全不同的设置。本质上我认为 PAlib 只适用于 Homebrew? DS 游戏的零售开发需要学习什么?
非常感谢, 安东
I've been looking in to Nintendo DS development on behalf of my agency and begun using the devkitPro/libnds and PAlib, it seems ideal for our needs until we decide if it's a viable route for us and hopefully invest/apply for a development kit and licence.
My main concern is that, while developing and learning PAlib style is it possible to eventually take a project built in this fashion and have it licensed and published? I don't really want to invest a lot of time learning this to have to learn a completely different setup. Essentially I suppose is PAlib just for Homebrew? What do I need to learn for Retail development of DS games?
Many thanks,
Anton
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不可以,基于 PAlib 的项目无法获得许可和发布。另请参阅 http://wiki.devkitpro.org/index.php/PAlib
< strong>不要浪费时间学习或使用 PAlib。
不幸的是,即使只是使用适当支持的自制库,您仍然需要做相当多的工作才能转向商业开发。
No, PAlib based projects cannot be licensed and published. See also http://wiki.devkitpro.org/index.php/PAlib
Don't waste your time learning or using PAlib.
Unfortunately even just using properly supported homebrew libraries you'll still have a fair bit of work to do moving to commercial development.
要进行零售开发(即为您的产品获得报酬),您需要从任天堂获得真正的开发套件。自制开发工具包的工作方式不一定与真实的开发工具包相同,并且(最重要的是)它们无法访问真正的开发工具包的库。
因此,如果您针对自制开发工具包进行开发,那么当您转向实际应用时,您将必须学习一个全新的库(其工作方式可能非常不同)。
现在,这并不是说自制开发工具包没有用处——它们是在真正的 DS 上运行代码的一种方法。只要每个人都意识到它是一个一次性原型,也许就足以说服某人购买真正的开发套件。如果你走这条路,你至少会有一些规范(它应该像原型一样工作!)。
我还建议不要向任天堂提及您这样做了。我不是这个行业的人,但他们显然对自制软件领域持敌对态度 - 我不清楚他们对开始自制软件的开发人员会有什么感觉。
To do retail development (i.e. to get paid for your product), you'll need to get a real dev kit from Nintendo. The homebrew dev kits do not necessarily work in the same way as the real one, and (most importantly) they don't have access to the real dev kit's libraries.
Thus, if you develop against the homebrew dev kit, you're going to have to learn an entirely new library (which probably works very differently) when you move to the real thing.
Now, that's not to say that the homebrew dev kits can't be useful - they are a way to get code running on a real DS. As long as everyone realizes that it's a throwaway prototype, perhaps that could be enough to convince someone to spring for a real dev kit. If you go this route, you'll at least have something of a spec (it should work like the prototype!).
I also would advise not mentioning to Nintendo that you did this. I'm not in the industry, but they are obviously antagonistic toward the homebrew scene - I'm unclear how they'll feel about developers who started out on homebrew.