Le thread de darkain sur le Multi-NDS Loader est ici
En voici une tradiction partielle :

Ce que vous voyez au dessus est un menu de chargement multi rom. Cela permet de charger plusieurs Rom NDS
Le code qui fait ça est à peu prés et j'ai fait en sorte qu'il
s'interface avec le DarkStar API afin de disposer d'un moyen simple
pour executer differentes ROM
with the way this loader is designed, it should be possibly, and
actually very easy for demos to be able to jump back to the main menu.
its as simple as a single function call by the ARM7 and ARM9 at the
same time, so you would have to use a modified ARM7.bin to support this
tho.
there are still some issues tho right now, as not all of the NDS
files im tring to load seem to be working. from what i can tell, this
seems to be an issue *somewhere* (not sure where yet) in my ARM7 code.
i'll continue to investigate this tho.
FAQ
Q: Comment je l'utilise ?
R: La creation est simple. Extraire le fichier Zip dans son
repertoire, ajouter les .NDS dans le repertoire, lancer le build.bat.
Une fois executé, un fichier "DarkStar.ds.gba" est crée. Uplodez
ce fichier dans votre cartouche GBA, et vous etes pret!
Q: Does it use a filesystem, or somehow search for the roms on the cart?
A: It uses a filesystem, and is designed so that demos may also use the same filesystem to store data.
Q: Will the loader work with PassMe, FlashMe, WifiMe, Cartless WifiMe, and Emulators?
A: Right now, itll only work with anything that loads from a flashcart.
With the way things are statically compiled for their memory locations,
this is about the only way to do it. If it where to be compiled as a
NDS file itself and loaded over wifime, when you tried to load a ROM,
it would overwrite the loading functions in RAM while loading. This
would corrupt the loading as well as running software. So for now,
carts only.
Q: SOURCE CODE!!!
A: Maybe later... The loader itself isn't even out yet (well, it is now)... All in due time, my friend... All in due time...
Q: Is DarkStar the loader?
A: At first, yes, it was.. but I seperated out the loader from
DarkStar, and now DarkStar is simply a NDS file on its own that
interfaces to the loader to tell it to load other NDS files.
Q: You mentioned in IRC that DarkStar now requires a flash cart.. whats this all about?
A: This was for the short period of time (last night only) that
DarkStar and the loader where one in the same. To simplify things, i
seperated them out so they are individual peices that arent dependant
upon each other anymore.
Q: Can games return back to the menu?
A: YES, but this will have to be implemented on a per-game basis.
Am I giving out the info to do this just yet? NO... You gotta wait
another build or to, as I shift some code around and fix it up first.
Q: Updates in this version of DarkStar, and whats this dspaint.exe?
A: ok... the mysterious "dspaint.exe" file... i'm already getting
questions about what it is included for... dsPaint inside of DarkStar
has gained some new features since the last major release. There have
been some UI changes, some tool changes, some fixes here and there, and
a couple new features. You can use the R/L buttons for image flipping
and mirroring. You can press up/down to increase/decrese the pen size
used for the drawing tool, line tool, and box tool. You can draw using
an alphablended mode.... but best of all, you can now load/save images.
There is no way to manually load/save currently. Loading automatically
happens when you open dsPaint. Saving automatically happens when you
exit dsPaint. Saves are stored on saveram. You can only store ONE image
at a time (dont ask to increase this, it was hard enough to fit 1 in
there). Use your flashcard tool to dump the first 64kb block of SRAM to
a file, and pass this file to dspaint.exe to get a nice BMP version of
your image.