Back in february, 19-yo Violet! posted an animated version of the low-poly DS collected 167K likes and over 380 comments, most of which going towards "my childhood" nostalgia. Clearly, the NDS is now a retro console. That may not bring a wave of NDS development the same way we saw people starting to do SNES development a decade ago, but that's enough to push some 23-y-o 3D artist to convert their model into a .nds just to check what it'd look like and animate their hair with more code.
I've been surpised to hear the snes-lady Skwirl reporting that she had first wanted to write homebrew herself back in the days but dropped it because it was "too complicated". (she started some 3DS port of tilemap town, btw)
There are some ongoing NDS projects on github. I spotted one that pushes the 'reimplement X on NDS' to the extreme, bringing support for GBA pokemons, no less. Codestudy started. Probably tricky to get into it. And given how 'mature' the device is now, chances are that we find more ambitious projects like this (or a minecraft clone or cave story port) than the tiny one-screen flash/arcade-inspired titles of the neocompo years.
It reminded me of a series of tweet where someone was wondering how to get into NDS development. I have a tutorial git of my own, where each commit presents a part of what I use to build games on NDS, but that's teaching you to use libgeds, not libnds. There are devkitpro examples, too. I can't really recall whether their coverage is convincing for someone who wants to kick in. I myself have learnt with a mix of that and open-sourced projects from fellow homebrewers, but these are likely obsolete and wouldn't build against recent devkit versions.
The closest I've found is magusti tutorials. Most 'readmes' are in spanish, unfortunately and the directory structure is a bit confusing. It uses modern libraries, including maxmod. It uses 'all your data are belong to 4MB of RAM' approach, though.
Maybe the best way would be to use NFLib ? Like in 2048-nds, a small puzzle game with a codestudy-firendly size ? It does restrict what you can do but usually in ways that won't hurt your project (like assume you don't want to use 16-colors layers), it has understandable wrapper functions and meaningful abstractions like auto-adjust position of sprites when scrolling background planes or delay OAM updates until vertical blanking happens. It let you chose between "my files are in fat:/SOME_DIR" or "my fat are in magical NitroFS (within the .nds, but requires compatible loader).
If that's fine for you, the projects Snake-DS seems like a nice thing to check first.
The windows installer 3.0.3 is still there, and it seemed to install things properly on a Windows 10 machine. Or so it seemed. Likely the Antivirus quarantining 'padbin.exe' during the installation process did no good, but all I actually get (apparently) is an msys2 install in C:\devkitpro\msys2 (which hasn't messed with the other msys2 pre-installed on that system. yahoo!) and that's it.
I did get a 'choose your packages' box, but it did not produce anything apparently. Well,
So make your life simpler than mine: read the doc to the bottom and