65 lines
2.5 KiB
Plaintext
65 lines
2.5 KiB
Plaintext
================================================================================
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Simple DirectMedia Layer for Nintendo DS
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================================================================================
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-Requirements-
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* The devkitpro SDK available at http://devkitpro.org.
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Read the information at http://devkitpro.org/wiki/Getting_Started/devkitARM
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The necessary packages are devkitARM, libnds, libfat and default arm7.
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* Optionally, use a DS emulator, such as desmume (http://desmume.org/)
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to program and debug.
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-Building SDL-
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After setting the devkitpro environment, cd into your SDL directory and type:
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make -f Makefile.ds
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This will compile and install the library and headers into the
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devkitpro's portlibs directory (../portlibs/arm/lib/ and
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../portlibs/arm/include/). Additionally it will compile several tests
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that you can run either on the DS or with desmume. For instance:
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desmume --cflash-path=test/ test/nds-test-progs/testsprite2/testsprite2.nds
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desmume --cflash-path=test/ test/nds-test-progs/testspriteminimal/testspriteminimal.nds
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desmume --cflash-path=test/ test/nds-test-progs/testscale/testscale.nds
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desmume test/nds-test-progs/general/general.nds
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-Notes-
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* The renderer code is based on the gl like engine. It's not using the sprite engine.
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* The hardware renderer is using the parts of the libgl2d abstraction library that can be found at:
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http://rel.phatcode.net/junk.php?id=117
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Used with the author's permission.
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* The port is very basic and incomplete:
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- SDL currently has to be compiled for either framebuffer mode or renderer mode.
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See USE_HW_RENDERER in Makefile.ds.
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- some optional renderer functions are not implemented.
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- no sound
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-Limitations-
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* in hardware renderer mode, don't load too many textures. The internal format is
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2 bytes per pixel. And there is only 256KB reserved for the textures. For instance,
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testscale won't display sample.bmp, unless it's resized to a smaller picture.
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* the screen size is 256 x 384. Anything else won't work.
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* there is no 8 bits/pixel mode because SDL 2.0 doesn't support palettes.
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-Joystick mapping-
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The Joystick presented to SDL has 2 axes and 8 buttons
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KEY | Code
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A | 0
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B | 1
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X | 2
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Y | 3
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L | 4
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R | 5
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select | 6
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start | 7
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Left-right is axe 0.
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Up-down is axe 1.
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-Mouse mapping-
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todo
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-Examples-
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Due to memory limitations, to be able to successfully run the testscale example, sample.bmp must be resized to 256x105.
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