README.ds
author David Ludwig <dludwig@pobox.com>
Wed, 17 Oct 2012 21:43:20 -0400
changeset 8316 88f011703f39
parent 6285 f12649068adb
permissions -rw-r--r--
Got a bare-bones version of SDL compiling for Windows RT. Dummy drivers are used in some places. Very little Windows-specific code (from the Win32 version of SDL) is used.
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================================================================================
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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.