README.ds
author Sam Lantinga <slouken@libsdl.org>
Tue, 15 Mar 2011 22:42:26 -0700
changeset 5497 70de9c52220e
parent 5430 1b318d81c85f
child 5515 0fcf231a6e74
permissions -rw-r--r--
Added quotes to the post-build copy commands
     1 ================================================================================
     2 Simple DirectMedia Layer for Nintendo DS
     3 ================================================================================
     4 
     5 -Requirements-
     6 * The devkitpro SDK available at http://devkitpro.org.
     7   Read the information at http://devkitpro.org/wiki/Getting_Started/devkitARM
     8   The necessary packages are devkitARM, libnds, libfat and default arm7.
     9 * The hardware renderer is using the libgl2d abstraction library that can be found at:
    10     http://rel.phatcode.net/junk.php?id=117
    11   Build it, and install the library and the header where SDL can find them (ie. in
    12   the libnds/lib and libnds/include directories).
    13 
    14 
    15 -Building SDL-
    16 
    17 After setting the devkitpro environment, cd into your SDL directory and type:
    18   make -f Makefile.ds
    19 
    20 This will compile and install the library and headers into the proper libnds
    21 directories. Additionnaly it will compile several tests that you can run
    22 either on the DS or with desmume. For instance:
    23   desmume test/nds-test-progs/general/general.nds
    24 
    25 -Notes-
    26 * The renderer code is based on the gl like engine. It's not using the sprite engine.
    27 * The port is very basic and incomplete:
    28   - SDL currently has to be compiled for either framebuffer mode or render mode.
    29      See USE_HW_RENDERER in Makefile.ds.
    30   - some optionnal renderer functions are not implemented.
    31 
    32 -Limitations-
    33 * in hardware renderer mode, don't load too many textures. The internal format is
    34   2 bytes per pixel. And there is only 256KB reserved for the textures. For instance,
    35   testscale won't display sample.bmp, unless it's resized to a smaller picture.
    36 * the screen size is 256 x 384. Anything else won't work.
    37 * there is no 8 bits/pixel mode because SDL 1.3 doesn't support palettes.
    38 
    39