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README.ds

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================================================================================
Simple DirectMedia Layer for Nintendo DS
================================================================================
-Requirements-
* The devkitpro SDK available at http://devkitpro.org.
Read the information at http://devkitpro.org/wiki/Getting_Started/devkitARM
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/)
to program and debug.
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-Building SDL-
After setting the devkitpro environment, cd into your SDL directory and type:
make -f Makefile.ds
This will compile and install the library and headers into the
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devkitpro's portlibs directory (../portlibs/arm/lib/ and
../portlibs/arm/include/). Additionally it will compile several tests
that you can run either on the DS or with desmume. For instance:
desmume --cflash-path=test/ test/nds-test-progs/testsprite2/testsprite2.nds
desmume --cflash-path=test/ test/nds-test-progs/testspriteminimal/testspriteminimal.nds
desmume --cflash-path=test/ test/nds-test-progs/testscale/testscale.nds
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desmume test/nds-test-progs/general/general.nds
-Notes-
* 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:
http://rel.phatcode.net/junk.php?id=117
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.
- some optional renderer functions are not implemented.
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- no sound
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-Limitations-
* in hardware renderer mode, don't load too many textures. The internal format is
2 bytes per pixel. And there is only 256KB reserved for the textures. For instance,
testscale won't display sample.bmp, unless it's resized to a smaller picture.
* 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-
The Joystick presented to SDL has 2 axes and 8 buttons
KEY | Code
A | 0
B | 1
X | 2
Y | 3
L | 4
R | 5
select | 6
start | 7
Left-right is axe 0.
Up-down is axe 1.
-Mouse mapping-
todo
-Examples-
Due to memory limitations, to be able to successfully run the testscale example, sample.bmp must be resized to 256x105.