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2 Simple DirectMedia Layer for Nintendo DS
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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 * Optionally, use a DS emulator, such as desmume (http://desmume.org/)
14 After setting the devkitpro environment, cd into your SDL directory and type:
17 This will compile and install the library and headers into the
18 devkitpro's portlibs directory (../portlibs/arm/lib/ and
19 ../portlibs/arm/include/). Additionally it will compile several tests
20 that you can run either on the DS or with desmume. For instance:
21 desmume --cflash-path=test/ test/nds-test-progs/testsprite2/testsprite2.nds
22 desmume --cflash-path=test/ test/nds-test-progs/testspriteminimal/testspriteminimal.nds
23 desmume --cflash-path=test/ test/nds-test-progs/testscale/testscale.nds
24 desmume test/nds-test-progs/general/general.nds
27 * The renderer code is based on the gl like engine. It's not using the sprite engine.
28 * The hardware renderer is using the parts of the libgl2d abstraction library that can be found at:
29 http://rel.phatcode.net/junk.php?id=117
30 Used with the author's permission.
31 * The port is very basic and incomplete:
32 - SDL currently has to be compiled for either framebuffer mode or renderer mode.
33 See USE_HW_RENDERER in Makefile.ds.
34 - some optional renderer functions are not implemented.
38 * in hardware renderer mode, don't load too many textures. The internal format is
39 2 bytes per pixel. And there is only 256KB reserved for the textures. For instance,
40 testscale won't display sample.bmp, unless it's resized to a smaller picture.
41 * the screen size is 256 x 384. Anything else won't work.
42 * there is no 8 bits/pixel mode because SDL 2.0 doesn't support palettes.
45 The Joystick presented to SDL has 2 axes and 8 buttons
64 Due to memory limitations, to be able to successfully run the testscale example, sample.bmp must be resized to 256x105.