README.ds
author Sam Lantinga <slouken@libsdl.org>
Sun, 06 Mar 2011 21:19:53 -0800
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You need libfat for the filesystem code.
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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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* The hardware renderer is using 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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  Build it, and install the library and the header where SDL can find them (ie. in
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  the libnds/lib and libnds/include directories).
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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 proper libnds
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directories. Additionnaly it will compile several tests that you can run
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either on the DS or with desmume. For instance:
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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 port is very basic and incomplete:
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  - SDL currently has to be compiled for either framebuffer mode or render mode.
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     See USE_HW_RENDERER in Makefile.ds.
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  - some optionnal renderer functions are not implemented.
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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 1.3 doesn't support palettes.
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