README.ds
changeset 5423 b69fa50e80d7
parent 5289 1916a9e9714d
child 5430 1b318d81c85f
--- a/README.ds	Sat Mar 05 10:03:57 2011 -0800
+++ b/README.ds	Sun Mar 06 21:12:19 2011 -0800
@@ -3,17 +3,37 @@
 ================================================================================
 
 -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 and default arm7.
+* 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 and default arm7.
+* The hardware renderer is using the libgl2d abstraction library that can be found at:
+    http://rel.phatcode.net/junk.php?id=117
+  Build it, and install the library and the header where SDL can find them (ie. in
+  the libnds/lib and libnds/include directories).
+
 
 -Building SDL-
-After setting the devkitpro environment, type:
+
+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 proper libnds directories.
-Additionnaly it will compile the general test, that you can run either on the DS or with desmume:
+This will compile and install the library and headers into the proper libnds
+directories. Additionnaly it will compile several tests that you can run
+either on the DS or with desmume. For instance:
   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.
+* The port is very basic and incomplete:
+  - SDL currently has to be compiled for either framebuffer mode or render mode.
+     See USE_HW_RENDERER in Makefile.ds.
+  - some optionnal renderer functions are not implemented.
 
-Note that the port is very basic and incomplete.
+-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.
+* there is no 8 bits/pixel mode because SDL 1.3 doesn't support palettes.
+
+