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Diffstat (limited to 'README.ds')
-rw-r--r-- | README.ds | 34 |
1 files changed, 27 insertions, 7 deletions
@@ -3,17 +3,37 @@ 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 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. + +-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. + -Note that the port is very basic and incomplete. |