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Thread: SDL for the Nintendo DS

                  
   
  1. #1
    DCEmu Coder GPF's Avatar
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    Default SDL for the Nintendo DS


  2. #2

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    awesome! can't wait for all those sdl ports for the ds.

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    Sorry about this newbie question but ¿where do i have to put SLDlib in order to be able to compile the examples?

    I'm under linux and have set the enviroment variables for devkitarm, etc but I get "SDL.h no such file or directory".

    My directory tree is ~\devkitpro\
    PAlib
    NDSSDLexamples
    nds-examples
    lSDL
    libnds
    libmirko
    libgba
    devkitARM

    with lSDL containing headers and libraries.

    Thanks in advance!

  4. #4
    DCEmu Coder GPF's Avatar
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    The makefiles are hardcoded to look for the header files
    under devkitpro\libnds\include\SDL
    with -D__NDS__ -I$(NDSLIB_INCLUDE)/SDL

    some of the SDL libs require the -D__NDS__ define also

    you can change the include line to point to where ever the include folder is located for your setup.

    Troy

  5. #5

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    Many thanks GPF, I hope, xmas will bringme a NintendoDS.

  6. #6

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    I'm testing a few samples with devkirARM 17, and I'm getting some errors, what version of devkitARM do you recomends to me, in order to get better SDL suport?

  7. #7

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    Compilation errors solved, but I cant get working in 16 bbp, isnt still suported?

  8. #8
    DCEmu Coder GPF's Avatar
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    good question its been awhile since iv looked at my code

    If you get it working or need to make changes to SDL to get something to work go ahead and send me the code and ill update the main libs for everyone.

    Iv been extermely busy lately and havent been able to do much DS coding.

    Troy(GPF)

  9. #9

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    I'm gonna have a look to the code, ;-)

  10. #10
    DCEmu Coder GPF's Avatar
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    cool, yeah it was a quick port and everything is using a mode6 background at 1024X512 or 512X512 , need to have it use different background modes based on the size of screen requested and doublebuffering needs to be implemented if I remember right. Sound code is nulled out and there is no filesystem access. And optimally someone could take my changes and upport to the latest SDL version

    Troy(GPF)

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