Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote: > BTW, you probably want to nuke the NDS renderer and just implement these three > functions instead: > int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 * > format, void ** pixels, int *pitch); > int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects, > SDL_Rect * rects); > void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window); Patch attached. The renderer for the DS is not used anymore, but I left the file in place if someone wants to finish it. I've also added a README.ds and fixed the spinlocks.
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README.ds
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README.ds
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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 and default arm7.
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-Building SDL-
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After setting the devkitpro environment, 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 directories.
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Additionnaly it will compile the general test, that you can run either on the DS or with desmume:
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desmume test/nds-test-progs/general/general.nds
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Note that the port is very basic and incomplete.
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