Nintendo DS port

Hi,

I’m interested in doing some NDS development and am curious about what the
current state of the port to the NDS is? The code that is currently in the
trunk is incompatible with the latest version of devkitpro / libnds and I
would really like to use SDL for portability reasons on my projects.

If the NDS port is not currently being worked on, I’d be interested in
discussing what the plans were for SDL to handle the multi-video output so
that I could continue porting it on my own.

Thanks,
Leonard

You’re using libnds 1.3.2, I suppose? I updated the code to at least compile on 1.3.1 somewhat recently, but since the release of 1.3.2 I haven’t had enough time to work on making SDL compatible with it yet–and my hands are somewhat tied as far as testing the code goes, anyway, since I’m still waiting on a replacement for my broken flash card to get stocked and shipped out to me. :frowning: So naturally, help would be appreciated (if you’re interested) even if it’s nothing else but doing some testing on the real hardware.

SDL 1.3 has multi-head support in its new graphics API, so the NDS port should be implementing that to handle both screens. Is that what you were asking?

-DarrenOn Thu, 19 Mar 2009 17:35:26 -0600 Leonard Nooy wrote:

Hi,

I’m interested in doing some NDS development and am curious about what the
current state of the port to the NDS is? The code that is currently in the
trunk is incompatible with the latest version of devkitpro / libnds and I
would really like to use SDL for portability reasons on my projects.

If the NDS port is not currently being worked on, I’d be interested in
discussing what the plans were for SDL to handle the multi-video output so
that I could continue porting it on my own.

Thanks,
Leonard


Darren <@Darren_Alton>

Darren <dalton stevens.edu> writes:

You’re using libnds 1.3.2, I suppose? I updated the code to at least compile
on 1.3.1 somewhat recently, but
since the release of 1.3.2 I haven’t had enough time to work on making SDL
compatible with it yet–and my
hands are somewhat tied as far as testing the code goes, anyway, since I’m
still waiting on a replacement
for my broken flash card to get stocked and shipped out to me. :frowning: So
naturally, help would be appreciated (if
you’re interested) even if it’s nothing else but doing some testing on the
real hardware.

SDL 1.3 has multi-head support in its new graphics API, so the NDS port should
be implementing that to handle
both screens. Is that what you were asking?

-Darren

Hi,

I’m interested in doing some NDS development and am curious about what the
current state of the port to the NDS is? The code that is currently in the
trunk is incompatible with the latest version of devkitpro / libnds and I
would really like to use SDL for portability reasons on my projects.

If the NDS port is not currently being worked on, I’d be interested in
discussing what the plans were for SDL to handle the multi-video output so
that I could continue porting it on my own.

Thanks,
Leonard

Hi Darren,

Yes, I am using 1.3.2 libnds. There are a couple of things that break, powerON
changing to powerOn, etc. They were easy enough to fix, but made me question
whether or not the NDS port was being maintained. It sounds like you’re still
putting time toward it?

I’m willing to help out with getting SDL working smoothly and efficiently on the
DS anyway that I can. If that means testing beta changes that you’re working on,
then that would be cool. But I would prefer to help with the actual software
work if possible.

To clarify my question about SDL 1.3: I am asking about the multi-head support.
I was trying to find documentation on what the design philosophy and public API
are supposed to be for initializing and using a multi-head display device. The
source code seems rather confusing as to what is supposed to be called and when.

It would be extremely helpful if there is some documentation that you could
point me at for that?

I’m also curious about how far along SDL 1.3 is in its design phase? (This may
be a question for someone else so sorry if it’s not appropriate here.) While I
would like to help and make sure SDL 1.3 is stable and usable on the NDS, my
primary focus is to develop software for the NDS. As a result, I have done a
port of SDL 1.2.13 to the NDS using the latest libnds. It supports all input,
timers, and uses SDL to initialize the main display. To access the second
display, I’ve augmented the default SDL initialization process with a function
that sets it up and gives back a second SDL_Surface through which you can access
the second framebuffer.

But of course, I would much rather use SDL 1.3 than SDL 1.2.13 if possible.
Which is why I’m here :slight_smile:

Leonard> On Thu, 19 Mar 2009 17:35:26 -0600 Leonard Nooy <ltnooy gmail.com> wrote:

To clarify my question about SDL 1.3: I am asking about the multi-head support.
I was trying to find documentation on what the design philosophy and public API
are supposed to be for initializing and using a multi-head display device. The
source code seems rather confusing as to what is supposed to be called and when.

I just today got my computer working with multi-head environment for Mac OS X,
Windows and Linux, so I’ll be fleshing out the API and documentation pretty
soon. Do you have any specific questions?

I’m also curious about how far along SDL 1.3 is in its design phase?

It’s at the polish stage. There are a few rough edges, but it’s largely
done and in the bug fixing and fullscreen/multi-head implementation phase.

See ya!
-Sam Lantinga, Founder and President, Galaxy Gameworks LLC