• Sam Lantinga's avatar
    a Nintendo ds update · 6e05dee6
    Sam Lantinga authored
    Frank Zago to SDL
    
    For those interested, here's a snapshot of the current port. I did away with
    most of the previous attempt which was based of the sprite engine, because the
    support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
    The drawback is that either the frame buffer or the gl engine can be used
    because there's not that much video memory on a DS.
    
    With minimal changes to their code, it can now run the following tests: ,
    testspriteminimal, testscale and testsprite2. The last 2 only run under the
    emulator for some reason. The tests are not included in this patch for size
    reason.
    
    In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
    is not displayed. So I had to patch a few core file to set that bit to 1. See
    patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
    there a better way ?
    
    The nds also doesn't support windowed mode, so I force the fullscreen in
    src/video/SDL_video.c.  Is that ok, or is there a better way ?
    
    To get a smaller library, I also tried to not compile the software renderer
    when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
    the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
    defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
    itself ?
    6e05dee6
SDL_sysrender.h 5.09 KB