[Release] SDL-3DS 1.2.15 - Simple DirectMedia Layer for 3DS

Discussion in '3DS - Homebrew Development and Emulators' started by nop90, Jan 30, 2017.

  1. nop90
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    nop90 GBAtemp Maniac

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    Made another little fix to maintain the screen aspect ratio when using the custom video flags SDL_FITWIDTH or SDL_FITHEIGHT.

    And released a port of neopop, a NeoGeop Pocket Emulator using SDL 1.2 (release here) that I ported and compiled yesterday night in less than an hour.

    This lib works really fine :lol:.
     
    Last edited by nop90, May 30, 2017
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  2. Billy Acuña

    Billy Acuña GBAtemp Addict

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    The link sends me into the Hermes's thread :(

    Edit: nvm, found it :)
     
    Last edited by Billy Acuña, May 30, 2017
  3. nop90
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    nop90 GBAtemp Maniac

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    Fixed. Thanks.
     
  4. nop90
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    nop90 GBAtemp Maniac

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    Released Sqrxz3 by retroguru, ported to 3DS using the SDL lib.

    Release link in the OP or in my signature.

    Happy retrogaming.
     
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  5. nop90
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    nop90 GBAtemp Maniac

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    Just released a new SDL game: Amphetamine.

    Link in the OP and here
     
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  6. agent31750

    agent31750 Member

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    If we have this. We can now have a port of OpenTTD maybe ? This would be awesome
    There is already a port of openTTD on android with SDL.
     
  7. bennyman123abc

    bennyman123abc Master of the Script Kiddies

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    Yay! OpenTTD on 3DS is finally a possibility! Thanks for this! :D
     
  8. nop90
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    nop90 GBAtemp Maniac

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    I don't think it's posible. Not enough cpu power.
     
  9. agent31750

    agent31750 Member

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  10. bennyman123abc

    bennyman123abc Master of the Script Kiddies

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    The Wii had enough CPU power for OpenTTD and the Wii only had something like a 729 MHz CPU. And that was PowerPC. The O3DS has a 268 MHz processor while the N3DS has a 804 MHz processor. If the O3DS isn't powerful enough, then the N3DS definitely is.
     
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  11. Pepepuhn

    Pepepuhn Member

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    I can't compile it. I get the following error:
    Code:
    ./src/video/x11/SDL_x11sym.h:168:17: error: conflicting types for ‘_XData32’
     SDL_X11_SYM(int,_XData32,(Display *dpy,register long *data,unsigned len),(dpy,data,len),return)
                     ^
     
  12. nop90
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    nop90 GBAtemp Maniac

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    Are you compiling for 3ds or for Apple x11?

    Dont run the configure script, use directly the makefile.n3ds
     
  13. realWinterMute

    realWinterMute Member

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    It would be good to get this fixed and be able to use the configure script to do all this properly and get it upstreamed. It would make maintenance much easier and remove the need to modify some of the other SDL based libraries - once you have working configure and sdl-config scripts some stuff basically just works. It's also worth mentioning that running a specific makefile isn't at all an obvious way to do this.

    This is why I tried to encourage you to do that from the beginning.
     
  14. nop90
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    nop90 GBAtemp Maniac

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    I understand why you proposed that and I spent some of my time to learn how autotools and pkg-config work.
    I'm about at 95% of the work on a private branch of the sources, to finish the work I need only to find a way to compile the shader in the automake script and fix something in the pkg-config file.

    But at the moment I'm not motivated to continue. 3ds homebrew scene is almost dead, no one but me will maintain this lib and my time is very limited now.

    So probably it's not worth to add the 3ds lib to the official SDL repository
     
  15. Pepepuhn

    Pepepuhn Member

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    I want to compile for 3ds. How to I compile for 3ds?
     
  16. cearp

    cearp the ticket master

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    :)
     
  17. Pepepuhn

    Pepepuhn Member

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    Thx, that worked.
    But now I have trouble including SDL in my project:

    devkitPro/devkitARM/bin/../lib/gcc/arm-none-eabi/6.3.0/../../../../arm-none-eabi/bin/ld: cannot find -lSDL
     
  18. realWinterMute

    realWinterMute Member

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    Did you use this stuff by any chance? https://github.com/WinterMute/SDL/commit/9a9e00dfc6ba141f4bb556fc945e1e8a2aca20b5

    I wouldn't mind having a go at sorting out the shader from automake if you like. I still have some experiments towards that goal kicking around somewhere but I lost interest because the port wasn't really working at the time.

    I think it's worth trying to get it upstreamed rather than letting all your hard work go to waste. Even if 3DS homebrew is a bit dead atm it may well pick up in the future. Getting this out to a wider audience might even get more people to have a go.
     
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  19. Pepepuhn

    Pepepuhn Member

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    No, I don't think I used this stuff.
    The actual thing is: I recently switched to Luma3ds, but somehow my old homebrew stuff, which was written with sf2dlib doesnt work anymore with the new homebrew menu 2.0. I just get a black screen.
    So I figured, updating all the libraries would be the solution. But now I see that sf2dlib is not supported anymore and I am looking for a decent simple 2d-library.
     
  20. realWinterMute

    realWinterMute Member

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    Sorry for the confusion, I was replying to @nop90 there, that isn't related to your issue.

    If you're using a standard devkitPro 3ds template (or something based on one) then you can just add $(PORTLIBS) to the LIBDIRS line here https://github.com/devkitPro/3ds-examples/blob/master/templates/application/Makefile#L59. Make sure you ran `make -f makefile.n3ds install` after building SDL though.