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Discussion in '3DS - Homebrew Development and Emulators' started by 101239, Dec 30, 2015.
Title. Do I have to poke around with it in devkitarm or do i just use the makefile?
Do you have programming experience? You have to take the code and adapt it to the target platform, so you have to modify the source code and the makefile. Sometimes you may have to modify the assets too
No, just no.
You need to modify the code to work on the new platform, then compile it to run the hardware.
It depends on the target platform and the starting platform, dependencies and others.
If you're "lucky", you'll need to re-write only rendering, input and (optional) audio system code.
If you're "not so lucky", you'll have to modify also CPU related code (ASM calls for examples) and everything that could cause issues related to the hardware (for example, enums dimension, vars definition (on ARM architecture, chars are unsigned, on MIPS architecture, they're signed for example), GPU directives...).
If you're "unlucky", you'll also need to optimize code to make it run on the target platform at a decent framerate (looks for example to DaedalusX64 emulator for PSP).
There are also a lot of source ports which are using libraries currently not available (or not completely available) on 3DS (openGL, SDL, SDL2 for example). In that cases, you'll also have to write a proper wrapper for these libraries.
You don't have to re-write it. You just need to go through the code, and fix all the things to work on the 3DS. I know I'm making it sound a lot easier than it really is, but I'm just trying to give a simple answer.
basically re-writing it
You wouldn't be re-writing it entirely.
i never said how much yo would have to re-write, just that you would have to
?? ?????? this forum??? filled with people that really want to be better than another user
It's always a good idea to be more specific.