Odds are, if you've been interested in running homebrew code on the Nintendo DS, you were probably more than a little lost/confused initially (if you ever got it figured out). There *is* an active community out there, but most of the information is spread out across different bulletin boards, in different threads, often containing more than a little incorrect and/or outdated information, and using terminology/abbreviations you're probably not yet familiar with. Maybe I'm just the kind of person that really likes to have a good grasp of what I'm doing and what all my options are rather than running with "just do X" as posted by some_random_guy023.
Far and away the best write up I've come across is the Running Homebrew wiki entry at DSLinux. It does a nice job of presenting the various requirements and what your options are, the between them such as in which circumstances you can use them and what the pros/cons are, as well as providing links (via Pocketheaven) to specific products/manufacturers.
Check it out and save yourself a lot of headache/irritation.
Showing posts with label tools. Show all posts
Showing posts with label tools. Show all posts
2006/09/15
2006/08/24
My bad, DevKitPro devs! orz
It looks like I jumped the gun a bit in yesterday's post when I complained about the ease of learning to use DevKitPro (DKP).
Got some sleep and woke up a lot less grumpy today so I thought I'd give it another shot. This time with a clear head.
I came across the PataterSoft tutorial and in the process of messing around with it I ended up going back through the "examples" directory of DKP. And, I must say.... they're really well commented, fully explained, easily understood examples. Maybe that's why all the tutorials have fallen into states of disrepair; they're unneeded. You just pick the directory you want and learn about what's in there- it's kind of like "Choose Your Own Adventure".
Really didn't take much to get a few easy examples going. I retract all the nasty things I said earlier and instead tip my hat in their general direction.
Got some sleep and woke up a lot less grumpy today so I thought I'd give it another shot. This time with a clear head.
I came across the PataterSoft tutorial and in the process of messing around with it I ended up going back through the "examples" directory of DKP. And, I must say.... they're really well commented, fully explained, easily understood examples. Maybe that's why all the tutorials have fallen into states of disrepair; they're unneeded. You just pick the directory you want and learn about what's in there- it's kind of like "Choose Your Own Adventure".
Really didn't take much to get a few easy examples going. I retract all the nasty things I said earlier and instead tip my hat in their general direction.
2006/08/21
DirectX Programming with Visual C++ 2005 Express Edition
At some point I feel like I should embrace the winner in graphics APIs for computer games and learn DirectX (seriously, this time). In some obvious attempt to entice me, Microsoft began offering the Visual C++ 2005 Express Edition for free.
I looked at how to get it setup for DirectX development and these are my notes. You obviously need it and the DirectX SDK to start with.
I looked at how to get it setup for DirectX development and these are my notes. You obviously need it and the DirectX SDK to start with.
- Setup the Platform SDK as described here here.
- Start Visual C++
- File->New->Project
- For "Project type" select "Visual C++" or "Win32" and create a "Win32 Console Application".
- When the Win32 Application Wizard comes up, make sure you select "Windows applicaiton" for the "Application type", and "Empty project" from "Additional options".
- Project->Add New Item. Select "C++ File".
- Project->Properties. Configuration Properties->Linker->Input. Add necessary DirectX libraries (ddraw.lib, dxguid.lib, etc.) to "Additional Dependencies".
Out with OpenGL, in with DirectX
I'll admit, I was originally in the OpenGL camp. OpenGL + GLUT was just vastly easier than DirectX for those of us with no Windows programming experience (even with the "easy to use" application framework they introduced in DirectX 8 or 9). Plus, I was fortunate to use it in a graphics programming class I had as an undergrad.
However, as part of my renewed interest in game programming, the coming release of Vista and DirectX 10, and the apparent demise of OpenGL, I decided to give DirectX another shot. But that requires tools.
The DirectX SDK is easy enough. That's been freely available for some time. A compiler and other development tools... that's a different story. I'd known about Visual C++ Toolkit 2003 (now deprecated, free command-line tools) for sometime, but I didn't know that they'd gone another step further and introduced Visual C++ 2005 Express Edition. Basically the same thing, but now with an IDE to boot. Very sweet.
This actually got me to dust off my DirectX and WinAPI books and do a little Windows programming for the first time in quite a while.
However, as part of my renewed interest in game programming, the coming release of Vista and DirectX 10, and the apparent demise of OpenGL, I decided to give DirectX another shot. But that requires tools.
The DirectX SDK is easy enough. That's been freely available for some time. A compiler and other development tools... that's a different story. I'd known about Visual C++ Toolkit 2003 (now deprecated, free command-line tools) for sometime, but I didn't know that they'd gone another step further and introduced Visual C++ 2005 Express Edition. Basically the same thing, but now with an IDE to boot. Very sweet.
This actually got me to dust off my DirectX and WinAPI books and do a little Windows programming for the first time in quite a while.
Subscribe to:
Posts (Atom)