digitalmars.D - Has anyone every successfully built a cross-compiler for the Nintendo
- Meta (4/4) Aug 31 2015 I seem to remember that at one point somebody was working on
- Johannes Pfau (10/14) Aug 31 2015 GDC can compile for Nintendo DS[1] (at least it was possible some months
- Meta (4/14) Aug 31 2015 Ah, I thought it was you but I couldn't remember. Did you happen
- Johannes Pfau (10/27) Aug 31 2015 I only used one or two functions in libnds and only created bindings
- Jacob Carlborg (5/9) Aug 31 2015 I'm pretty sure someone back in the D1 days built games in D for
I seem to remember that at one point somebody was working on compiling D to run on the Nintendo DS, but I can't find mention anywhere of it now. Did someone actually manage to get this working or am I just imagining things?
Aug 31 2015
Am Mon, 31 Aug 2015 17:19:39 +0000 schrieb "Meta" <jared771 gmail.com>:I seem to remember that at one point somebody was working on compiling D to run on the Nintendo DS, but I can't find mention anywhere of it now. Did someone actually manage to get this working or am I just imagining things?GDC can compile for Nintendo DS[1] (at least it was possible some months ago). I've run a simple D Hello World test (writing hello world to the display, touchscreen input) using libnds. There's no druntime port and the DS probably doesn't have enough RAM for the GC. The compiler is 99% ready but I don't really have time to work on a runtime port. [1] using the devkitARM buildscripts. Checkout correct GDC branch, ./setup-gcc.sh the GCC sources, modify devkitARM build script to include --enable-languages=d --disable-libphobos
Aug 31 2015
On Monday, 31 August 2015 at 19:49:16 UTC, Johannes Pfau wrote:GDC can compile for Nintendo DS[1] (at least it was possible some months ago). I've run a simple D Hello World test (writing hello world to the display, touchscreen input) using libnds. There's no druntime port and the DS probably doesn't have enough RAM for the GC. The compiler is 99% ready but I don't really have time to work on a runtime port. [1] using the devkitARM buildscripts. Checkout correct GDC branch, ./setup-gcc.sh the GCC sources, modify devkitARM build script to include --enable-languages=d --disable-libphobosAh, I thought it was you but I couldn't remember. Did you happen to create bindings to libnds, or was it just what you needed for Hello World?
Aug 31 2015
Am Mon, 31 Aug 2015 20:21:16 +0000 schrieb "Meta" <jared771 gmail.com>:On Monday, 31 August 2015 at 19:49:16 UTC, Johannes Pfau wrote:I only used one or two functions in libnds and only created bindings for these. I guess it'd be easy to add full bindings and use some bare-metal stub runtime to build simple applications. But as the DS is a more powerful system you'd probably want exception support which needs to be ported from druntime, core.stdc would be necessary as well... The best solution is probably to do a minimal, GC-less druntime port. Would be a nice project, but it'd probably also takes quite some time.GDC can compile for Nintendo DS[1] (at least it was possible some months ago). I've run a simple D Hello World test (writing hello world to the display, touchscreen input) using libnds. There's no druntime port and the DS probably doesn't have enough RAM for the GC. The compiler is 99% ready but I don't really have time to work on a runtime port. [1] using the devkitARM buildscripts. Checkout correct GDC branch, ./setup-gcc.sh the GCC sources, modify devkitARM build script to include --enable-languages=d --disable-libphobosAh, I thought it was you but I couldn't remember. Did you happen to create bindings to libnds, or was it just what you needed for Hello World?
Aug 31 2015
On 2015-08-31 19:19, Meta wrote:I seem to remember that at one point somebody was working on compiling D to run on the Nintendo DS, but I can't find mention anywhere of it now. Did someone actually manage to get this working or am I just imagining things?I'm pretty sure someone back in the D1 days built games in D for Nintendo DS. -- /Jacob Carlborg
Aug 31 2015