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jak-project/third-party/SDL/docs/README-n3ds.md
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00

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Nintendo 3DS

SDL port for the Nintendo 3DS Homebrew toolchain contributed by:

Credits to:

  • The awesome people who ported SDL to other homebrew platforms.
  • The Devkitpro team for making all the tools necessary to achieve this.

Building

To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:

cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build

Notes

  • Currently only software rendering is supported.
  • SDL3_main should be used to ensure ROMFS is enabled - this is done with #include <SDL3/SDL_main.h> in the source file that contains your main function.
  • By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use osSetSpeedupEnable(false) in your main function.
  • SDL_GetBasePath returns the romfs root instead of the executable's directory.
  • The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the SDL_Delay functions, or blocking waits (SDL_LockMutex, SDL_WaitSemaphore, SDL_WaitCondition, SDL_WaitThread). To avoid starving other threads, SDL_TryWaitSemaphore and SDL_WaitSemaphoreTimeout will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.