# Nintendo 3DS SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by: - [Pierre Wendling](https://github.com/FtZPetruska) 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: ```bash 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 ` 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.