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RG35XX.NET

A brief overview of RG35XX.NET while waiting for full documentation.

Build Configurations

  • Release Configuration: Builds the application for handheld devices.
  • Debug Configuration: Builds the application for desktop.

Primary Classes

1. ConsoleRenderer

Provides an easy method for writing text to the FrameBuffer. Console letters are mapped to bitmaps and rendered as they would appear on a console.


2. StorageProvider

Abstracts storage locations based on the platform:

  • Desktop:
    • ROOT maps to the application directory.
    • MMC and SDCARD map to subdirectories within the application directory.
  • Handheld:
    • ROOT maps to the device root.
    • MMC and SDCARD map to the mount points for each card.

3. GamePadReader

Provides both blocking and non-blocking methods to read input from the gamepad.

Desktop Keyboard Mappings:

  • Enter: Start
  • Escape: Menu
  • A: A
  • B: B
  • Y: Y
  • X: X
  • , (<): L1
  • . (>): L2
  • Arrow Keys: DPad

Additional mappings may be added over time for desktop.


4. FrameBuffer

Provides an interface for writing to the output device:

  • Handheld: The screen.
  • Desktop: The window.

FrameBuffer Details:

  • Accepts a custom "Bitmap" structure, which is an object backed by ARGB pixels.
  • Includes basic drawing operations.
  • Optimized for mapping images directly from external sources or embedded content.
  • Runtime drawing is supported but should ideally be minimized. Drawing functionality can be extended as needed.

Setup Instructions

  1. Include the project files as references in your application.
  2. Reference only the Libraries project; all dependencies will be handled automatically.

Publishing

  • Use the included pubxml files for publishing, or use it as a reference for custom settings.

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