A brief overview of RG35XX.NET while waiting for full documentation.
- Release Configuration: Builds the application for handheld devices.
- Debug Configuration: Builds the application for desktop.
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.
Abstracts storage locations based on the platform:
- Desktop:
ROOT
maps to the application directory.MMC
andSDCARD
map to subdirectories within the application directory.
- Handheld:
ROOT
maps to the device root.MMC
andSDCARD
map to the mount points for each card.
Provides both blocking and non-blocking methods to read input from the gamepad.
- 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.
Provides an interface for writing to the output device:
- Handheld: The screen.
- Desktop: The window.
- 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.
- Include the project files as references in your application.
- Reference only the Libraries project; all dependencies will be handled automatically.
- Use the included
pubxml
files for publishing, or use it as a reference for custom settings.