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DS development > what about KOS

#41282 - chronofurb - Wed Apr 27, 2005 2:56 am

I was wondering if anyone thought it may be a good idea to make a port of KallistiOS to the ds, as in the one that was used for dreamcast developement. Or is it just going to be easier to keep things the way it was for deving on the gba...

#41405 - crossraleigh - Thu Apr 28, 2005 3:08 am

Doesn't ndslib do for the DS what KOS does for the Dreamcast?

#41450 - wintermute - Thu Apr 28, 2005 5:47 pm

crossraleigh wrote:
Doesn't ndslib do for the DS what KOS does for the Dreamcast?


not even close

libogc does for the Gamecube what KOS does for the Dreamcast (and then some) :)

#41455 - josath - Thu Apr 28, 2005 6:34 pm

So what advantage do KOS/libogc have over libnds? Nicer functions for doing 3d?

#41469 - chronofurb - Thu Apr 28, 2005 9:57 pm

KOS is alot like a small version of a unix program, it basically provided an interface for programming like one would do in unix, it also had the same functionality that libnds has, but alot more stuff, even had the ability to play sounds right out of the box

#41478 - tepples - Thu Apr 28, 2005 11:00 pm

Porting KOS would appear to make it easier to maintain a homebrew program that works on both Nintendo DS and Dreamcast.
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#41479 - josath - Thu Apr 28, 2005 11:08 pm

except for the fact that the graphics hardware for DS and Dreamcast are vastly different

#41480 - tepples - Thu Apr 28, 2005 11:25 pm

Doesn't KOS's OpenGL driver cover up the differences though?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#41481 - josath - Thu Apr 28, 2005 11:27 pm

I was thinking more about the 2d hadware, and the two separate screens, and the touchscreen. I guess the 3d would probably be similar between the two.