A collection of useful links and resources for development.
| Resource |
Link |
Description |
| libnds Docs |
libnds.devkitpro.org |
The main DS library we build on. Reference for all hardware APIs - backgrounds, sprites, input, sound, etc. |
| GBATEK Docs |
problemkaputt.de/gbatek.htm |
Low-level DS hardware reference. Covers registers, memory maps, and hardware behavior in detail. Essential for understanding what libnds is doing under the hood. |
| NDS Examples |
github.com/devkitPro/nds-examples |
Official devkitPro example projects covering graphics, audio, input, and more. Good starting point for unfamiliar systems. |
| DS Dev Guide |
patater.com/manual-git |
Beginner-friendly intro to DS programming. Covers 2D graphics, sprites, and backgrounds with clear explanations. |
| Resource |
Link |
Description |
| VRAM Calculator |
mtheall.com/vram.html |
Visual tool for planning VRAM bank allocation. Use this when loading images to figure out which banks to assign to backgrounds vs. sprites. |
| Grit Documentation |
coranac.com - grit readme |
Docs for grit, the tool used to convert images into DS-compatible formats (tilesets, tilemaps, palettes). |
| BlocksDS 2D Graphics Intro |
blocksds.skylyrac.net |
Clear overview of how the DS 2D graphics system works - palettes, tiling, backgrounds, and sprites explained concisely. |
| Resource |
Link |
Description |
| Maxmod Conversion Guide |
maxmod.org - conversion guide |
Guide to converting audio files for use with Maxmod, the music and sound effect library used in P3D. |
| Maxmod Reference |
maxmod.org |
Full Maxmod API reference for playback, sound banks, and streaming. |
| Resource |
Link |
Description |
| P3D Math Reference |
Google Sheets |
Spreadsheet covering math used in the project. |
| Fixed-Point Math (GBATEK) |
problemkaputt.de/gbatek.htm#dsmath |
The DS has no floating-point unit - all math uses fixed-point integers. This section covers the hardware math accelerator registers. |
Missing a link? Drop it in the #game-dev-lounge channel on Discord and we’ll add it here.