656KB of Vram: how I ported my game to the Nintendo DS
In a previous article, I’ve talked about Kallune (a small 2D game I made). Can’t be that hard to port to the Nintendo DS, right ?
Oh boy.
As it turns out, the DS is a beautiful, elegant, but incredibly stubborn piece of hardware. In this post, I’ll walk you through the reality of developing for the ARM9, the art of aggressive tile management, and how I slowly started loving chasing every microsecond of performance.
I had an old DSi lying around so I've been able to test the game on real hardware!


