Thanks!

DSmaps uses a number of open source libraries. The following three are now part of the devkitPro suite of tools for game console software development:

  • libnds – This is the main library for DS programming. It was written by Michael Noland and Jason Rogers.
  • libfat – This provides access to file system on the flash card. It was written by Michael Chisholm.
  • dswifi – This handles interaction with the Wi-Fi hardware and implements the TCP/IP protocol stack. It was written by Stephen Stair.

I also use the following libraries:

  • libpng – This is used to decode PNG images. It was written by Guy Eric Schalnat, Andreas Dilger, and Glenn Randers-Pehrson.
  • zlib – This is used by the libpng library when decoding PNG images that are compressed. It was written by Jean-loup Gailly and Mark Adler.

All of the above libraries were compiled from their original sources for linking to the DSmaps source code.

Last but by no means least, thanks to Google for the fabulous ‘keyhole server’.

8 Responses to Thanks!

  1. Gerard Leyden says:

    Kevin was telling me about this site last night, congrats on making this

  2. masterlilou says:

    Good idea,

    can you briefly explain how it works ? from a technical point of view ? do you use a web service ? which service do you use ?

  3. DMC says:

    @masterlilou – I intend adding a technical info page at some point with some details for those curious about how DSmaps works. I might open source it all at some point too, but I’m too vain a programmer to do that at this alpha stage of development. In brief though, no, the current alpha release doesn’t use a web service, i.e. there is no server side – at least not one written by me! DSmaps simply looks for the (up to) four tiles needed to paint the current map view in its local cache, and downloads any missing tiles directly from the keyhole server. There are obviously various ‘tricks’ to achieving good performance with the painting. For example, it decodes the absolute minimum amount of PNG necessary to paint the map by ignoring portions of a tile that are off-screen, and it avoids repainting areas of the screen that are still visible on screen after a pan. It also does things like decoding the PNG directly into the back buffer to avoid multiple blts, etc., etc.

  4. kerberos237 says:

    Thank you, wonderful app.

  5. congrats says:

    just… AWESOME ! Good job !! Thank youuuuuu

  6. nazuki says:

    can you download the cache directly to your pc and then copy to your cache files on the SD card?? so that we doesn’t need wifi to see the maps…

    anyway, it’s a cool software….

  7. Thyago says:

    The Best DS App ever. Really.

    I download a lot of my surrounding maps at home or another wi-fi places, then I can just look at them anywhere I am! I’m building quite a library of .PNG files of my city in the cache directory.

    Maybe in the future, users could distribute those. How much GBs would it be to have the whole world in every zoom level? Maybe with the new 500GB card and some kind of R4 revolution ultra-super 100th edition… Or less than that?

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