I have a problem with compiling and linking box2D for the DS platform.
I downloaded the latest SVN Box2D release (rev.175) and tried compiling it very straight-forwardly : open the .sln in VS2005, add TARGET_IS_NDS,TARGET_FLOAT32_IS_FIXED and ARM9 to the precompiler definitions and fire it up. Doing this, I get a hugely huge bunch of errors (>2500), most of them repeating themselves multiple times, the first one being : "packed, undeclared identifier". From then on I've tried all sorts of logical to less-logical solutions, most of which I don't remember since I was frantically trying stuff.
So my question is : Using the latest revision of Box2D (or r175, whichever is true at the time of your reading), and a current revision(r23b) of DevKitPro/DevKitARM and libnds, how do I compile Box2D so it works well on the DS using fixed point numbers?
Ultimately, I just want to use Box2D in a project that is well under way, I can't really code a physics engine in the time left for the project, and Box2D is already well implemented in the project. In fact I realised yesterday that the version of Box2D I was using was compiled without the NDS & Fixed options, and therefore would not work well / efficiently on the DS.
Thanks,
Hoping for a solution,
Chlikaflok
P.S. For those who are curious about the project, it's a High-Level game engine for homebrew DS games that should be released as RaNGE some time near christmas this year(2008).
Edit : Of course I forgot to mention that when I build my project without the library compiled it says "undeclared reference to b2World::CreateBody(b2BodyDef const*)" and says so for any and all references I made to any Box2D function until the compiler stops for obvious reasons... Not that this point makes much sense for the problem, but it might head people looking for these symptoms towards the solution, which'll be here shortly I do hope...
