The steps to build and run libraries and applications for NintendoSDK are the same as for normal Visual C++ projects.
The NintendoSDK provides a sample application that demonstrates the build and run methods.
Sample programs are in the NintendoSDK Samples package.
When the NintendoSDK Samples package is installed, the sample programs are placed in NintendoSDK\Samples\Sources\Applications
.
The following description of the build procedure for a sample program uses the GfxPrimitiveRenderer
sample as an example.
Step | Operation |
---|---|
1 |
Open Info
The preceding procedure assumes that Visual Studio 2017 is being used. |
2 |
From the Visual Studio Solution Platform, select NX64.
|
3 |
Select Build > Build Solution.
|
The following description of the execution procedure for a sample program uses the GfxPrimitiveRenderer
sample as an example.
Step | Operation |
---|---|
1 | Build a sample program following the procedure in the previous section. |
2 |
Verify that NX64 is selected in the Visual Studio Solution Platform.
|
3 |
In Visual Studio, select Debug > Start Debugging or Debug > Start Without Debugging.
|
4 |
When Target Manager (described later) starts and the sample is run, the following image is displayed on the ADEV LCD screen.
|
Target Manager is software for managing the development tools connected to a PC.
You can use it to register an ADEV to a PC and run built applications on the ADEV.
Target Manager starts automatically when you run an application from Visual Studio on the ADEV.
If you are operating the ADEV without using Visual Studio, manually start Target Manager from the Start menu.
For more information about the features of the Target Manager, see NintendoSDK Documents > Features > Controlling the Development Hardware > Target Manager.
For the next steps, see NintendoSDK Documents > Tutorial.
You can learn about creating NX applications by reading and following the tutorial.
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