Talk:SDL Wii/Archive 1

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SDL Wii Ports Released

ilidrissiamine has released several new items of interest to wii developers:

This project will introduce many ports of SDL games to the Nintendo Wii and will provide various libraries for SDL developers that extend it.

  • SDL_gfx- SDL_gfx port to the Nintendo Wii
  • SDL_ttf- SDL_ttf port to the Nintendo Wii with its Freetype port
  • SDL_image.7z Slightly modified SDL_image port to accept various types (libjpeg required)
  • libjpeg.7z libjpeg port to the Nintendo Wii

Ah you are right. Somehow I missed the second download link! CarstenK 05:03, 1 August 2008 (CEST)


Can someone please write an example of how SDL works with devkitpro please? Thanks ahead of time!

Akirahedgehog 09:49, 12 August 2008 (Central Time)

There are no many differances with a pc version. Just include devkitppc headers to use with sdl (fat, wiiuse...) Anyway, there is a blue screen exemple, quit with HOME

#include <stdlib.h>
#include <time.h>

#include <SDL/sdl.h>
//#include <SDL/sdl_mixer.h>
//#include <SDL/sdl_ttf.h>

#include <gccore.h>
#include <wiiuse/wpad.h>

int main(int argc, char** argv)
    SDL_Surface *screen=NULL;

    // initialize SDL video
    if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 )
        fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError() );

	fatInitDefault();	//for read files (level, serialized structs...)
    // make sure SDL cleans up before exit

    // create a new window
    screen = SDL_SetVideoMode(640, 480, 16, SDL_DOUBLEBUF);
    if ( !screen )
        fprintf(stderr, "Unable to set video: %s\n", SDL_GetError());


    return 0;

void state_in_game(SDL_Surface *screen)
    int tick_count=0;
    int tick_trigger=15;
	bool done = false;


    while (!done)
        SDL_Event event;

        while (SDL_PollEvent(&event))
            switch ( event.type )
            case SDL_QUIT:
                done = true;

        //With SDL_Event, the wiimote is detected as a mouse, to use wiiuse/wpad to handle inputs
        u32 held = WPAD_ButtonsHeld(WPAD_CHAN_0); 
		if(held & WPAD_BUTTON_HOME){

        tick_count = SDL_GetTicks();
        if (tick_count > tick_trigger)
            tick_trigger = tick_count;
            SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 50, 150));

        }   //end tick
    }   //end while

--TheDrev 18:24, 21 October 2008 (UTC)

Bad libs order ?

I got the following error :

linking ... blastguy_wii_b1.elf i:/usr/devkitpro/libogc/lib\libSDL.a(SDL_gamecube_main.o): In function `main': c:\dev\apps\devkitPro\SDL-Port/src/main/gamecube/SDL_gamecube_main.c:59: multipl e definition of `main' i:/usr/devkitpro/libogc/lib\libfreetype.a(gxvfgen.o):d:/Programming/WiiDev/freet ype-2.3.6/source/gxvalid/gxvfgen.c:444: first defined here i:/usr/devkitpro/libogc/lib\libfreetype.a(gxvfgen.o): In function `main': gxvfgen.c:(.text.main+0xc4): undefined reference to `ft_strncmp' collect2: ld returned 1 exit status make[1]: *** [/i/Documents/developpement/test_sdl_plus_ttf.elf] Error 1 make: *** [build] Error 2

when -lfreetype is included before -lSDL, the right order should be

LIBS := -lSDL_ttf -lSDL_mixer -lSDL_image -ljpeg -lpng -lz -lSDL -lfreetype -lfat -lwiiuse -lbte -logc -lm

I changed the lib order in the main page

--TheDrev 15:25, 15 October 2008 (CEST)

Your libfreetype is either buggy, or was built incorrectly. You shouldn't have a main() in this library.--Michael 15:05, 13 April 2009 (UTC)

I grabbed the lib included in libwiisprite, Apparently a .o having a main function comes from a test program is included in the .a I've removed the object with $ ar d libfreetype.a gxvfgen.o It should have resolved the linker error --TheDrev 09:07, 15 April 2009 (UTC)

Nice, thanks for that tip with ar. That's useful to know. --Michael


This is a great port, and I'm sure it will help porting go a lot smoother for some people. However, there is no threads support. I did find a way around this (although, it makes it slower, because no threads) but I would greatly appreciate if someone added thread support to this. It'll make a bunch of ports a lot faster. Thanks --SquidMan 02:00, 17 December 2008 (UTC)

Yohanes has added threads and USB keyboard support to the SDL library while porting an apple ][e SDL based emulator to the wii. You can find his SDL code here 11, January, 2009. —Preceding unsigned comment added by Nowhereman (talkcontribs) 21:53, 11 January 2009 (UTC)


It looks like sdl-config needs to be located in bin/ not in lib/. It worked for me after putting it in $DEVKITPPC/bin. The paths in sdl-config seems to be hard-coded "-L/c/dev/apps/devkitPro/libogc/lib/wii" etc - should be dependent on location of libogc and devkitpro.

Right, sdl-config is just a shell script for handling includes, flags, etc more easily, the important thing is just to have sdl-config in your PATH
 --with-sdl-prefix=PFX   Prefix where SDL is installed (optional)
 --with-sdl-exec-prefix=PFX Exec prefix where SDL is installed (optional)

are maybe what set the path before compiling the lib...

--TheDrev 09:24, 15 April 2009 (UTC)



I just managed SDL to work on my wii, and i've made a little program with controller input. I've made it so, that it will show a red background when i push on the right button. What i want is to show a photo when i press the right button. How can i do that? Do I need to include SDL_image? And what's the function i have to use?

Thanks, GabberNL 14:25, 28 April 2009 (UTC)


I used this function:

SDL_Surface *load_image( std::string filename )
      //Temporary storage for the image that's loaded
      SDL_Surface* loadedImage = NULL;
      //The optimized image that will be used
      SDL_Surface* optimizedImage = NULL;
      //Load the image
      loadedImage = SDL_LoadBMP( filename.c_str() );
      //If nothing went wrong in loading the image
      if( loadedImage != NULL )
          //Create an optimized image
          optimizedImage = SDL_DisplayFormat( loadedImage );
          //Free the old image
          SDL_FreeSurface( loadedImage );
      //Return optimized image
      return optimizedImage;

And applied the loaded image to a new surface with this function:

void apply_surface ( int x, int y, SDL_Surface* source, SDL_Surface* destination )
     //Make a temporary rectangle to hold the offsets
     SDL_Rect offset;
     //Give the offsets tot the rectangle
     offset.x = x;
     offset.y = y;
     //Blit the surface
     SDL_BlitSurface( source, NULL, destination, &offset );

But when i try to compile it it sais it doesnt have the length of the image. Can somebody help me?

GabberNL 14:17, 13 May 2009 (UTC)

Solved. SDL loads from root directory. ltkerr0r