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==SDL Wii Ports Released== July 31st, 2008, 03:09 Posted By: wraggster 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 Those are the ones are already on the page. I think that the only reason wraggster made that post was because he saw this wiki page. --[[User:Vader347|vader347]] 00:19, 1 August 2008 (CEST) Ah you are right. Somehow I missed the second download link! [[User:CarstenK|CarstenK]] 05:03, 1 August 2008 (CEST) ==Example?== Can someone please write an example of how SDL works with devkitpro please?Thanks ahead of time! [[User:Akirahedgehog|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  <source lang="C">#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; srand(time(NULL));  // initialize SDL video if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 ) { fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError() ); exit(EXIT_FAILURE); }  fatInitDefault(); //for read files (level, serialized structs...) WPAD_Init(); // make sure SDL cleans up before exit atexit(SDL_Quit); SDL_ShowCursor(SDL_DISABLE);  // create a new window screen = SDL_SetVideoMode(640, 480, 16, SDL_DOUBLEBUF); if ( !screen ) { fprintf(stderr, "Unable to set video: %s\n", SDL_GetError()); exit(EXIT_FAILURE); }  state_in_game(screen);   return 0;} void state_in_game(SDL_Surface *screen){ int tick_count=0; int tick_trigger=15; bool done = false;  SDL_EnableKeyRepeat(10,10);   while (!done) { SDL_Event event;  while (SDL_PollEvent(&event)) { switch ( event.type ) { case SDL_QUIT: done = true; break; } }  //With SDL_Event, the wiimote is detected as a mouse, to use wiiuse/wpad to handle inputs WPAD_ScanPads(); u32 held = WPAD_ButtonsHeld(WPAD_CHAN_0); if(held & WPAD_BUTTON_HOME){ done=true; }  tick_count = SDL_GetTicks(); if (tick_count > tick_trigger) { tick_trigger = tick_count; SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 50, 150));  SDL_Flip(screen); } //end tick } //end while SDL_Quit(); exit(EXIT_SUCCESS);}</source> --[[User:TheDrev|TheDrev]] 18:24, 21 October 2008 (UTC) == Bad libs order ? == I got the following error :  linking ... blastguy_wii_b1.elfi:/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: multiple definition of `main'i:/usr/devkitpro/libogc/lib\libfreetype.a(gxvfgen.o):d:/Programming/WiiDev/freetype-2.3.6/source/gxvalid/gxvfgen.c:444: first defined herei:/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 statusmake[1]: *** [/i/Documents/developpement/test_sdl_plus_ttf.elf] Error 1make: *** [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 --[[User:TheDrev|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.--[[User:Michael|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--[[User:TheDrev|TheDrev]] 09:07, 15 April 2009 (UTC):Nice, thanks for that tip with ar. That's useful to know. --[[User:Michael|Michael]] == Threads? == 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 --[[User:SquidMan|SquidMan]] 02:00, 17 December 2008 (UTC) [[User:Yohanes|Yohanes]] has '''added threads''' and '''USB keyboard''' support to the SDL library while porting [[WiiApple|an apple ][e SDL based emulator]] to the wii. You can find his SDL code here [] 11, January, 2009. <small>—Preceding unsigned comment added by [[User:Nowhereman|Nowhereman]] ([[User talk:Nowhereman|talk]] • [[Special:Contributions/Nowhereman|contribs]]) 21:53, 11 January 2009 (UTC)</small> == sdl-config == 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...   --[[User:TheDrev|TheDrev]] 09:24, 15 April 2009 (UTC)__TOC__
== How to port? ==
oversight, Administrators


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