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News from {{Archive box|[[http://www.dcemu.co.uk/sdl-wii-ports-released-127263.html DCEmuArchive 1]]}}
==SDL Wii Ports Released=={{notice|'''This page is reserved for feature requests, and general discussion about the page itself. Please ask questions on the [http://forum.wiibrew.org WiiBrew Forums], and please report bugs on the official [http://code.google.com/p/sdl-wii/issues/ Google Code] site.'''}}
July 31st, 2008, 03:09 Posted By: wraggster__TOC__
ilidrissiamine has released several new items of interest == How to wii developersport? ==Hi. How do I port games with this? Would I be able to port e.g. SuperTux? What is need and what is to do?Ehhhm, I just read I should use my good old friend google to find out.--[[User:Woku|Woku]] 13:07, 12 January 2009 (UTC)
This project will introduce many ports To port a game, you must first have its source code. Then change the events that use the keyboard or the mouse and replace them with wiimote controls from wiiuse. --[[User:Salehhamadeh|Sal3000]] 11:20, 24 April 2009 (UTC): Someone should write a more thorough tutorial! There's still lots of SDL stuff people could port. --[[User:Tantric|Tantric]] 15:34, 24 April 2009 (UTC):: As someone who just finished re-writing a great portion of SDL games -Wii I think you're a great candidate! ;) Seriously though I would love to see a good tutorial or even just an API reference written. I am madly reading the main SDL tutorial in the hope of figuring out if I can attempt to port the Intellivision emulator jzInTV to the Nintendo Wii and will provide various libraries for , a programme that thankfully already uses SDL. My biggest problem, aside from never using SDL developers that extend before, is emulation of the 12+ button keypad. Anyway bring on a good tutorial / reference it would certainly help me in my quest - if I ever really start it. [[User:Ensign R|Ensign R]] 02:07, 1 May 2009 (UTC)
* SDL_gfx-2.0.17.7z SDL_gfx port to the Nintendo Wii * SDL_ttf-2.0.9.7z 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 == __static_initialization_and_destruction_0 error ==
When my program is about to begin linking it gets this error:
<pre>
File:main.o: In function `__static_initialization_and_destruction_0':
j:/D0g_Engine/source/main.cpp:11: undefined reference to `Timer::Timer()'
main.o: In function `SDL_main':
j:/D0g_Engine/source/main.cpp:15: undefined reference to `cGFXCore::cGFXCore()'
j:/D0g_Engine/source/main.cpp:22: undefined reference to `cObjectController::cObjectController()'
j:/D0g_Engine/source/main.cpp:25: undefined reference to `initInput()'
</pre>
And so on...
http://code.google.com/p/sdl-wii-ports/downloads/list
Those are So in short, basically every function/class I've defined doesn't appear to exist to the ones are already on linker, this code compiles fine for Windows so is there a setting in the page. makefile or something else I think that the only reason wraggster made that post was because he saw missed to avoid this wiki page. --[[User:Vader347|vader347]] 00:19, 1 August 2008 (CEST)?
Ah you are right. Somehow I missed the second download link! Thanks in advance, [[User:CarstenKDoogie|CarstenKDoogie]] 0510:0331, 1 August 2008 3 May 2009 (CESTUTC)
==Example?Cannot compile the template ==
Can someone please write an example of how SDL works I copied the template and all the sdl includes with devkitpro please?Thanks ahead of time!the libs and dependencies into the libogc folder. I tried to compile it using programmers notepad.
[[UserThis is the output:Akirahedgehog|Akirahedgehog]] 09:49, 12 August 2008 (Central Time)<pre>> "make" template.c
linking ... SDL_template.elf
----c:/devkitPro/libogc/lib/wii\libSDL.a(SDL_wii_main.o): In function `main':
There are no many differances with a pc versionC:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main. Just include devkitppc headers c:68: undefined reference to use with sdl (fat, wiiuse...)Anyway, there is a blue screen exemple, quit with HOME`MOUSE_Init'
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:69: undefined reference to `KEYBOARD_Init'
<source lang="C">#include <stdlibc:/devkitPro/libogc/lib/wii\libSDL.h>#include <timea(SDL_wiievents.h>o): In function `PumpEvents':
#include <SDL/C:\Users\Daryl\Desktop\Projects\sdl.h>//#include <-wii\SDL/sdl_mixer.h>src/video/#include <SDLwii/sdl_ttfSDL_wiievents.h>c:64: undefined reference to `KEYBOARD_GetEvent'
#include <gccore.h>#include <wiiuseC:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/video/wii/wpadSDL_wiievents.h>c:65: undefined reference to `MOUSE_GetEvent'
collect2: ld returned 1 exit status
int main(int argc, charmake[1]: ** argv){ SDL_Surface *screen=NULL; srand(time(NULL));  [/c/ 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(); devkitPro/examples/for read files (level, serialized structs...) WPAD_Init(); wii/SDL_template/ 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); }SDL_template.elf] Error 1
state_in_game(screen); "make": *** [build] Error 2
return 0;}> Process Exit Code: 2
void state_in_game(SDL_Surface *screen)> Time Taken: 00:02{ int tick_count=0; int tick_trigger=15; bool done = false;</pre>
SDL_EnableKeyRepeatThat question was asked on my SDL Tutorial talk page. I also had that error so I reinstalled Devkit with the older SDL version. How do I update Libogc to the SVN version the right way? So without having this error? [[User:GabberNL|GabberNL]] 17:02, 18 June 2009 (10UTC):Just do a checkout with this path: https://devkitpro.svn.sourceforge.net/svnroot/devkitpro/trunk/libogc<br />It's explain here:https://sourceforge.net/scm/?type=svn&group_id=114505 -[[User:Crayon|Crayon]] 18:45,1018 June 2009 (UTC);
:Very important is order of libs. If wiikeyboard is before SDL it does not work
Try this:
-lSDL_ttf -lSDL_gfx -lSDL_mixer -lsmpeg -lSDL_image -lfreetype -ljpeg -lpng -lSDL -lz -lfat -lwiiuse -lwiikeyboard -lbte -logc -lm
-[[User:Slappy|Slappy]] <span style="font-size: smaller;" class="autosigned">—Preceding undated comment added 12:08, 31 July 2009 (UTC).</span><!--Template:Undated-->
while == SDL_mixer not in the root makefile ==Had to make / make install it separately - caused me some pain until I figured it out.[[User:Madmanguruman|Madmanguruman]] 02:07, 28 July 2009 (!doneUTC) { SDL_Event event;
while (SDL_PollEvent(&event)) { switch ( event.type ) { case SDL_QUIT: done = true; break; } }= couple of things ==
1) I'm getting an error with devkitPPC_r17-i686-linux.tar.bz2 and SDL Wii 08-04-2009.zip/devkitPPC/bin/../lib/gcc/powerpc-gekko/4.2.4/../../With SDL_Event, ../../powerpc-gekko/include/stdint.h:244: error: conflicting types for 'uintptr_t'/libogc/include/SDL/SDL_config_minimal.h:39: error: previous declaration of 'uintptr_t' was hereI commented out that declaration in SDL since they are identical2) the wiimote is detected as a mouse, article says to use wiiuse/wpad include -lwiikeybord but that library does not seem to handle inputs WPAD_ScanPadsbe part of latest released libogc (171a?); u32 held = WPAD_ButtonsHeld(WPAD_CHAN_03); sdl-config would really be great to have. I can share what I'm using, although I don't include a lot of libraries mentioned in Usage section if[[User:Spec|Spec]] 02:38, 13 August 2009 (held & WPAD_BUTTON_HOMEUTC){ done=true; }
tick_count = SDL_GetTicks= SDL_Mixer: Mix_PlayMusic playback is very slow ==Hi. I have a strange bug with the SDL_Mixer. When I use the couple of fonction Mix_LoadMUS and Mix_PlayMusic with audio files (Wav or MP3); the SDL lib behaves strangely: All played musics are slowed down and if I whant to get a "good" result I have to increase manualy the pitch of my audio files (tick_count > tick_trigger+35%)... Someone have an idea ? { tick_trigger --[[User:BScrk|BScrk]] <span style= tick_count"font-size: smaller; SDL_FillRect(screen, 0" class="autosigned">—Preceding undated comment added 02:50, SDL_MapRGB21 October 2009 (screenUTC).</span><!--Template:Undated-->format: That's not a bug. Your files should be encoded to 32khz or 48khz, 0the audio port code doesn't handle conversion. --[[User:Tantric|Tantric]] 04:59, 5021 October 2009 (UTC):: Indeed, 150));it's work fine using 32Khz encoding ! Thank you --[[User:BScrk|BScrk]] 22 October 2009
SDL_Flip(screen); } //end tick } //end while SDL_Quit(); exit(EXIT_SUCCESS);}</source>== sdl_gfx ==
--Any chance the sdl_gfx library will ever be fixed for Wii? My program relies heavily on the primitive drawing functions and I'm getting dumps. *sigh* if only sdl_draw supported triangles... [[User:TheDrevAeron|TheDrevAeron]] 1803:2420, 21 October 2008 6 March 2010 (UTC)
== Bad libs order ? ==
== This Tutorial Is Broken ==This tutorial no longer seems to work. I got 'm getting an assortment of errors. Could someone please add version number or file links that are compatible with this tutorial? <small>—Preceding unsigned comment added by [[User:Wiibrew111|Wiibrew111]] ([[User talk:Wiibrew111|talk]] • [[Special:Contributions/Wiibrew111|contribs]]) 20:39, 26 May 2012 (CEST)</small>I noticed that in the following error WII SDL page (http: //wiibrew.org/wiki/SDL_Wii ) the gamecube controller support is not documented.
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== Gamecube controller support==
when It is not documented, but from the code it seems that SDL Wii should support also the gamecube controllers which should be mapped to SDL joystick 4-lfreetype is included before 7 (Wii controllers are mapped to 0-lSDL3), the right stick axes and the pad are associated as in the Wii classsic controller and the buttons are with this order should be :
LIBS :BUTTON 0 = -lSDL_ttf -lSDL_mixer -lSDL_image -ljpeg -lpng -lz -lSDL -lfreetype -lfat -lwiiuse -lbte -logc -lm A,BUTTON 1 = B,BUTTON 2 = X,BUTTON 3 = Y,BUTTON 4 = Z,BUTTON 5 = R,BUTTON 6 = L,BUTTON 7 = START
I changed can not say if the lib order in the main pagesupport works since I do not have a gamecube controller to test
--[[User:TheDrevOibaf|TheDrevOibaf]] 15:25, 15 October 2008 1 Jan 2013 (CESTUTC)
:Your libfreetype There were some bugs in the code. Not it is either buggy, or was built incorrectly. You shouldn't have a main() in this libraryfixed.--[[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:TheDrevOibaf|TheDrevOibaf]] 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 [http://tinyhack.com/wii/wiiapple/ http://tinyhack.com/wii/wiiapple/] 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) == How to port? ==Hi. How do I port games with this? Would I be able to port e.g. SuperTux? What is need and what is to do?Ehhhm, I just read I should use my good old friend google to find out.--[[User:Woku|Woku]] 13:07, 12 January 2009 (UTC) To port a game, you must first have its source code. Then change the events that use the keyboard or the mouse and replace them with wiimote controls from wiiuse. --[[User:Salehhamadeh|Sal3000]] 11:20, 24 April 2009 (UTC): Someone should write a more thorough tutorial! There's still lots of SDL stuff people could port. --[[User:Tantric|Tantric]] 15:34, 24 April 2009 28 Oct 2013 (UTC)
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