Difference between revisions of "Talk:SDL Wii"

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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:Aeron|Aeron]] 03:20, 6 March 2010 (UTC)
 
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:Aeron|Aeron]] 03:20, 6 March 2010 (UTC)
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== SDL Licensing ==
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I just noticed that SDL requires a commercial license to statically link the library, I don't know how this will affect Wii Homebrew as the DS and PSP versions require static linking. Anyone want to check?

Revision as of 20:46, 21 June 2010

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. --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. --Sal3000 11:20, 24 April 2009 (UTC)

Someone should write a more thorough tutorial! There's still lots of SDL stuff people could port. --Tantric 15:34, 24 April 2009 (UTC)
As someone who just finished re-writing a great portion of SDL-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 Wii, a programme that thankfully already uses SDL. My biggest problem, aside from never using SDL 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. Ensign R 02:07, 1 May 2009 (UTC)

__static_initialization_and_destruction_0 error

When my program is about to begin linking it gets this error:

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()'

And so on...


So in short, basically every function/class I've defined doesn't appear to exist to the linker, this code compiles fine for Windows so is there a setting in the makefile or something else I missed to avoid this?

Thanks in advance, Doogie 10:31, 3 May 2009 (UTC)

Cannot compile the template

I copied the template and all the sdl includes with the libs and dependencies into the libogc folder. I tried to compile it using programmers notepad.

This is the output:

> "make" 
template.c

linking ... SDL_template.elf

c:/devkitPro/libogc/lib/wii\libSDL.a(SDL_wii_main.o): In function `main':

C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:68: undefined reference to `MOUSE_Init'

C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:69: undefined reference to `KEYBOARD_Init'

c:/devkitPro/libogc/lib/wii\libSDL.a(SDL_wiievents.o): In function `PumpEvents':

C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/video/wii/SDL_wiievents.c:64: undefined reference to `KEYBOARD_GetEvent'

C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/video/wii/SDL_wiievents.c:65: undefined reference to `MOUSE_GetEvent'

collect2: ld returned 1 exit status

make[1]: *** [/c/devkitPro/examples/wii/SDL_template/SDL_template.elf] Error 1

"make": *** [build] Error 2

> Process Exit Code: 2

> Time Taken: 00:02

That 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? GabberNL 17:02, 18 June 2009 (UTC)

Just do a checkout with this path: https://devkitpro.svn.sourceforge.net/svnroot/devkitpro/trunk/libogc
It's explain here:https://sourceforge.net/scm/?type=svn&group_id=114505 -Crayon 18:45, 18 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 -Slappy —Preceding undated comment added 12:08, 31 July 2009 (UTC).

SDL_mixer not in the root makefile

Had to make / make install it separately - caused me some pain until I figured it out.Madmanguruman 02:07, 28 July 2009 (UTC)

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/../../../../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 here I commented out that declaration in SDL since they are identical 2) the article says to include -lwiikeybord but that library does not seem to be part of latest released libogc (171a?) 3) 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 Spec 02:38, 13 August 2009 (UTC)

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 (+35%)... Someone have an idea ? --BScrk —Preceding undated comment added 02:50, 21 October 2009 (UTC).

That's not a bug. Your files should be encoded to 32khz or 48khz, the audio port code doesn't handle conversion. --Tantric 04:59, 21 October 2009 (UTC)
Indeed, it's work fine using 32Khz encoding ! Thank you --BScrk 22 October 2009

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... Aeron 03:20, 6 March 2010 (UTC)

SDL Licensing

I just noticed that SDL requires a commercial license to statically link the library, I don't know how this will affect Wii Homebrew as the DS and PSP versions require static linking. Anyone want to check?