Difference between revisions of "Talk:SDL Wii"

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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)
 
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)
 
: 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)
 +
 +
== Image ==
 +
 +
Hello,
 +
 +
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, [[User:GabberNL|GabberNL]] 14:25, 28 April 2009 (UTC)

Revision as of 16:25, 28 April 2009

News from DCEmu

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-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


http://code.google.com/p/sdl-wii-ports/downloads/list

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. --vader347 00:19, 1 August 2008 (CEST)

Ah you are right. Somehow I missed the second download link! 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!

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;
    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);
}

--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

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 --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 http://tinyhack.com/wii/wiiapple/ 11, January, 2009. —Preceding unsigned comment added by Nowhereman (talkcontribs) 21:53, 11 January 2009 (UTC)

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...


--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. --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)

Image

Hello,

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)