DevKitPro, game engines, and official SDK October 06, 2008 02:37AM | Registered: 16 years ago Posts: 20 |
Re: DevKitPro, game engines, and official SDK October 06, 2008 05:09AM | Registered: 16 years ago Posts: 114 |
Re: DevKitPro, game engines, and official SDK October 06, 2008 05:46AM | Registered: 16 years ago Posts: 20 |
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AerialX
it's capable of most anything the real SDK can do.
Re: DevKitPro, game engines, and official SDK October 06, 2008 11:14PM | Admin Registered: 16 years ago Posts: 180 |
I've heard that many are similar. Anything that refers to an IOS function (Most of the Wii functions) are going to be mind-numblingly similar, although I'm not sure how many of these are exposed to developers under the official SDK.Quote
DigitalMan
more relevant to this topic: are the functions the same? That would be incredibly useful.
Re: DevKitPro, game engines, and official SDK October 06, 2008 11:56PM | Registered: 16 years ago Posts: 16 |
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tonaI've heard that many are similar. Anything that refers to an IOS function (Most of the Wii functions) are going to be mind-numblingly similar, although I'm not sure how many of these are exposed to developers under the official SDK.Quote
DigitalMan
more relevant to this topic: are the functions the same? That would be incredibly useful.
There had been some accusations of devkitpro taking functions directly from the SDK, but I'm not sure this holds water. The Wii functions most certainly are not cloned from any sort of proprietary SDK.
Re: DevKitPro, game engines, and official SDK October 07, 2008 02:33AM | Registered: 16 years ago Posts: 138 |
The key word is capable. DKP provides you with a way to compile a program that will run on a Wii. Technically, that's all you need to do everything the official SDK can do - it all boils down to poking this and that hardware register, calling a certain IOS function, etc to perform any given task. The question is how much high-level stuff each SDK provides; for example, is there a convenient function to play a sound, or do you have to talk to the sound hardware yourself? My understanding is that the official SDK provides a lot of such high-level routines. DKP probably doesn't have as many of these. Of course, nothing stops you from figuring out how to do it the low-level way, and then writing your own high-level routine so you only have to deal with that once. :)Quote
DigitalManQuote
AerialX
it's capable of most anything the real SDK can do.
Bingo, then that'll work for me! That was my main concern. I know it's completely impossible to find assistance with the official SDK - you should see the responses I got asking for help with the GameCube SDK a while back!
Only problem is, it seems - based on what I've heard, you know - the official SDK has some major documentation included with it. Every single function and instruction is covered in detail on what variables it takes and what it does. Allegedly there's over 21MB of .html files, arranged very much like the Java references I'm used to. I have another topic asking for help on where to find such a reference for DevKitPro, but more relevant to this topic: are the functions the same? That would be incredibly useful.
Re: DevKitPro, game engines, and official SDK October 07, 2008 03:38AM | Registered: 16 years ago Posts: 20 |
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HyperHacker
My understanding is that the official SDK provides a lot of such high-level routines.