MTek-GDL - Game Development Library for the Nintendo Wii January 01, 2015 11:28AM | Registered: 10 years ago Posts: 45 |
int main() { // Init FAT library and system fatInitDefault(); gdl::InitSystem(0); // Load an image (assuming it exists) gdl::Image myImage; myImage.LoadImage("octavia.png", gdl::Nearest, gdl::RGBA8); // Display it while(1) { gdl::PrepDisplay(); myImage.Put(0, 0, gdl::Color::White); gdl::Display(); } }Since this library is still fairly new and hasn't gained much of a following yet, there are not that many examples included, the documentation is a bit vague depending on your programming skills and there are no tutorials available for now... However, don't feel discouraged due to these factors alone as the library is pretty much complete and the included examples and documentation are good enough to get you going in developing your own games on the Wii. If you're having trouble, you can always ask questions in the Coding section on this forum.
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 02, 2015 08:53AM | Registered: 10 years ago Posts: 45 |
LIBOGC_INC := $(DEVKITPRO)/libogc/include LIBOGC_LIB := $(DEVKITPRO)/libogc/lib/wii ARC := tremor/libvorbisidec.a HDR := tremor/ivorbiscodec.h tremor/ivorbisfile.h tremor/ogg.h tremor/config_types.h tremor/os_types.h SUBDIRS := `ls | egrep -v '^(\.svn)$$'` all: mkdir -p $(LIBOGC_LIB) $(LIBOGC_INC) mkdir -p $(LIBOGC_INC)/tremor cp -f $(ARC) $(LIBOGC_LIB) cp -f $(HDR) $(LIBOGC_INC)/tremor @for i in $(SUBDIRS); do \ if test -e $$i/Makefile ; then \ echo "-----------------------------------------------------------";\ $(MAKE) -C $$i || { exit 1;} \ fi; \ done; clean: @rm -f *.bz2 @for i in $(SUBDIRS); do \ if test -e $$i/Makefile ; then \ $(MAKE) -C $$i clean || { exit 1;} \ fi; \ done; install: @rm -f *.bz2 @for i in $(SUBDIRS); do \ if test -e $$i/Makefile ; then \ $(MAKE) -C $$i install || { exit 1;} \ fi; \ done;
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 22, 2015 03:04PM | Registered: 10 years ago Posts: 45 |
- PC version of the library now included (there might still be some hiccups here and there as most of the development effort went to the Wii version of the library). - Sprite Mapper tool now included (it is kinda bloaty as it was recycled from an ill-fated game engine I made with QB64 2 years ago). - Created and added dolexec forwarder library based on FIX94's loadMii forwarder (no example of it for now but its EXTREMELY easy to use, no joke... Not defined in the template makefile though but its easy to implement anyway. - Forgot to include bulb.ply for the wii/graphics/3dsample example... Silly me! - Added spritesets example (WARNING: features ponies). - Added a silly whack-a-cirra minigame example. - Added wii/graphics/mipmap example. - Added wii/graphics/tilemap example. - Added wii/graphics/displaylist example. Wii library v0.42b changes: - Added built-in power off/reset handling with fade-out (only effective during a gdl::PrepDisplay() and gdl::Display() loop). Pressing the reset button won't perform a hot-reset (restarts the running application) but instead, brings you back to the Homebrew Channel. This can be overridden with SYS_SetResetCallback() and SYS_SetPowerCallback() however. - Added non-interlaced low resolution mode (320x240/432x240 on NTSC/MPAL/EURGB60, 320x264/432x264 on PAL) which will do great for retro styled games or emulators. Will always be recognized as 480i/576i on HDTVs even with component cables and progressive scan mode set. - Added gdl::Texture::LoadTexture() function supporting single texture TPL files... Mipmapped textures are accepted but color-index textures and TPL files containing more than 1 texture are not supported. - Added TPL texture file support in gdl::Image::LoadImage()... Filter mode and texture format parameters specified to the function are ignored when loading TPL files. - Added I4, I8, IA4, and IA8 texture format support for the gdl::Texture and gdl::Image classes. - gdl::Texture::ConvertFromRaw() and gdl::Image::LoadImage() now uses MEM2 for storing temporary image data to help prevent malloc from jumping into MEM2 when loading lots of large images, can be reverted back to MEM1 allocation by specifying -DGDL_GC_COMPAT when compiling. - gdl::Image::LoadImage() now supports 8-bit palettized PNG images but it'll be converted into an RGB image upon loading.Now that I'm pretty much satisfied about the status of this library for now, I won't be doing another update release of this library for a long while as I need to continue working on my other projects and that not so many people are into Wii homebrew game development these days unless a bug had been discovered in this release which must be reported on this thread immediately.
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 22, 2015 03:35PM | Moderator Registered: 15 years ago Posts: 686 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 22, 2015 11:32PM | Registered: 10 years ago Posts: 45 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 02:31AM | Moderator Registered: 15 years ago Posts: 686 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 03:18AM | Registered: 10 years ago Posts: 45 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 09:37AM | Registered: 14 years ago Posts: 19 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 09:52AM | Moderator Registered: 15 years ago Posts: 686 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 12:11PM | Registered: 10 years ago Posts: 45 |
// Set non-interlaced mode while keeping the video standard setting rmode->viTVMode =VI_TVMODE(rmode->viTVMode>>2, VI_NON_INTERLACE); // Set single-field framebuffer mode rmode->xfbMode =VI_XFBMODE_SF; // Disable field-rendering (I think?) rmode->field_rendering =GX_FALSE; // Halve the framebuffer resolution rmode->fbWidth =320; rmode->efbHeight /=2; rmode->xfbHeight /=2;
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 01:05PM | Moderator Registered: 15 years ago Posts: 686 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 23, 2015 11:56PM | Registered: 10 years ago Posts: 45 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii January 25, 2015 01:25AM | Registered: 10 years ago Posts: 45 |
- Minor Wii library update. - Wii library documentation for gdl::Texture::ConvertRawImage() is now up-to-date (forgot about it in relese 1). - Corrected some entries in the Wii library documentation. Wii library v0.43b changes: - Made low-res mode more HDTV friendly by enabling interlace jitter when component cables are used (after having a debate with tueidj). - Removed useless *colTable parameter in gdl::Texture::ConvertRawImage().
Re: MTek-GDL - Game Development Library for the Nintendo Wii March 23, 2015 08:15AM | Registered: 10 years ago Posts: 45 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii March 28, 2015 07:07AM | Registered: 10 years ago Posts: 45 |
void gdl::SpriteSet::Put(short x, short y, short index, u_int col) { _put(x, y, col, spriteList[index].texObj, spriteList[index].vList, spriteList[index].tList); }
Re: MTek-GDL - Game Development Library for the Nintendo Wii May 28, 2015 04:05AM | Registered: 14 years ago Posts: 363 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii May 29, 2015 12:50PM | Registered: 10 years ago Posts: 45 |
Quote
owen
I've finally gotten a cancel to compile some of the samples so that they can easily be downloaded and run. Tried updating the wikipage but no luck. anyway here is the link to the download; [owensoft.net] ( 8md download )
Re: MTek-GDL - Game Development Library for the Nintendo Wii July 04, 2015 05:20AM | Registered: 10 years ago Posts: 45 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii July 12, 2015 07:20AM | Registered: 10 years ago Posts: 45 |
Re: MTek-GDL - Game Development Library for the Nintendo Wii October 08, 2015 05:37AM | Registered: 10 years ago Posts: 45 |