Hey guys, I've been working on my game for a few months now, and I'm not getting any further with the game engine. Right now, I have a half-assed working 2-D version, but my goal is to make it 3-D. I've tried various engine ports, and can't get it to do what I want. So I've either got my coding wrong, or I don't fully understand the workings of GX. Most of my game isby RazorChrist - Coding
Not sure if this is the right place for this, but I've got a friend that has a problem with Mario Kart. He was originally on 3.4u and I downgraded his Wii to 3.2u using the following guide: Link removed Everything works fine except it doesn't allow him to play Mario Kart. I believe it keeps asking to update, but not 100% sure at the moment. I figured we could fix it by running cIOS dby RazorChrist - Software
QuoteSteelSLasherits slower, compiles slower, and i dont like namespaces I only use c++ and I've never used a namespace. I use alot of structs though. As far as compile time, I doubt I've waited longer than 30 seconds for a full compile for a game. Then again, what I compile might not be as extensive and robust as other stuff out there. But I've never had to complain about compileby RazorChrist - Coding
You probably stripped out something necessary in the makefile. I would suggest either using a different makefile, or redownloading the one you were using, try again without stripping anything out of the makefile.by RazorChrist - Coding
Make sure the following is in your makefile: SOURCES:= source source/GRRLIBby RazorChrist - Coding
Okay, the makefile looks fine to me. What kind of linking errors are you getting? It might be the gl2gx, cus I always have problems compiling that stuff.by RazorChrist - Coding
Hm...ok lemme see your entire Wii makefile...gotta be something weird (and probably simple).by RazorChrist - Coding
OBJS = $(NAME).$(O) \ foe.$(O) foecommand.$(O) barragemanager.$(O) boss.$(O) ship.$(O) laser.$(O) \ frag.$(O) background.$(O) letterrender.$(O) shot.$(O) \ screen.$(O) vector.$(O) degutil.$(O) rand.$(O) mt19937int.$(O) \ soundmanager.$(O) attractmanager.$(O) \ $(NAME)_res.$(O) Don't think I've ever seen it done like that. I'm assuming the above files are all of your souby RazorChrist - Coding
Since Blitz3d uses Blitz Basic, I've been wondering if it couldn't be converted to C using BCX-Basic? Has anyone used that before successfully? Just trying to get some ideas.by RazorChrist - Coding
QuotescanffJust a warning but the gl2gx port is not very stable or complete. Yeah I noticed, been trying to use tutorials from NeHe, and they don't really work. I was looking at the Ogre rendering engine...looks nice, but haven't found a tutorial on how to use it with DevkitPro. I did find some tutorials on the syntax tho, so I might look over those and see what I can do. If anyone kby RazorChrist - Coding
Damn....well of course they wouldn't make it that easy. Oh well, so much for that idea. I guess I can try to get the code ported over to gl2gx and see how well that goes. Spanish tutorials suck tho.by RazorChrist - Coding
Hey all, I was just wondering how difficult it would be to get Blitz3d working on Wii? The SDK for Blitz comes with compiled libs as well as the source for those libs, and I would love to port it over myself, but I have no clue how to start porting a lib over. Reason I'm asking is because I'm looking for a decent 3d engine for my game, and I'm already pretty familiar with how Blby RazorChrist - Coding
There really aren't any advanced tutorials out there...not that I could find. I just started looking at other code and figuring out stuff on my own. Still looking for a good tutorial on using gl2gx that's actually in english.by RazorChrist - Coding
These got me started. They're easy to follow. http://www.codemii.com/category/wii-programming-tutorials/by RazorChrist - Coding
QuoteCrayonI have a question related to the last message. I'm now able to play MP3's in my game but I want to add sound fx, what's the best way to do that. Because from what I understand there is no way to play mp3 in different channel so I need to pick another format. So which is the best combination: * mp3+ogg * mp3+pcm * ogg+pcm * ?+? And most importantly where could I fiby RazorChrist - Coding
QuotescanffASND_Init(); MP3Player_Init(); These should not be inside a loop. You just need to call them once. RazorChrist - What do you mean by Cutoff ? I have them in my menu_loop() cus I tried putting them outside of the while() and got memory dumps when I exited the game. Also because I have two separate loops, one for menu and one for game. It's probably not the best way to doby RazorChrist - Coding
Quotedaniel_c_wchange that to: p1.direction = (p1.direction + 3) % 4; That fixed it. Thanks guys. I'm sure I'll need more help down the road. Just wish #wiidev was more helpful. Oh well.by RazorChrist - Coding
Okay, I took the above advice and it's 50% working. Turning RIGHT (using DOWN button on Wii) rotates correctly, and allows you to continue making right-hand turns with no problems. However, turning LEFT (using UP button on Wii) is still bugged for some reason. Here's the new code: /***************************** * player 1 input ******************************/ if (WPADDOWN1 & WPAD_BUby RazorChrist - Coding
Okay, I figured out what was causing the above errors. In my game.cpp file, my initialization of sound looked like this: MP3Player_Init(); if (!MP3Player_IsPlaying()) MP3Player_PlayBuffer(menu_mp3,menu_mp3_size,NULL); When it should have looked like this: ASND_Init(); MP3Player_Init(); if (!MP3Player_IsPlaying()) MP3Player_PlayBuffer(menu_mp3,menu_mp3_size,NULL); Also, I had to include -laby RazorChrist - Coding
Okay, all the above has been fixed, but I'm still getting some linking errors: c:/devkitPro/libogc/lib/wii\libmad.a(mp3player.o): In function `StreamPlay': mp3player.c:(.text.StreamPlay+0x44c): undefined reference to `ASND_StopVoice' mp3player.c:(.text.StreamPlay+0x554): undefined reference to `ASND_SetVoice' c:/devkitPro/libogc/lib/wii\libmad.a(mp3player.o): In functionby RazorChrist - Coding
The above works great for converting the files, except I'm getting some compile/linking errors: c:/projects/wii/game/source/game.cpp: In function 'void menu_loop()': c:/projects/wii/game/source/game.cpp:146: warning: statement is a reference, not call, to function 'MP3Player_Stop' c:/projects/wii/game/source/game.cpp:146: warning: statement has no effect GRRLIB.c pby RazorChrist - Coding
Quoteg_manI finally got the program compiled and it just gives me zeros. Hey, what did you use to compile this? DevKitPro or gcc? Also, did you have to write a Makefile for it?by RazorChrist - Coding
QuotescanffI believe there's a make command bin2o that converts a binary file to be included in the output elf. I've only used the make command to include an image so I don't know if you can do it for any other binary files. If you can't use a make file command then it's no big deal I have a C++ program I wrote in about 10mins that will convert a binary file into a heby RazorChrist - Coding
QuotescanffThe buffer is a pointer to your mp3 data. Which you could have loaded from a file or included as a binary header. I've seen many sources that include as binary, is this done with a raw2c type program, or by having the Makefile convert during build like you do with .jpg or .ogg? Just curious.by RazorChrist - Coding
QuoteMyu0That would suggest that none of the Compass point conditions are triggering, implying that p1.direction is something other than 0,1,2 or 3 at that point, which would be very weird if you're mod 4ing it (and int is by default considered signed, so negatives should work fine). Do you know what values the direction variable is taking when it stops responding? It stops responding 90% ofby RazorChrist - Coding
Quotedaniel_c_wAnd why do you keep track of the direction AND the rotation (I assume r = rotation)? Do you have any usage for both values? The rotation value solely handles rotating the PNG image of the bike, nothing more. It was just a simple way of doing it, since the rotation value is preset when GRRLIB loads the actual PNG. QuoteMyu0He could just % 4 his result, which would also allow infby RazorChrist - Coding
Doesn't mp3player.h load mp3 directly from SD? I've seen other code using asnd where the ogg files were converted to .h during compile time. Which way would be less stressing on the buffer?by RazorChrist - Coding
Yeah that fixed it up, however, I'm still having a small problem with the direction code. I changed up the code a bit, and everything rotates the way it's supposed to now, except if (for example) I hit LEFT more than 4 times in a row...it stops moving and rotating, until I hit RIGHT a few times, and vise versa. Here's the new code: /***************************** * player 1 inputby RazorChrist - Coding
QuoteJustWoodyWell there is definitely a bug in the WEST cases as I think it should read p1.x instead of p1.y in the assignment statement after the IF OMG Fail....I totally missed that, you're completely right. Damned copy/paste typos. Let me fix those and recompile/test and see if that fixes it.by RazorChrist - Coding
Okay guys, after a few weeks of coding and failing, I need some help. I'm trying to do a simple port of a 2d tron game, and for some reason, the player direction isn't working right and the cycle trails aren't moving correctly. I hate asking for help, cus this is such a simple game to code, but something's wrong and I haven't been able to figure it out yet. Here's thby RazorChrist - Coding