Yeah - I too find it a real pain to find things, wii brew can be kind of hit and miss, but that's just my opinion Lots of good stuff hidden under [] (http://wiibrew.org/wiki/PNGU) is probably what you are after for PNG library support.by Titmouse - Coding
If this is your entry point function - then you should be using main, your compiler looks for that word as the entry point. int main(int argc, char **argv) { ... } (or have you found a compiler option thatchanges this?) Since your code doe snot use the command line paramaters 'int argc, char **argv' you can just leave them out. int main() { ... }by Titmouse - Coding
The short answer is no - there are no libraries to help you. However it’s very doable to implement your own. I know from experience it’s not too difficult to load up 3D objects into your application. I can provide information if your wish to take this approachby Titmouse - Coding
'ekeeke' - had no idea the source was available until a few days ago when I stumbled across it, thanks the tip. 'Chris' - know how you felt, I have just started using modplay, so I was in complete land of confusion. Using Had a peek at gcmodplay.c, it uses #def's __AESNDLIB_H__ to compile it using that lib. It still supports either '-lasnd’ or '-laesnd’,by Titmouse - Coding
Fresh env compiles modplay, silly me rollingback just '-lasnd' breaks the modplay example as it now uses ‘-laesnd’ So as I see it, older code using modplay and '-lasnd' will no longer work, thats a bit un·friend·ly. Think I'll stick to ver libogc-src-1.8.3 of modplay that uses '-lasnd'. BTW Chris, how did you work out the details like passing NULL to AESby Titmouse - Coding
Chris - Thanks for the feedback, looks like something’s up, I just tried compiling the standard example that’s comes with devkit. "devkitPro\examples\wii\audio\modplay" - gives compile errors without '-lasnd', now that can't be good. Can you try that, see what it does? I get ... c:/devkitPro/libogc/lib/wii\libmodplay.a(gcmodplay.o): In function `SndBufStop': gcmodplaby Titmouse - Coding
Odd - Why do you say that? aesndlib depends on asndlib to compile, so I think you are a bit confused architecture wise. Anyway, yeah tried that as my first step, but I was stopped in my tracks as part of the user interface is hidden! For example, look at something simple like 'setvoicestop' void AESND_SetVoiceStop(AESNDPB *pb,bool stop); It uses a structure AESNDPB, which is of tby Titmouse - Coding
Ok - I've found a simple work around for my issue, ( I'm using Version=1.8.6 of the ogc libs) I downloaded the older lib 'libogc-src-1.8.3' & compiled. I then replaced the old 'libmodplay.a' with the newly built 'libmodplay.a' + .h file over the top of my current devpro libs (header file was still the same) My project now complies without the needby Titmouse - Coding
How do I play a tracker module and sound effects at the same time? I can play a modules fine, I can play sounds fine too… but not both together Using the latest libs I just can't seem to get Modplay to work alongside any of the sound commands – apart from the low level AUDIO DMA which does as you would expect, but that’s only good for one sound as far as I can see. The latest verby Titmouse - Coding