Thanks Troy. I've actually created my own solution that I'll post here. It's not very pretty but if you're looking to load a 24bit BMP then it works. :) Oh and my BMP's were created on Windows so I had to deal with endianness. If anyone uses this code please remember that the BYTE* for the pixel buffer needs to be deleted by you. Here's the code. typeby scanff - Coding
I created my own function as Troy said (not sure if it works as I can't get past the bitmap loading). But it builds. // in header #include "ogc/lwp_watchdog.h" #define _WII_ // function Uint64 GetTickCount() { #ifdef _WII_ const Uint64 ticks = gettime(); const Uint64 ms = ticks / TB_TIMER_CLOCK; return ms; #else return SDL_GetTicks(); #endif }by scanff - Coding
No but I just tried it with no luck. I would think that the SDL file routines would do that for you. Here's the start up code. if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO ) < 0 ) { exit(1); } if ( SDL_SetVideoMode( 640, 480, BITDEPTH, (fullscreen ? SDL_FULLSCREEN : 0) | SDL_HWSURFACE | SDL_DOUBLEBUF ) < 0 ) { exit(1); } screen = NULL; screen = SDL_GetViby scanff - Coding
Makes sense but I'm still getting the SDL error :(by scanff - Coding
One more question (I did not want to spam with another thread). When I set up my images I use: fontset = SDL_LoadBMP("images/fonts.bmp"); (where the images are in a directory "images" in the dol file directory. SDL gives me an error (11.16 14:0:8: Couldn't open). Any advice ? Do the images need to be some where else. The full patch for the dol is apps/wotef and apps/wotef/imagby scanff - Coding
Thanks Troy, I'll give that a go. I have an animation class that depends on a number of ms to pass before going to the next animation frame.by scanff - Coding
Yes I tried that but SDL_GetTicks() is not valid or does not work if SDL_INIT_TIMER is not passed into the init function.by scanff - Coding
After browsing around here I'm not so sure the SDL port is even worth it. I wanted to port my windows game to SDL for the Wii and Linux but I'm not so sure about using the SDL port after reading all the issues with it. I also commented out the tickcount and let the code run way too fast but SDL still would not load the BMP files .... Just a simple thing like: bool CFonts::LoadFonby scanff - Coding
Hello, I'm trying to port a game I made to the Wii. I'm using the SDL libs. I've compiled and built everything via devkit and put the game on the SD card. When I run it via the HBC I get the following error - "sdl not configured with thread support". I've identified the SDL_INIT_TIMER and SDL_GetTicks() as the culprits. Does anyone know why I'm getting this iby scanff - Coding