Hi, I am tring to build the freetype ported lib with the late version of devkitpro, but the configure script fail. $ configure --host=ppc FreeType build system -- automatic system detection The following settings are used: platform unix compiler powerpc-eabi-gcc configuration directory ./builds/unix configuration rulesby TheDrev - Coding
strange, try the -f option make -f Makefile to explicitly seek the Makefile. If it don't work, it's probably that is file is misformated somewere, take one in the devkitPro example forlder.by TheDrev - Coding
Year, do you still dev that port ? Orgre is very Object orianted and his abstraction from the render lib is helpfull. Do you plan to create an GX render like it exist with DirectX and OGL ?by TheDrev - Coding
Yes, this is one of the things that is not finish (only the menu exist) The default map loaded is hard coded as first.xml in 2D mode and first_ortho.xml in 3/4 view. Quit lame. This will be corrected if on day I continue that dev... the next part is documentation or even a book to show how I've done this RPG maker thing... It just need a few dev to finish it. I've also planned aby TheDrev - Ideas, requests
Hi, if anyone interested, I've made a RPG maker like : an editor on PC and a runtime on PC or Wii. The editor is based on WxWidgets and the runtime on SDL. Get it there Containes sources, and Win32 binaries, and a Wii elf. There is no documentation yet, so ask if you wanna start to dev. for Wii, copy the res folder at the root of the SD card, and fire wire.elf The Wiiby TheDrev - Ideas, requests
Hi ! Since I've installed devkitpro, I've put all new libs and include into $DEVKITPRO/libogc/include and lib But when I wanted to build Lua, the makefile search fat.h into $DEVKITPPC/include... so maybe it was not a good idea to use libogc directory. Does libogc directory is only for GX stuffs and $DEVKITPPC/include and lib for additional libs ?by TheDrev - Homebrew General
Now that you have the late version of libogc and libSDL, you can play your SDL games with a keyboard (due to libwiikeyboard and/or SDL modifications). Nice for testing before remap inputs with wpad libs.by TheDrev - Coding
sys/sockets.h is too POSIX like to be ported. A lot of users are using MinGW, it's just a mather of compatibility.by TheDrev - Coding
smpeg seems to be required with the svn version, without it I got linking ... blastguy_wii_2.2.elf i:/usr/devkitpro/libogc/lib/wii\libSDL_mixer.a(dynamic_mp3.o): In function `Mix_InitMP3': i:\Documents\developpement\composants\c\wii\SDL_SVN\SDL_mixer/src/dynamic_mp3.c:163: undefined reference to `SMPEG_stop' i:\Documents\developpement\composants\c\wii\SDL_SVN\SDL_mixer/src/dynamiby TheDrev - Coding
Actually, it'seems to be the libsmpeg, required by sdl_mixer that is in c++. if tried sdl mixer this other games, and it links sometimes, i don't know why. Which modifications to the makefile (I'me using the one given with wii templates examples) whould i do to link with g++ (Some CXX thingsI assume, but I didn't know exactly). I'm linking with CFLAGS = -g -by TheDrev - Coding
full speed Everything compiled find :) and It works ! The game run at full speed and full screen. Thanks ! For sdl_mixer, what do I need to change in my makefile to compile with g++ ?by TheDrev - Coding
That's right for sdl mixer... I've compiled and linked fine libogc and libsdl. I'll do some test and tell you if any bitdepth works and if the resolution and if frame rate is okby TheDrev - Coding
okey, i'll do that, but maybe the probleme is from my game ? By the way, the last sdl mixer seems to be compiled with c++ so it's not usable with gcc...by TheDrev - Coding
I used to init my game with SDL_SetVideoMode(640, 480, 8, SDL_HWSURFACE ); otherwise my games are very slow but since the upgrade to the version of may 13th it seems that I can only init with a bit deps of 16 or higher...by TheDrev - Coding
Ok, I've forget some libs, just don't mind :) Maybe it's because it's getting late ;)by TheDrev - Coding
Hi, I got the error at link time : i:/usr/devkitpro/devkitppc/bin/../lib/gcc/powerpc-gekko/4.2.4/../../../../powerpc-gekko/lib/crtmain.o: In function `__crtmain': e:/projects/devkitPro/buildscripts/newlib-1.16.0/libgloss/rs6000/crtmain.c:18: undefined reference to `main' collect2: ld returned 1 exit status I think it's because the source mix c and cpp files. Is thby TheDrev - Coding
Year, thanks ! I now listen web radio more often when I got a little time.by TheDrev - Homebrew Applications
Maybe it was not a good idea to undefine unix. But if I don't the application can't link. to libSDL_mixer.a mdriver.c:(.text+0x2b74): undefined reference to `geteuid' mdriver.c:(.text+0x2b84): undefined reference to `getuid' mdriver.c:(.text+0x2b94): undefined reference to `getuid' mdriver.c:(.text+0x2ba0): undefined reference to `setuid' mdriver.c:(.text+0x2by TheDrev - Coding
That's what I did, everything compile, I got the object music_mad.o in the library, but when i play the music (loading seems ok) the application freeze. I can't have more information with.... (no debug). maybe with the madlib from devkitpro 1.4.10 will work...by TheDrev - Coding
Hello ! Here we go again, this time I try to compile SDL_mixer with libmad to play mp3. For the moment I've compiled it without madlib and that one was tricky anyway, now, I want to add that mp3 support... The README file says : libmad decoding is disabled by default; you can enable it by passing --enable-music-mp3-mad to configure, or by defining MP3_MAD_MUSIC I'veby TheDrev - Coding
I've solved the colour problem ! That was indeed a matter of endianess. Looking to SDL_endian.h, we can see /* The two types of endianness */ #define SDL_LIL_ENDIAN 1234 #define SDL_BIG_ENDIAN 4321 #ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */ #if defined(__hppa__) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ (defined(__MIPS__) && deby TheDrev - Coding
Your probably right ! I'll see that tomorrow (I remember that I've played around some time ago with put pixel and bitwise, the render was depending on that byte order) It's also strange that the .a is only 79ko ! (the one on the wiki is about 353).... ? I'll check grrlib, it seems quit interessting, also SDL port is very slow if the bpp is >= 16 ! Thanks your hby TheDrev - Coding
The page is The latest version is libogc-1.7.1a.tar.bz2 but i don't know if it has the features that your searching for.by TheDrev - Coding
All right, I've at last compiled the lib with PNG and JPG support, and link it with a SDL game. I'll test that later and if it works I'll put it on the sdl-port page :) --------------------------- Edit Ok ! I can load png, but the pixels colours are wrong, the there is some kind on blue shift (with every formats) Original colour -> rendered coulour white -> lightby TheDrev - Coding
with Makefile, tabulations are used to identifies targets and dependancies. Do you put some ?by TheDrev - Coding
Thanks again for your help. So, I try to compile SDL_Image with PNG, JPG and BMP support. It the first time that I use cross compilation so I learned a lot since yesterday, and I've finnaly created the Makefile with configure having powerpc-gekko as host. The google codewii SDL_Image for wii is 'Slightly modified SDL_image port to accept various types'. I don't knby TheDrev - Coding
Ok, I installed msys and mount mingw to devkitPPC toolchaine I also downloaded the SDL_Image source from libsdl site. and continue as in this tuto : Is that what you mean ?by TheDrev - Coding
Hey hey it works after hours of test. I did not found docs and examples on the Internet, so there is the way I used if that helps : First init the screen with the resulting resolution, for example : screen = SDL_SetVideoMode( 640, 480, 8, SDL_HWSURFACE); Like scanff said, blit everything to a backbuffer SDL_Surface* But warning, this backbuffer must have the same format as the sby TheDrev - Coding