dborth / sdl-wii Goto Github PK
View Code? Open in Web Editor NEWSDL for Wii
Home Page: http://wiibrew.org/wiki/SDL_Wii
SDL for Wii
Home Page: http://wiibrew.org/wiki/SDL_Wii
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
libogc 1.8.11 libpng 1.5.1 jpeg 8d
Please provide any additional information below.
The last rev 100 seems not work with the font rendering.
It works reverting to (and changing to TVPal576IntDfScale):
switch (vmode->viTVMode >> 2)
{
case VI_PAL: // 576 lines (PAL 50hz)
// display should be centered vertically (borders)
vmode = &TVPal576IntDfScale;
vmode->xfbHeight = 480;
vmode->viYOrigin = (VI_MAX_HEIGHT_PAL - 480)/2;
vmode->viHeight = 480;
break;
...
Original issue reported on code.google.com by [email protected]
on 11 Aug 2012 at 12:37
In an attempt to update Paradroid to use this port of SDL (and hopefully
fix some bugs), I updated my devkitPPC and libogc to the latest binary
releases. (devkitppc release 17, and libogc 1.7.1a). I used the version of
SDL dated 5-13-2009.
During compilation, I get undefined references to MOUSE_Init and KEYBOARD_Init:
/opt/devkitpro/libogc/lib/wii/libSDL.a(SDL_wii_main.o): In function `main':
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:68:
undefined reference to `MOUSE_Init'
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:69:
undefined reference to `KEYBOARD_Init'
/opt/devkitpro/libogc/lib/wii/libSDL.a(SDL_wiievents.o): In function
`PumpEvents':
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/video/wii/SDL_wiievents.c:64:
undefined reference to `KEYBOARD_GetEvent'
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/video/wii/SDL_wiievents.c:65:
undefined reference to `MOUSE_GetEvent'
I'm certain this is just a libogc version issue, but what versions should I
be using at this point? Thanks.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2009 at 7:32
I was porting Rocks'n'Diamonds to the Wii, and then I found out UpdateRect
does not work! I tried replacing them with SDL_Flip but then the game
lagged a lot, and it would be hard to make a timer to update it 1/60th of
a second!
This is not a critical issue as I can try and do the timer, but I'd like
it to be fixed. It will also help newbie Wii porters and generally improve
perfomance IMO.
Original issue reported on code.google.com by [email protected]
on 16 Jun 2009 at 12:24
What steps will reproduce the problem?
1.
2.
3.
The sticks of Gamcube controller do not work.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
The gamecube controller support is broken.
There are some trivial bugs in the code of SDL_sysjoystick.c which do not allow
the Gamecube joystick axes to work.
I attached the corrected file.
I also fixed the L and R triggers of Wii classic and gamecube controllers. The
Triggers are mapped to the range 0-32768 of the relevant axes.
The gamecube controller ports are mapped as SDL joysticks 4-7.
The main stick is mapped as axis 0 and 1
The C stick is mapped as axis 2 and 3
L and R triggers are are mapped as axis 4 and 5 (only positive values)
D-PAD is mapped as joystick hat.
These is the button mapping:
BUTTON 0 = A,
BUTTON 1 = B,
BUTTON 2 = X,
BUTTON 3 = Y,
BUTTON 4 = Z,
BUTTON 5 = R,
BUTTON 6 = L,
BUTTON 7 = START
Please upload the file in the repository.
Original issue reported on code.google.com by [email protected]
on 6 Oct 2013 at 12:25
Attachments:
What steps will reproduce the problem?
1. call SDL_Init with SDL_INIT_EVERYTHING or flags | SDL_INIT_CDROM ex:
if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
I except the code to not crash or exist. It is standard to init SDL that
way. I dont think anyone uses or excepts to use the CDRom. No one wants to
write SDL_Init(SDL_INIT_EVERYTHING ^ SDL_INIT_CDROM) or OR the flags by hand.
Please write a stub for the CDROM or make SDL not return < 0 because of it.
Version SDL Wii 04-23-2009.zip.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2009 at 11:17
Doing a scrolling blit that goes over the top or left of the screen does
not work as expected/wanted.
For example.
If you set a sprite off screen say at x = 100 and y = -10 then blit it into
the visible screen (like y++) the whole sprite suddenly appears on screen,
there is no transition from off screen to on screen.
This would be nice to have say for games that scroll in sprites from the
left or top. Having said that not sure it's standard with the SDL version
for windows.
If you guys understand what I'm saying let me know if it's something that
would be useful.
Original issue reported on code.google.com by [email protected]
on 13 Jul 2009 at 6:47
I would say it's not an issue per se, but would assume that video portion
of SDL library should be using GX, rather then current Framebuffer
approach. Most of Fliper GX functions are present in libogc, so this
should be quite possible... If I am wrong - please delete.
Original issue reported on code.google.com by [email protected]
on 25 Apr 2009 at 10:30
What steps will reproduce the problem?
1. Download OpenTyrianWii.
2. Run
3. Start new game
4. In the Game Menu (upgrade, etc. screen), press A. You'll get a
"double-click" type event.
What is the expected output? What do you see instead?
I expect one "RETURN" key event, I get two.
What version of the product are you using? On what operating system?
Latest version, on the Wii.
A possible solution would be to have a flag on compiling that sets Wiimotes
as mice or joysticks. Another is to have a variable in SDL.h for each
wiimote that you can set to mouse or joystick in code, with a default of
whichever.
Original issue reported on code.google.com by [email protected]
on 26 May 2009 at 5:35
What steps will reproduce the problem?
1. Try to compile a test file using SDL (with Devkit Pro and Programmer's
Notepad). Also tried to compile SDL-wii, same results.
2. Errors given:
a. undefined reference to `KEYBOARD_Init'
b. undefined reference to `KEYBOARD_GetEvent'
What is the expected output? What do you see instead?
- No output
What version of the product are you using? On what operating system?
Two versions I have tried: 11-29-2009 binaries, and the SVN version, (got
it about a few weeks ago I believe).
Please provide any additional information below.
Here are the exact errors that I get:
c:/DevKit/libogc/lib/wii\libSDL.a(SDL_wii_main.o): In function `main':
c:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:69:
undefined reference to `KEYBOARD_Init'
c:/DevKit/libogc/lib/wii\libSDL.a(SDL_wiievents.o): In function `PumpEvents':
c:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/video/wii/SDL_wiievents.c:60:
undefined reference to `KEYBOARD_GetEvent'
Original issue reported on code.google.com by dancinninjac
on 5 Feb 2010 at 9:17
LWP_CondTimedWait's timespec parameter does not work like pthread. Instead of
passing in an end time, you simply pass in the timeout duration. The current
implementation will make the timeout impossibly high every time, and will
likely overflow the timeout.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2013 at 3:14
SDL Wii's keyboard support should be rewritten to use the keyboard support
now in the libwiikeyboard module in libogc SVN. This is a more stable
module that (among other things) will remove the problem people are having
where they need to unplug/replug their keyboard on app bootup. If anyone
feels up to the task, please take ownership of the task, or, if you're not
in the project, comment and then attach a patch :)
Original issue reported on code.google.com by [email protected]
on 11 May 2009 at 6:16
What steps will reproduce the problem?
1. svn checkout http://sdl-wii.googlecode.com/svn/trunk/
2. cd trunk
3. make
4. make install
What is the expected output? What do you see instead?
All the files should be in my $DEVKITPPC/libogc/lib/wii/SDL_* and
$DEVKITPPC/libogc/include/SDL but instead only some of the files are not
included (SDL_mixer, SDL_ttf).
What version of the product are you using? On what operating system?
Latest SVN checkout
Original issue reported on code.google.com by mjbauer95
on 17 Sep 2009 at 12:58
What steps will reproduce the problem?
1. running make
What is the expected output? What do you see instead?
Expected to compile successfully but ends on error:
"powerpc-gekko-ar: obj/wii/sdl/main/wii/SDL_wii_main.o: No such file or
directory"
What version of the product are you using? On what operating system?
Rev52. Trying to build on linux
Please provide any additional information below.
Simply running the main Makefile to build and it fails with the above error.
Original issue reported on code.google.com by [email protected]
on 20 Jun 2009 at 4:45
What steps will reproduce the problem?
1. Download and install Aleph WOne application (Wii port of Aleph One engine)
on Wii's SD card : http://code.google.com/p/aleph-wone/downloads/list
3. Download one of the game files from official web site and put them in the
AlephOne folder at SD's root (I tried with Marathon 2 game files) :
http://marathon.sourceforge.net/
4. Launch the game and wait to reach the main menu (do not care about broken
music)
5. Try to move the mouse cursor using a Wiimote
What is the expected output? What do you see instead?
I expected the mouse to be emulated using Wiimote's IR sensor.
Instead nothing moves, the wiimote has no effect, but if I wire a real mouse to
the Wii, it works.
Please provide any additional information below :
I'm in the process of porting Aleph One engine to the Wii using sdl-wii. I
reached the point where you can launch the game and even play if you use real
keyboard and mouse.
I now would like to add wiimote support as a pointing device.
Looking (quickly) at uae emulator and at the "Updates" page here, it seems
nothing special should be done to achieve this, but I think I missed
something...
Original issue reported on code.google.com by [email protected]
on 30 Aug 2011 at 10:59
What steps will reproduce the problem?
1. download and install SDL Wii 05-13-2009.zip
2. try to compile something.
What is the expected output?
It should compile...
What do you see instead?
/home/dhains/code/wii/libogc/lib/wii/libSDL.a(SDL_wii_main.o): In function
`main':
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:68:
undefined reference to `MOUSE_Init'
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:69:
undefined reference to `KEYBOARD_Init'
C:\Users\Daryl\Desktop\Projects\sdl-wii\SDL/src/main/wii/SDL_wii_main.c:72:
undefined reference to `SDL_main'
collect2: ld returned 1 exit status
What version of the product are you using? On what operating system?
5-13-2009 release on Linux
Original issue reported on code.google.com by [email protected]
on 13 Jun 2009 at 5:50
What steps will reproduce the problem?
1. When I try to compile WiiDoom I get linking errors for FreeType and jpeg
2. depedency files are missing
3.
What is the expected output? What do you see instead?
Should successfully link. get linking errors
What version of the product are you using? On what operating system?
devkitpro r18, latest SDL-wii release
Please provide any additional information below.
Thanks for the update to SDL!
Original issue reported on code.google.com by [email protected]
on 13 Oct 2009 at 3:46
Error in compile:
File:main.o: In function `__static_initialization_and_destruction_0':
j:/D0g_Engine/source/main.cpp:11: undefined reference to `Timer::Timer()'
main.o: In function `SDL_main':
j:/D0g_Engine/source/main.cpp:15: undefined reference to
`cGFXCore::cGFXCore()'
j:/D0g_Engine/source/main.cpp:22: undefined reference to
`cObjectController::cObjectController()'
j:/D0g_Engine/source/main.cpp:25: undefined reference to `initInput()'
Basically I'm assuming I have a problem with my makefile which is causing
this problem, maybe upload an example makefile to use with SDL and pack it
with the next build.
Original issue reported on code.google.com by [email protected]
on 8 May 2009 at 2:39
SDL_TTF seems to render UTF extremly slowly for some languages. It seems
to handle French and German OK, although I do notice a little lag compared
to English.
Turkish is pretty slow and Hebrew seems unusable dropping the render rate
from 40fps to 1/2 a fps.
These are the only languages I've tried using TTF_RenderUTF8_Blended(). I
included UNICODE in this issue after looking at the source it appears UTF8
is just a wrapper for UNICODE.
This does not seem like a problem when using SDL_TTF on Windows but it's
hard to compare as I've not bench marked the tests yet.
Not sure if anyone else has time to repro this?
Original issue reported on code.google.com by [email protected]
on 14 Aug 2009 at 6:49
A game I'm porting at the moment has the following sound initialisation code:
if (Mix_OpenAudio(22050, AUDIO_S16, 2, 512) != 0) {
printf("Couldn't open audio!: %s\n", SDL_GetError());
return 0;
}
{
int f;
Uint16 fmt;
int c;
Mix_QuerySpec(&f, &fmt, &c);
debug(D_NORMAL, "spec: f=%d fmt=%d c=%d\n", f, fmt, c);
if (f != 22050 || fmt != AUDIO_S16 || c != 2) {
printf("Audio not what we want.\n");
return 0;
}
}
The latter check failes, the debug() call just above it producing the
following:
spec: f=32000 fmt=36880 c=2
Sound works just fine if I bypass this check, but I just wondered - is this
a problem, known or otherwise, with either Mix_MixAudio or Mix_QuerySpec?
*Should* this check pass?
Original issue reported on code.google.com by jonathan.buchanan
on 8 Jun 2009 at 11:17
I was not able to build SDL_image for devkitPPC, but this patch solved my
problem. I found the patch here:
http://cpansearch.perl.org/src/FROGGS/Alien-SDL-1.428/patches/SDL_image-1.2.10-l
ibpng15.patch
I couldn't apply the patch directly but the one I've attach is working if
applied on revision 92.
Original issue reported on code.google.com by david.racine.1
on 17 Aug 2011 at 8:16
Attachments:
sdl-wii is obviously targetted at the Wii, but it should work fine on the
GameCube. I've spend the last two days or so porting it, and it partially
works. The first example on the wiibrew site works (using SDL_FillRect),
but the second does not, and I think it's because the file-related
functions don't work on it. I'm in the middle of using testfile.c to track
down the issue.
Anyway, if you want me to provide a patch I can; however, I duplicated
-all- Wii-specific files, added new #ifs to point to the new GC files and
removed Wii-specific code, mostly dealing with mouse/keyboard/wiimote.
Additionally, since I duplicated all the files, the Wii and GC files share
a lot of identical code.
Original issue reported on code.google.com by [email protected]
on 5 Feb 2010 at 3:11
What steps will reproduce the problem?
1. Compiling SDL SVN against latest libogc SVN
2.
3.
What is the expected output? What do you see instead?
compiled version of SDL_wii_main.o,
instead I get an error at row 69 that 'KEYBOARD_Init' has too few arguments
What version of the product are you using? On what operating system?
SDL-Wii r42, libogc 3478
Please provide any additional information below.
In the latest keyboard.h you need to give a callback parameter.
Original issue reported on code.google.com by [email protected]
on 15 May 2009 at 2:46
Stereo sound panning in SDL_Wii seems to be reversed from the PC and other SDL
ports. In both WiiDoom and a generic SDL game that I am porting to the Wii, the
sounds are quite clearly oriented backwards from what they should be.
Original issue reported on code.google.com by [email protected]
on 17 Sep 2011 at 3:11
I'm using the new libogc and the new SDL Wii uploaded yesterday.
Whenever and however I try to use the SDL_Mixer Library I get the same set of
linking errors every time: http://pastie.org/private/dhy1x7jfjigbdieniwtz4g
I've had this problem in previous versions of SDL Wii too.
If you can fix this or at least give me some insight into what the problem
could be I'd be thrilled. Thanks :)
Original issue reported on code.google.com by [email protected]
on 9 Oct 2010 at 1:05
When I try to compile any of the other libs I get the following
Compiling src/SDL_framerate.c
/bin/sh: powerpc-gekko-gcc: command not found
Compiling src/SDL_gfxBlitFunc.c
/bin/sh: powerpc-gekko-gcc: command not found
Compiling src/SDL_gfxPrimitives.c
/bin/sh: powerpc-gekko-gcc: command not found
Compiling src/SDL_imageFilter.c
/bin/sh: powerpc-gekko-gcc: command not found
Compiling src/SDL_rotozoom.c
/bin/sh: powerpc-gekko-gcc: command not found
Archiving lib/libSDL_gfx.a
make: powerpc-gekko-ar: Command not found
make: *** [lib/libSDL_gfx.a] Error 127
I've tried this on 3 PCs now, all running Vista with the same result for
these, but I have no problems compiling other software
Original issue reported on code.google.com by [email protected]
on 5 May 2009 at 1:55
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
The SDL_Delay function seems to not work properly with values bigger then 2147
(2^31/1000000) (i.e SDL_Delay(3000)). This is due to the fact in the code this
value exceeds the U32 range. I propose this code which seems to work:
void SDL_Delay (Uint32 ms)
{
struct timespec ts;
ts.tv_sec = ms/1000;
ts.tv_nsec = (ms-ts.tv_sec*1000)*1000000;
nanosleep(&ts);
}
Original issue reported on code.google.com by [email protected]
on 14 Aug 2011 at 9:11
When passing the flag SDL_HWPALETTE to SDL_SetVideoMode, WII_SetVideoMode
does not set the SDL_HWPALETTE flag to be set and thus causes another
Surface to be created and returned other than SDL_VideoSurface. Attached
is a patch which corrects this issue.
Original issue reported on code.google.com by [email protected]
on 13 May 2009 at 5:50
Attachments:
What steps will reproduce the problem?
1. Set SDL_SetVideoMode() up with 24 or 32bit
2. Load your app
3. View the weird looking screen
Original issue reported on code.google.com by [email protected]
on 29 Apr 2009 at 6:33
What steps will reproduce the problem?
1.Compiling SDL_mixer
What is the expected output? What do you see instead?
During the compile, i get the
"c:\devkitPro\devkitPPC\bin\powerpc-eabi-ar.exe: obj/dynamic_ogg.o: No such
file or directory" error.
What version of the product are you using? On what operating system?
Latest Libogc/WiiSDL on windows vista.
Original issue reported on code.google.com by [email protected]
on 30 Nov 2009 at 9:25
I just downloaded the latest svn of sdl-wii and I can't compile smpeg.
There are missing the smpeg/src/video and smpeg/src/audio directories.
Original issue reported on code.google.com by [email protected]
on 6 Aug 2009 at 3:01
I'm taking a stab at porting an SDL game that uses auto(re)conf/configure to
create its makefiles. I am using the latest devkitPPC/libogc and precompiled
SDL-Wii (SDL Wii 07-06-2011) versions for 64-bit Linux. I snagged a
Wii-specific sdl-config script from somewhere, and now the configure script is
blowing up because SDL-Wii appears to be attempting to define a 'uintptr_t'
type that is already defined in devkitPPC's stdint.h:
configure:15946: checking for SDL - version >= 1.1.6
configure:16048: result: yes
configure:16125: checking SDL/SDL_mixer.h usability
configure:16125: powerpc-eabi-gcc -c -g -O2 -I/opt/devkitpro/libogc/include
-I/opt/devkitpro/libogc/include/SDL -mrvl -Dmain=SDL_main
-I/opt/devkitpro/libogc/include -I/opt/devkitpro/libogc/include/SDL -mrvl
-Dmain=SDL_main conftest.c >&5
In file included from /opt/devkitpro/libogc/include/SDL/SDL_config.h:44:0,
from /opt/devkitpro/libogc/include/SDL/SDL_stdinc.h:28,
from /opt/devkitpro/libogc/include/SDL/SDL_types.h:24,
from /opt/devkitpro/libogc/include/SDL/SDL_mixer.h:28,
from conftest.c:55:
/opt/devkitpro/libogc/include/SDL/SDL_config_minimal.h:39:23: error:
conflicting types for 'uintptr_t'
/opt/devkitpro/devkitPPC/lib/gcc/powerpc-eabi/4.6.1/../../../../powerpc-eabi/inc
lude/stdint.h:244:35: note: previous declaration of 'uintptr_t' was here
configure:16125: $? = 1
configure: failed program was:
| /* confdefs.h */
| #define PACKAGE_NAME "abuse"
| #define PACKAGE_TARNAME "abuse"
| #define PACKAGE_VERSION "0.8"
| #define PACKAGE_STRING "abuse 0.8"
| #define PACKAGE_BUGREPORT ""
| #define PACKAGE_URL ""
| #define PACKAGE "abuse"
| #define VERSION "0.8"
| #define STDC_HEADERS 1
| #define HAVE_SYS_TYPES_H 1
| #define HAVE_SYS_STAT_H 1
| #define HAVE_STDLIB_H 1
| #define HAVE_STRING_H 1
| #define HAVE_STRINGS_H 1
| #define HAVE_INTTYPES_H 1
| #define HAVE_STDINT_H 1
| #define HAVE_UNISTD_H 1
| #define LT_OBJDIR ".libs/"
| #define WORDS_BIGENDIAN 1
| /* end confdefs.h. */
| #include <stdio.h>
| #ifdef HAVE_SYS_TYPES_H
| # include <sys/types.h>
| #endif
| #ifdef HAVE_SYS_STAT_H
| # include <sys/stat.h>
| #endif
| #ifdef STDC_HEADERS
| # include <stdlib.h>
| # include <stddef.h>
| #else
| # ifdef HAVE_STDLIB_H
| # include <stdlib.h>
| # endif
| #endif
| #ifdef HAVE_STRING_H
| # if !defined STDC_HEADERS && defined HAVE_MEMORY_H
| # include <memory.h>
| # endif
| # include <string.h>
| #endif
| #ifdef HAVE_STRINGS_H
| # include <strings.h>
| #endif
| #ifdef HAVE_INTTYPES_H
| # include <inttypes.h>
| #endif
| #ifdef HAVE_STDINT_H
| # include <stdint.h>
| #endif
| #ifdef HAVE_UNISTD_H
| # include <unistd.h>
| #endif
| #include <SDL/SDL_mixer.h>
configure:16125: result: no
configure:16125: checking SDL/SDL_mixer.h presence
configure:16125: powerpc-eabi-gcc -E -I/opt/devkitpro/libogc/include
-I/opt/devkitpro/libogc/include/SDL -mrvl -Dmain=SDL_main conftest.c
configure:16125: $? = 0
configure:16125: result: yes
configure:16125: WARNING: SDL/SDL_mixer.h: present but cannot be compiled
configure:16125: WARNING: SDL/SDL_mixer.h: check for missing prerequisite
headers?
configure:16125: WARNING: SDL/SDL_mixer.h: see the Autoconf documentation
configure:16125: WARNING: SDL/SDL_mixer.h: section "Present But Cannot Be
Compiled"
configure:16125: WARNING: SDL/SDL_mixer.h: proceeding with the compiler's result
configure:16125: checking for SDL/SDL_mixer.h
configure:16125: result: no
configure:16137: error: *** SDL_mixer not found!
Original issue reported on code.google.com by [email protected]
on 11 Sep 2011 at 7:04
What steps will reproduce the problem?
1. Starting an app with SDL and keyboard use
What is the expected output? What do you see instead?
A working keyboard. Not all keys work!
Key on a german keyboard : (sign)
1st row, guess same place as us, uk, ... : (zero)
2nd row, next to enter : (+)
4th row, next to left shift : (<)
4th row, beneath enter : (#)
What version of the product are you using? On what operating system?
Wii 4.0e, SDL rev 43
Please provide any additional information below.
keyboard example of libogc (after addition of stdin) rev 3480 http://
devkitpro.svn.sourceforge.net/viewvc/devkitpro/trunk/examples/wii/devices/
usbkeyboard/?sortby=date works fine, that means the keys work there!
Can't tell since witch version this occurs, I couldn't use my keyboard a long
time as I had to replug it every time ...
Original issue reported on code.google.com by [email protected]
on 26 May 2009 at 6:16
What steps will reproduce the problem?
1. Play OpenTyrianWii with default controls using the Classic controller
2. Go into the Joystick configuration menu, and see that Button 9 (Nunchuck
C) is assigned to Change Weapon Mode (which also covers the cancel/escape
key function)
3. Now press Classic D-left. You will return to the Options menu.
What is the expected output? What do you see instead?
Press left on the "Joystick Number" to go backwards in the list, instead it
exits the menu.
What version of the product are you using? On what operating system?
5/13/09.
Please provide any additional information below.
I would have reported the Classic D-up problem as well, but that was
already fixed. I'm guessing this can be fixed the same way that was.
Original issue reported on code.google.com by [email protected]
on 26 May 2009 at 11:42
What steps will reproduce the problem?
1. Connect USB wireless keyboard with trackball to the Wii (
http://www.amazon.co.uk/2-4Ghz-Wireless-Centre-Keyboard-Trackball/dp/B004HTK1F4/
ref=sr_1_2?ie=UTF8&qid=1363880220&sr=8-2 )
2. Run UAE Wii, Frodo, or FBZX Wii
3.
What is the expected output? What do you see instead?
Wireless keyboard should work. UAE Wii should also recognise trackball as a USB
mouse. However, the keyboard (and trackball) won't do anything on these
emulators. It works fine on Wiituka and WiiApple.
What version of the product are you using? On what operating system?
Wii 4.2E
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 21 Mar 2013 at 3:40
The Makefile expects libogc to lie in $(DEVKITPRO)/libogc. However,
LIBOGC_LIB and LIBOGC_INC are already defined in wii_rules, so these should
be used or the build fails for people who have libogc installed somewhere else.
Patch attached.
Original issue reported on code.google.com by [email protected]
on 24 Jul 2009 at 12:27
Attachments:
It appears that the preferred place for outside libs would be the portlibs
directory instead of putting SDL directly into libogc. This would require
some minor changes to the makefiles. If you think this is a good idea, I
could make the changes myself and send the patch.
Original issue reported on code.google.com by [email protected]
on 6 May 2010 at 10:28
What steps will reproduce the problem?
1. run a sdl app that supports the keyboard
2. try to type something
What is the expected output? What do you see instead?
I expect the keyboard to work. Instead I have ro reconnect the keyboard
again. Wasn't this issue fixed alredy?
What version of the product are you using? On what operating system?
The oldest tested app is DOSbox from 17./18.02.10 which won't work as
expected.
My Wii is 4.0E
Please provide any additional information below.
The keyboard works without any problems in the normal Wii system eg. name
Miis or in the offical Oprea Channel or ...
Original issue reported on code.google.com by [email protected]
on 17 Apr 2010 at 11:08
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
SDL library seems not working properly with libogc 1.8.7 and DevkitPPC 23.
Frodo which is based on SDL gives DSI exception after compiling.
I solved the problem compiling the current SDL SVN version (r98) with DevkitPPC
23 and libogc 1.8.7.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2011 at 9:19
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
I think the current version of SDLlib was compiled with a wrong libpng version.
The correct version should be 1.4.1 which is used in DEVKITPRO before 30 july
2011 or 1.5.4 used after that date. If the compilation is made with 1.5.4
version (best choice), some source code must be modified since from 1.5.0 it is
not anymore possible to access the png_struct and png_info data structures as
made in some SDLlib code (see Portability Note in libpng website).
Original issue reported on code.google.com by [email protected]
on 5 Aug 2011 at 9:56
What steps will reproduce the problem?
1.Get the source
2.type make
3.see errors
What is the expected output? What do you see instead?
Syntax Error:"(" Unexpected
For every single file in the sdl folder...
What version of the product are you using? On what operating system?
The one you get from SVN today, Wed, July 28. Ubuntu 10.04
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 29 Jul 2010 at 3:54
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
640X512 screen resolution in PAL mode should be usefull for UAE since Amiga has
this resolution.
Original issue reported on code.google.com by [email protected]
on 27 Nov 2011 at 2:33
Problem with wiimote and mouse emulation.
Mouse movements stops working in side screen area, like a
sensor disconnection.
In wii menu, hbc and other games it works as usual.
Original issue reported on code.google.com by [email protected]
on 31 May 2009 at 4:58
I've ran into issues with OGG music playback. The attached code is not the
actual code I'm working on, but a much smaller one showing the crash and I
took it from
http://gpwiki.org/index.php/SDL_mixer:Tutorials:Playing_an_OGG_Music_File
When running the attached code, the OGG music plays fine until the end and
then (line 79 and on) the program should stop playback and unload the song.
The code, however, crashes in my Wii.
It works fine on a Linux box with libvorbis, so maybe the bug is related to
libtremor?
Original issue reported on code.google.com by [email protected]
on 8 May 2010 at 6:25
Attachments:
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
The mouse seems too sensitive. I suggest to modify line 110 of
/trunk/SDL/src/video/wii/SDL_wiievents.c from
posted += SDL_PrivateMouseMotion(0, 1, me.rx*2, me.ry*2);
to
posted += SDL_PrivateMouseMotion(0, 1, me.rx, me.ry);
Original issue reported on code.google.com by [email protected]
on 10 Oct 2011 at 11:48
What steps will reproduce the problem?
1. Build DOSBox with latest SDL
2. Delete .conf file and use default settings
3. Run DOSBox on Wii
4. Play Alleycat (an old PC Speaker game)
What is the expected output? What do you see instead?
No crash. A crash.
Please use labels and text to provide additional information.
SDL_wiiaudio.c, line 106 causes a crash (reported in lwp_threads.c:0):
else
{
//printf("conversion is not needed\n");
//SDL_mutexP(current_audio->mixer_lock);
current_audio->spec.callback(
current_audio->spec.userdata,
(Uint8 *)dma_buffers[whichab], SAMPLES_PER_DMA_BUFFER);
//SDL_mutexV(current_audio->mixer_lock);
}
This function is supposedly called by DOSBox's hardware/mixer.cpp, line
480. But that line doesn't seem to call any functions:
/* Reduce done count in all channels */
for (MixerChannel * chan=mixer.channels;chan;chan=chan->next) {
if (chan->done>reduce) chan->done-=reduce; // **** this line here ****
else chan->done=0;
}
Original issue reported on code.google.com by [email protected]
on 10 May 2009 at 11:22
I've tried to play a number of 32K, 56kbps ogg's but all that comes out
from the sound is junk, like it's not decoding the data.
Here's my set up.
Mix_OpenAudio(32000, AUDIO_S16MSB, 2, 512);
Mix_AllocateChannels(16);
...
...
if(mod = Mix_LoadMUS(path(sn)))
Mix_PlayMusic(mod, -1);
Anyone else tried OGG's with SDL Mixer?
Original issue reported on code.google.com by [email protected]
on 24 Oct 2009 at 6:48
I'm having trouble with getting the graphics to display correctly. I can
see garbled traces from the mouse pointer, but nothing apart from that.
If I comment out the part around the blur() call in
SDL_wiivideo.c::UpdateRect, things work again. I can commit my change, but
I suppose this code is supposed to do something as well :-).
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 7:04
What steps will reproduce the problem?
1. Trying to compile the library
What is the expected output? What do you see instead?
Expected successful compiling. Instead gives error about Vector-type.
What version of the product are you using? On what operating system?
libogc rev. 3665 (latest) and sdl-wii rev. 62 (latest)
Please provide any additional information below.
In libogc svn the Vector has been renamed to guVector and thus you're
unable to compile current svn of sdl-wii with svn of libogc.
Attachment includes patch to rename Vector to guVector
Original issue reported on code.google.com by [email protected]
on 14 Jul 2009 at 7:55
Attachments:
What steps will reproduce the problem?
1. execute sdl-config --cflags
2. look at the returned string
3. SDL_HAS_64BIT_TYPE is not defined
What is the expected output? What do you see instead?
-DSDL_HAS_64BIT_TYPE should be defined
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 27 May 2009 at 11:00
Firstly, thanks for your amazing work on this port !!
Now, my problem :p
What steps will reproduce the problem?
1. Try using SDL_mixer to launch .mid sounds.
What is the expected output? What do you see instead?
I didn't have syntax error or others. But, on linking, i've this issue :
d:/devkitPro/libogc/lib/wii\libsmpeg.a(mpeglayer3.o):(.eh_frame+0x11):
undefined reference to `__gxx_personality_v0'
d:/devkitPro/libogc/lib/wii\libsmpeg.a(smpeg.o):(.eh_frame+0x12): undefined
reference to `__gxx_personality_v0'
d:/devkitPro/libogc/lib/wii\libsmpeg.a(mpegtoraw.o):(.eh_frame+0x11):
undefined reference to `__gxx_personality_v0'
d:/devkitPro/libogc/lib/wii\libsmpeg.a(MPEG.o):(.eh_frame+0x12): undefined
reference to `__gxx_personality_v0'
d:/devkitPro/libogc/lib/wii\libsmpeg.a(MPEGstream.o):(.eh_frame+0x12):
undefined reference to `__gxx_personality_v0'
d:/devkitPro/libogc/lib/wii\libsmpeg.a(MPEGsystem.o):(.eh_frame+0x12): more
undefined references to `__gxx_personality_v0' follow
collect2: ld returned 1 exit status
make[1]: *** [/d/test/test.elf] Error 1
"make": *** [build] Error 2
What version of the product are you using? On what operating system?
libogc rev 3744, sdl_wii rev 76, windows 7 64bits.
Please provide any additional information below.
sdl_wii was compile with the last libogc. I still have an issue when i try
to compile sdl_mixer (miss some headers files : smepg.h and MPEGfilter.h).
So i copy these files from smpeg folder. Maybe undefined references is
caused by that...
Best regards
Original issue reported on code.google.com by [email protected]
on 4 Oct 2009 at 9:55
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