Problem with loading image using libwiisprite library !!

support for the powerpc toolchain
Post Reply
virus7
Posts: 12
Joined: Fri Aug 19, 2011 8:17 am

Problem with loading image using libwiisprite library !!

Post by virus7 » Wed Aug 31, 2011 12:52 pm

hello
it's been almost 4 hours trying to load image to wii using Libwiisprite library but nothing happened . so please I need some extra help here
this is my code and when I compiling it using wiiload everything goes well , but when I run it , a black screen comes and then the program close by it self and return to the homebrew channel :

Code: Select all

#include <stdio.h>
#include <stdlib.h>
#include <gccore.h>
#include <wiiuse/wpad.h>
#include <fat.h>
 
#include <wiisprite.h>
using namespace wsp;
 
GameWindow gwd; // Initializes and renders our scene.
Sprite sprite; // The drawable object we can modify.
Image image; // Holds our image/texture from the SD Card.
 
int main(int argc, char **argv) {
	// Initialize filesystem to load from SD Card
	fatInitDefault();
 
	gwd.InitVideo();
 
	LayerManager manager(1);
 
	if(image.LoadImage("I don't know how to put the path using wiiload, though I tried everything but nothing worked??") != IMG_LOAD_ERROR_NONE)exit(0);
	sprite.SetImage(&image);
	sprite.SetPosition(0, 0);
 
	manager.Append(&sprite); // Gets drawn the closest.
 
	WPAD_Init();
	WPAD_SetDataFormat(WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR);
 
	while(1) {
 
		WPAD_ScanPads();
		if(WPAD_ButtonsDown(WPAD_CHAN_0)&WPAD_BUTTON_HOME)
			break;
		// Draw everything what's in the manager.
		manager.Draw(0, 0); 
		gwd.Flush();
	}
 
	manager.Draw(0, 0);
	gwd.Flush();
 
	return 0;
}



also this is the files with the source and everything :

http://www.mediafire.com/?y6wg0gpg7a5e5kv

pleeeeeeeeeeease help !!!

WinterMute
Site Admin
Posts: 1845
Joined: Tue Aug 09, 2005 3:21 am
Location: UK
Contact:

Re: Problem with loading image using libwiisprite library !!

Post by WinterMute » Wed Aug 31, 2011 4:00 pm

Sorry, we don't support libwiisprite, whatever that might be.

As I've suggested elsewhere, it's probably best if you stick with SDL, at least that will teach you something useful that can be used on a PC as well as a Wii.
Help keep devkitPro toolchains free, Donate today

Personal Blog

virus7
Posts: 12
Joined: Fri Aug 19, 2011 8:17 am

Re: Problem with loading image using libwiisprite library !!

Post by virus7 » Wed Aug 31, 2011 5:28 pm

then what are the libraries that you support ??

I don't think SDL is a good library to use on wii programming because they say that it's not complete yet .. do you agree ??
and also i'm not sure if it uses the full power of wii graphics unlike GRRLIB and other specific libraries .

WinterMute
Site Admin
Posts: 1845
Joined: Tue Aug 09, 2005 3:21 am
Location: UK
Contact:

Re: Problem with loading image using libwiisprite library !!

Post by WinterMute » Wed Aug 31, 2011 9:02 pm

We support the libraries distributed by devkitPro, we don't support anything released by anyone else but we can possibly offer advice on portable libraries that are in widespread use elsewhere.

The SDL port is complete as far as I'm aware.

You're not currently in a position to make use of "the full power of wii graphics", when you are, you will regret using badly designed wrappers like GRRLIB. First you need programming experience - SDL is more than adequate for starting out.
Help keep devkitPro toolchains free, Donate today

Personal Blog

Post Reply

Who is online

Users browsing this forum: No registered users and 5 guests