getting .dol to execute

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laserbeak43
Posts: 10
Joined: Thu Jul 29, 2010 6:42 am

getting .dol to execute

Post by laserbeak43 » Sat Aug 07, 2010 2:18 am

hello,
I've been trying to get my code to work, it compiles fine with no errors or warnings, but when i load it, all i see is a blank screen for a few seconds then it exits. Does anyone think that they can help with this?
my .cpp

Code: Select all

#include <stdio.h>
#include <stdlib.h>
#include <gccore.h>
#include <wiiuse/wpad.h>
#include <fat.h>
#include <vector>

#include <wiisprite.h> // The main libwiisprite header.
using namespace wsp; // To not make us type this again and again

#include "../build/board_png.h"
#include "../build/Green00_png.h"
#include "../build/Green01_png.h"
#include "../build/Green02_png.h"
#include "../build/Green10_png.h"
#include "../build/Green11_png.h"
#include "../build/Green12_png.h"
#include "../build/Green20_png.h"
#include "../build/Green21_png.h"
#include "../build/Green22_png.h"
#include "../build/Pink00_png.h"
#include "../build/Pink01_png.h"
#include "../build/Pink02_png.h"
#include "../build/Pink10_png.h"
#include "../build/Pink11_png.h"
#include "../build/Pink12_png.h"
#include "../build/Pink20_png.h"
#include "../build/Pink21_png.h"
#include "../build/Pink22_png.h"

int main(int argc, char **argv)
{
	// Create the game window and initalise the VIDEO subsystem
	GameWindow gwd;
	gwd.InitVideo();

	gwd.SetBackground((GXColor){ 255, 255, 255, 255 });
///////////////////////////////////////////////////////////////////////////////////////////////
//            A huge set of statements that should be in a seperate function  lines 45-151
///////////////////////////////////////////////////////////////////////////////////////////////
	LayerManager manager(5);

	//load images
	Image bg;
	Image g00, p00;
	Image g01, p01;
	Image g02, p02;
	Image g10, p10;
	Image g11, p11;
	Image g12, p12;
	Image g20, p20;
	Image g21, p21;
	Image g22, p22;

	Sprite sbg, sg00, sp00, sg01, sp01, sg02, sp02, sg10, sp10, sg11,
		sp11, sg12, sp12, sg20, sp20, sg21, sp21, sg22, sp22;

	std::vector<Sprite> vsprites;

	if( bg.LoadImage(board_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g00.LoadImage(Green00_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g01.LoadImage(Green01_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g02.LoadImage(Green02_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g10.LoadImage(Green10_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g11.LoadImage(Green11_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g12.LoadImage(Green12_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g20.LoadImage(Green20_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g21.LoadImage(Green21_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( g22.LoadImage(Green22_png) != IMG_LOAD_ERROR_NONE)exit(0);

	if( p00.LoadImage(Pink00_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p01.LoadImage(Pink01_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p02.LoadImage(Pink02_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p10.LoadImage(Pink10_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p11.LoadImage(Pink11_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p12.LoadImage(Pink12_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p20.LoadImage(Pink20_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p21.LoadImage(Pink21_png) != IMG_LOAD_ERROR_NONE)exit(0);
	if( p22.LoadImage(Pink22_png) != IMG_LOAD_ERROR_NONE)exit(0);

	sbg.SetImage(&bg);
	sbg.SetPosition(0,0);
	sg00.SetImage(&g00);
	sg00.SetPosition(106.75, 80.5);
	sp00.SetImage(&p00);
	sp00.SetPosition(106.75, 80.5);
	sg01.SetImage(&g01);
	sg01.SetPosition(319.83, 80.5);
	sp01.SetImage(&p01);
	sp01.SetPosition(319.83, 80.5);
	sg02.SetImage(&g02);
	sg02.SetPosition(523.83, 80.17);
	sp02.SetImage(&p02);
	sp02.SetPosition(523.83, 80.17);
	sg10.SetImage(&g10);
	sg10.SetPosition(107.17, 241.17);
	sp10.SetImage(&p10);
	sp10.SetPosition(107.17, 241.17);
	sg11.SetImage(&g11);
	sg11.SetPosition(320.29, 241.33);
	sp11.SetImage(&p11);
	sp11.SetPosition(320.29, 241.33);
	sg12.SetImage(&g12);
	sg12.SetPosition(532.96, 241.17);
	sp12.SetImage(&p12);
	sp12.SetPosition(532.96, 241.17);
	sg20.SetImage(&g20);
	sg20.SetPosition(107.46, 399.83);
	sp20.SetImage(&p20);
	sp20.SetPosition(107.46, 399.83);
	sg21.SetImage(&g21);
	sg21.SetPosition(320.13, 399.75);
	sp21.SetImage(&p21);
	sp21.SetPosition(320.13, 399.75);
	sg22.SetImage(&g22);
	sg22.SetPosition(532.92, 400.04);
	sp22.SetImage(&p22);
	sp22.SetPosition(532.92, 400.04);

	vsprites.push_back(sbg);
	vsprites.push_back(sg00);
	vsprites.push_back(sp00);
	vsprites.push_back(sg01);
	vsprites.push_back(sp01);
	vsprites.push_back(sg02);
	vsprites.push_back(sp02);
	vsprites.push_back(sg10);
	vsprites.push_back(sp10);
	vsprites.push_back(sg11);
	vsprites.push_back(sp11);
	vsprites.push_back(sg12);
	vsprites.push_back(sp12);
	vsprites.push_back(sg20);
	vsprites.push_back(sp20);
	vsprites.push_back(sg21);
	vsprites.push_back(sp21);
	vsprites.push_back(sg22);
	vsprites.push_back(sp22);


	Sprite temp;

	for(int i=0;i<vsprites.size();i++)
	{
		Sprite temp = vsprites[i];
		manager.Append(&temp);
	}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////

	while(1)
	{
		manager.Draw(0,0);

		WPAD_Init();

		for(;;)
		{
			WPAD_ScanPads();
			if(WPAD_ButtonsDown(WPAD_CHAN_0)&WPAD_BUTTON_HOME)
				break;
			gwd.Flush();
		}
	}
	return 0;
}
here's my makefile:

Code: Select all

#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC)
endif

include $(DEVKITPPC)/wii_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET      :=   boot
BUILD      :=   build
SOURCES      :=   source
INCLUDES   :=   include
DATA       :=   data

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------

CFLAGS   = -g -O2 -Wall $(MACHDEP) $(INCLUDE) -I$(DEVKITPPC)/local/include
CXXFLAGS   =   $(CFLAGS)

LDFLAGS   =   -g $(MACHDEP) -mrvl -Wl,-Map,$(notdir $@).map

#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS   :=   -lwiisprite   -lpng   -lz   -lwiiuse   -lbte   -lfat   -logc   -lm 

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS   :=	$(DEVKITPRO)/libogc/libs

#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT   :=   $(CURDIR)/$(TARGET)

export VPATH   :=   $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
               $(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR   :=   $(CURDIR)/$(BUILD)

#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES      :=   $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES   :=   $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES      :=   $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES      :=   $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES   :=   $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
   export LD   :=   $(CC)
else
   export LD   :=   $(CXX)
endif

export OFILES   :=   $(addsuffix .o,$(BINFILES)) \
               $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
               $(sFILES:.s=.o) $(SFILES:.S=.o)

#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE   :=   $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
               $(foreach dir,$(LIBDIRS),-I$(dir)/include) \
               -I$(CURDIR)/$(BUILD) \
               -I$(LIBOGC_INC)

#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS   :=   $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
               -L$(LIBOGC_LIB) -L$(DEVKITPRO)/libogc/lib

export OUTPUT   :=   $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean

#---------------------------------------------------------------------------------
$(BUILD):
	@[ -d $@ ] || mkdir -p $@
	@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
	@echo clean ...
	@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol

#---------------------------------------------------------------------------------
run:
	wiiload $(TARGET).dol

#---------------------------------------------------------------------------------
else

DEPENDS   :=   $(OFILES:.o=.d)

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)

#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o   :   %.jpg
#---------------------------------------------------------------------------------
	@echo $(notdir $<)
	$(bin2o)

-include $(DEPENDS)

#---------------------------------------------------------------------------------
# This rule links in binary data with the .png extension
#---------------------------------------------------------------------------------
%.png.o  :  %.png
#---------------------------------------------------------------------------------
	@echo $(notdir $<)
	$(bin2o)

-include $(DEPENDS)

#---------------------------------------------------------------------------------
# This rule links in binary data with the .mp3 extension
#---------------------------------------------------------------------------------
%.mp3.o  :  %.mp3
#---------------------------------------------------------------------------------
	@echo $(notdir $<)
	$(bin2o)

-include $(DEPENDS)

#---------------------------------------------------------------------------------
# This rule links in binary data
#---------------------------------------------------------------------------------
%.bin.o   :   %.bin
#---------------------------------------------------------------------------------
	@echo $(notdir $<)
	@$(bin2o)

%.mod.o   :   %.mod
#---------------------------------------------------------------------------------
	@echo $(notdir $<)
	@$(bin2o)

-include $(DEPENDS)

#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

WinterMute
Site Admin
Posts: 1989
Joined: Tue Aug 09, 2005 3:21 am
Location: UK
Contact:

Re: getting .dol to execute

Post by WinterMute » Tue Aug 17, 2010 3:04 am

The build folder is already part of the include search path in the template makefile so you can use #include "board_png.h" instead of #include "../build/board_png.h".

As for just exiting, it's possible you just ran out of RAM, you're using an awful lot of png files there.

I've never used libwiisprite so I can't really say how effective it is but I'd suggest using sprite sheets rather than a whole bunch of images for separate files if the library supports that. You could also have a look at the gxSprites example and modify it for your needs. At some point I'd like to look at using fixed point texture co-ordinates in that example rather than the floats it currently uses, if you happen to try that and get it working a patch would be nice :p

The rest of the answers to this post were deleted because they were basically nonsense and had no bearing on your problem.
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laserbeak43
Posts: 10
Joined: Thu Jul 29, 2010 6:42 am

Re: getting .dol to execute

Post by laserbeak43 » Tue Aug 17, 2010 6:43 am

alright i'll open the gxSprites example and see if i can come up with something.

Thanks

laserbeak43
Posts: 10
Joined: Thu Jul 29, 2010 6:42 am

Re: getting .dol to execute

Post by laserbeak43 » Tue Aug 17, 2010 5:22 pm

haven't tried gxSprites yet, but i did look at it looks haaaaaaaaaaaaaaaard. i did just try to load one picture and it did actually load. so i'm going to to see if i can just make some masks like you said.

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