doombringa Posted July 8, 2010 I'm running WinXP SP2 32bit and used the devkitProUpdater-1.5.0.exe to install the following packages into c:/devkitpro: msys-1.0.11-RC2.exe devkitPPC_r21-win32.exe libogc-1.8.3.tar.bz2 libfat-ogc-1.0.7.tar.bz2 Then I downloaded the following packages manually and extracted them to "c:/devkitpro/portlibs/ppc": expat-2.0.1-ppc.tar.bz2 freetype-2.3.11-ppc.tar.bz2 jpeg8a-ppc.tar.bz2 libpng-1.4.1-ppc.tar.bz2 mxml-2.6-ppc.tar.bz2 tremor-lowmem-ppc.tar.bz2 zlib-1.2.4-ppc.tar.bz2 Then I downloaded "SDL Wii 11-28-2009.zip" and extracted it into c:/devkitpro (it already included a libogc directory). Finally, I downloaded the WiiDoom source with Mercurial 1.6. I opened up msys, moved to the wiidoom directory and wrote "make". Despite many warnings, it seemed to compile and link fine, resulting in a boot.dol of 2.214.144 bytes (not quite the same size as the precompiled one available for download). I then copied the boot.dol to my SD card, overwriting the original, file. When I start the game via homebrew channel, I can choose to load the DOOM1 wad file, but after clicking "start", I get a DSI exception and a stack/code dump. Any idea what I might be doing wrong? 0 Share this post Link to post
jendave Posted July 8, 2010 The SDL-wii download is out of date. I built SDL from SVN and used that to build WiiDoom. 0 Share this post Link to post
doombringa Posted July 8, 2010 Thank you for your quick reply. I got SDL Wii r89 from http://sdl-wii.googlecode.com/svn/trunk/ and built the libs. Here's what I got: libSDL.a size: 1.740.070 bytes libSDL_gfx.a size: 421.352 bytes libSDL_image.a size: 396.782 bytes libSDL_net.a size: 60.106 bytes libsmpeg.a size: 1.299.678 bytes libSDL_mixer.a size: 1.705.838 bytes libSDL_ttf.a size: 124.352 bytes The new bool.dol is almost the same size as yours, but still not quite: 2.198.976 bytes vs 2.199.040 bytes. The problem is that it still crashes with a code dump at the exact same moment. Almost there.. maybe there's something else I'm missing? 0 Share this post Link to post
Hyper_Eye Posted July 8, 2010 If you use SDL Wii from svn you probably also want to use libogc SVN. 0 Share this post Link to post
doombringa Posted July 8, 2010 That didn't do it either, I got another lovely codedump. The new boot.dol got a little bigger this time around though (2.199.680 bytes). Would it help if I post the sizes of my freshly built libogc r4165 libs? How about getting the devkitpro r4165 sources and building that one from scratch as well? 0 Share this post Link to post
Hyper_Eye Posted July 8, 2010 Well, you might try to get a backtrace: http://wiibrew.org/wiki/User:Qiang0/Debugging#Using_gdb_to_debug_over_the_network 0 Share this post Link to post
jendave Posted July 9, 2010 Try building SDL from r88. That is what I used in the official release. 0 Share this post Link to post
doombringa Posted July 10, 2010 Thx, but no luck. I got SDL WIi revision 88 with "svn co -r r88 http://sdl-wii.googlecode.com/svn/trunk/" and built it. "make all" didn't work, because sdl_gfx complained that there's no SDL.h, so I used "make" followed by "make install" seperately in each folder, which should be okay? (I deleted all r89 files in my devkitpro folder manually before building r88.) Then I tried building WiiDoom with both libogc r4165, and after that, I extracted the "normal release" libogc-1.8.3.tar.bz2 into my devkitppc folder, overwriting r4165 for a second try. The size of the boot.dol this time around was 2.199.648 bytes and 2.198.944 bytes respectively. The latter one is pretty promising, but I still got the usual code dumps with both. This is really weird, by now I should have the exact same libraries that you've used. But I don't want to give up yet. I guess you used Linux and Eclipse to build WiiDoom? Could you pls tell me the exact version of your OS and IDE? I suppose that if I replicate your build environment, there's no reason I shouldn't be able to get it working. @Hyper_Eye: Debugging my boot.dol sounds like a good idea, that's propably what I'll have try if everything else fails. Though I'm not familiar with Wii development, so that could prove to be quite difficult for me. 0 Share this post Link to post
jendave Posted July 12, 2010 I used Mac OSX 10.5 and Eclipse. That actual release build is simply from the command line. 0 Share this post Link to post