#8256 - I.M. Weasel - Sat Jul 05, 2003 8:20 pm
hi all,
I am using Sgade and am currently having problems displaying a simple image on the screen. I am using GBASDK install with Mac OS X.
Because there is no "SoConverter" app compiled for OS X. I used SealFins Image-to-GBA program, it turns the target image into a .h with a const u16 as the images data. Would this be appropriate for use with Sgade?
When I attempt to display the converted image which is 240*160, i get the on screen error. "Assertion Failed: SoImageGetWidth == SO_SCREEN_WIDTH"
Could anyone help with my problems?
thank you in advance
#8262 - darkcloud - Sun Jul 06, 2003 5:50 am
You should probably ask this question at the SGADE mailing list because I don't think too many people here use SGADE.
The mailing list will probably be a lot of help in the future too.
I think you can sign up from the SGADE website, but this is the email address of the yahoo group: sgade@yahoogroups.com
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#8263 - I.M. Weasel - Sun Jul 06, 2003 8:05 am
yeah ,thanks,i thought the sgade mailing lists where only one sided.I didnt know i could post queries through them.
#8354 - crossraleigh - Tue Jul 08, 2003 11:27 pm
I use the SGADE!
It's great if you want a free (beer and speech) and easy way to make GBA games. All the same, the SGADE group is probably a better place to ask this.
Umm... Some code would be nice too. A u16 data array is appropriate for use with the SGADE, if you initialize a SoImage with it. Most everything in the SGADE is an 'object' (really a structure, it's written in C), and the functions expect those structures. The online SGADE docs describe the SoImage module along with the others.
The SGADE comes with an example of using images in mode 4: /sample/source/SampleEffectWelcome.c in the base directory after you unzip it.
#8373 - wizardgsz - Wed Jul 09, 2003 10:27 am
I confirm it, the new 1.02c has a new SoImageInitialize method...
Ga
http://www.geocities.com/gabriele_scibilia/
====
The SGADE 1.02 Development Release (C) - 00:44 PST - July 6th 2003
Notable new features this release: Routines to copy linear bitmaps to sprites & tile sets, initial implementation of SoBkgFont module.
Also in this release (from Dev B): Routine to retrieve elapsed milliseconds, incorporation of SoDebugPrintf, minor bug fixes in SoImage, SoTimer.
Disclaimer: This is not a stable/final release. The new features may be incomplete or may not yet be fully tested. Some new features may be just plain broken. Still, it is a good preview of what to expect in the next stable release.
Should compile right out of the box. Once you've downloaded it, read the SoRevision.txt file included in the package for full details on updated contents.
The developmental 1.02 (C) SGADE, ZIP File, 1834 KiloBytes
_________________
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#8401 - I.M. Weasel - Wed Jul 09, 2003 6:23 pm
crossraleigh wrote: |
I use the SGADE!
It's great if you want a free (beer and speech) and easy way to make GBA games. All the same, the SGADE group is probably a better place to ask this.
Umm... Some code would be nice too. A u16 data array is appropriate for use with the SGADE, if you initialize a SoImage with it. Most everything in the SGADE is an 'object' (really a structure, it's written in C), and the functions expect those structures. The online SGADE docs describe the SoImage module along with the others.
The SGADE comes with an example of using images in mode 4: /sample/source/SampleEffectWelcome.c in the base directory after you unzip it. |
yes i like sgade.I couldnt include code because my code would probably end up confusing you more. I am just asking how you would go about,essentally im asking for some minor source. I go through the SGADE online docs about once a day. oh,and im using SoConverter from a PC then transferring the files to my mac instead of what i afforementioned.
The tutorial on suddenpresence,boulderbombers advance i am aware of. I have also gone through the "worldwise" source. Neither of these codes use actually implict image work ,just sprite animation bitmaps.
Wizard-great to hear,hopefully the next stable beta release will be written into the next GBASDK update for mac.
#8413 - crossraleigh - Wed Jul 09, 2003 9:45 pm
I.M. Weasel wrote: |
The tutorial on suddenpresence,boulderbombers advance i am aware of. I have also gone through the "worldwise" source. Neither of these codes use actually implict image work ,just sprite animation bitmaps. |
No, I mean the sample that comes with the library. It's in the /sample/ directory. SampleEffectWelcome.c displays a "The SGADE - Press start to continue" image.
I.M. Weasel wrote: |
Wizard-great to hear,hopefully the next stable beta release will be written into the next GBASDK update for mac. |
If you want the library now, all you need to do is download it, unzip it, copy libSocrates.a to /usr/local/gbasdk/lib/, and copy all the header files to /usr/local/gbasdk/include/sgade/.
- cp <PATH_TO_SGADE_UNZIPPED_LOCATION>/lib/libSocrates.a /usr/local/gbasdk/lib/
- cp <PATH_TO_SGADE_UNZIPPED_LOCATION>/include/*.h /usr/local/gbasdk/include/sgade/
If libSocrates.a isn't there, you'll need to cd to <PATH_TO_SGADE_UNZIPPED_LOCATION>/build/ and run make.
#8516 - I.M. Weasel - Sat Jul 12, 2003 7:42 pm
crossraleigh wrote: |
I.M. Weasel wrote: |
The tutorial on suddenpresence,boulderbombers advance i am aware of. I have also gone through the "worldwise" source. Neither of these codes use actually implict image work ,just sprite animation bitmaps. |
No, I mean the sample that comes with the library. It's in the /sample/ directory. SampleEffectWelcome.c displays a "The SGADE - Press start to continue" image. |
awesome! thank you, sometimes ya get tunnel vision ya know? i didnt even know about the examples,duh.
crossraleigh wrote: |
I.M. Weasel wrote: |
Wizard-great to hear,hopefully the next stable beta release will be written into the next GBASDK update for mac. |
If you want the library now, all you need to do is download it, unzip it, copy libSocrates.a to /usr/local/gbasdk/lib/, and copy all the header files to /usr/local/gbasdk/include/sgade/.
- cp <PATH_TO_SGADE_UNZIPPED_LOCATION>/lib/libSocrates.a /usr/local/gbasdk/lib/
- cp <PATH_TO_SGADE_UNZIPPED_LOCATION>/include/*.h /usr/local/gbasdk/include/sgade/
If libSocrates.a isn't there, you'll need to cd to <PATH_TO_SGADE_UNZIPPED_LOCATION>/build/ and run make. |
Are you sure that is the correct path? are you a unix/linux user or a unix/linux/mac user?
#8517 - I.M. Weasel - Sat Jul 12, 2003 7:52 pm
I can't find the samples folder. as i said before,i have GBASDK installed,and i have sgade101 d/l'd and i couldnt find it in there either.
i looked in usr/local/gbasdk/ but nothing. and did a drive wide search and couldnt find it.
#8520 - crossraleigh - Sat Jul 12, 2003 9:56 pm
I.M. Weasel wrote: |
Are you sure that is the correct path? are you a unix/linux user or a unix/linux/mac user? |
Yes, I'm an OS X user. I have the GBASDK too. /usr/local/gbasdk/ is the default install location.
I.M. Weasel wrote: |
I can't find the samples folder. as i said before,i have GBASDK installed,and i have sgade101 d/l'd and i couldnt find it in there either.
i looked in usr/local/gbasdk/ but nothing. and did a drive wide search and couldnt find it. |
The full SGADE library (either 1.01, 1.02_b, or 1.02_c) from http://www.suddenpresence.com/sgade/download.html contains a sample in the sample directory. The sample doesn't come with GNUfoo's GBASDK.
#8525 - I.M. Weasel - Sun Jul 13, 2003 1:05 am
cool,thanks.
i am getting a wing of my dreamcast site to be all about sgade and gbasdk. please check out www.macemu.com/~dreamcast/
or
www.macemu.com/~dreamcast/gba_sdk.html
any help you have to provide would be appreciated.hit me up on AIM if you want to know more.
#42390 - jstart - Tue May 10, 2005 9:19 pm
I think a working version of SoConverter for OSX is up on the yahoo group under files...
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