Efthym | 1 Dec 2004 01:53
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Re: SDL compile error

I have used string.h before without any problems. I also tried one of the  
SDL demos (only a blank window) and that worked as well.
SDLGUI was provided on the book I have "Data structures for game  
programming" by Ron Penton. I checked out the SDL_gui but they dont seem  
to be same.
Maybe you're right, there's some incompatibility between the SDLGUI and my  
compiler. I had some other problems with it before, but managed to solve  
them.
Guess the only thing left is go through the SDLGUI source code and  
hopefully find something.

By the way i'm using Fedora Core 2,
[root <at> Purgatory SDL]# g++ --version
g++ (GCC) 3.3.3 20040412 (Red Hat Linux 3.3.3-7)
Copyright (C) 2003 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

Thanx for your help

Efthym

On Tue, 30 Nov 2004 20:43:34 +0100, Sebastian Beschke <s.beschke <at> gmx.de>  
wrote:

> Efthym wrote:
>> Hi list,
>>  I'm new to SDL, trying to compile a simple program using SDL, SDL_ttf  
>> and  SDLGUI library.
>> I'm reveiving a strange error about "string.h".
(Continue reading)

Evadream | 1 Dec 2004 03:09

SDL_GetRGB and 24 Bits surface

Hello,

I've got a simple question about SDL_GetRGB and 24 bits surface.
I'm using this function on a 32 bits without any problem, but on 24 bits
surface it seems that the red an blue value are swapped.

It looks like an endian related behaviour, but i thought that the use of
these function allow me to "forget" about the target architecture.

Should i make my own routines to avoid that or i'm missing something (i'm
quite sure i'm am).

Thanx !
Steffen Pohle | 1 Dec 2004 03:47
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Re: SDL_GetRGB and 24 Bits surface


Hi there, 

about your problem there is something written on the SDL Manual page about it. This is what i used alot
together with SDL_SurfaceCreate* functions. Maybe it helps...

#if SDL_BYTEORDER == SDL_BIG_ENDIAN
    rmask = 0xff000000;
    gmask = 0x00ff0000;
    bmask = 0x0000ff00;
    amask = 0x000000ff;
#else /*  */
    rmask = 0x000000ff;
    gmask = 0x0000ff00;
    bmask = 0x00ff0000;
    amask = 0xff000000;
#endif /*  */

> I've got a simple question about SDL_GetRGB and 24 bits surface.
> I'm using this function on a 32 bits without any problem, but on 24 bits
> surface it seems that the red an blue value are swapped.
> 
> It looks like an endian related behaviour, but i thought that the use of
> these function allow me to "forget" about the target architecture.

No you can't. Red and Blue are on some systems swaped around. You will have to do it like the manual says.

have a good time,
Steffen
(Continue reading)

Evadream | 1 Dec 2004 03:58

Re: SDL_GetRGB and 24 Bits surface

I was quite sure i was using those masks. Of course, it was not the
case... :D

Thanx for your quick answer !
Rainer Deyke | 1 Dec 2004 06:20

Re: SDL + Direct3D

Gabriel Gambetta wrote:
> Sam did find the old email, so I reposted it in the wiki
> here :
>
> http://www.libsdl.org/cgi/docwiki.cgi/FAQ_20SDL_20and_20Direct3D
>
> Hope it helps!

That's just what I needed.  Thanks.

--
Rainer Deyke - rainerd <at> eldwood.com - http://eldwood.com
Milan Golubovic | 1 Dec 2004 09:21
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Commercial SDL games?

Hello people,

I'm interested are here some authors of commercial games (using SDL of
course). What prices those games have? In how many copies are they sold?
How much profit they achieve per week? How is sale organized - on some web site
or ...? Are there people that actually make living of it?

Can I see some of those game (demos) in action? I downloaded some "Abe's adventure"
platform game, but, I wasn't very impressed with it. :/

--

-- 
Best regards,
 Milan                          mailto:milan_g <at> eunet.yu
Milan Golubovic | 1 Dec 2004 09:04
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Re: SDL_Mixer, printf output...

Hello Ryan,

RCG> You are freeing the chunk while it's still playing. You're lucky the 
RCG> program isn't just crashing, but since you close down the mixer 
RCG> immediately afterwards, you are probably beating the clock on that one.

Yep, that's right. It works now. Thank you.

Also while debugging I noticed that sound actually start playing only when
program reach SDL_Delay() and keep playing only while SDL_Delay() is kept
calling?!? Is that means that sound mixing routine is not in interrupt or some
kind of separate thread?? Normally I want my game to have frame rate higher as
possible. That means I wont call SDL_Delay() to slow me down. How will then
may samples be played? And generally, do I have to call some delay/wait function
to give other applications running in multitasking some CPU time?
Or maybe it acts like this only while debugging (execution freezes)?

RCG> When run under VS.NET's debugger, OutputDebugString() will output text 
RCG> to a debugger window in the IDE. Outside the debugger, this API call 
RCG> more or less goes off the ether, but there are other programs that trap 
RCG> this output, so it's best not to leave it in a final program.

Speaking of .net - I had some problems compiling programs that are developed
with VS6. What is situation with SDL. Should there be some problems switching
between VS 6 and 7? Which is better for SDL developing?

--

-- 
Best regards,
 Milan                            mailto:milan_g <at> eunet.yu
(Continue reading)

Bill Kendrick | 1 Dec 2004 09:55
Favicon

Re: Commercial SDL games?

On Wed, Dec 01, 2004 at 09:21:35AM +0100, Milan Golubovic wrote:
> Hello people,
> 
> I'm interested are here some authors of commercial games (using SDL of
> course). What prices those games have? In how many copies are they sold?
> How much profit they achieve per week? How is sale organized - on some web site
> or ...? Are there people that actually make living of it?

Honestly, this is a pretty strange set of questions to ask.

The prices, how many copies, how much profit was made, etc., would all
depend on the game and the company involved!

Some games that use SDL are from huge, well-known game companies.
Others are games for PDAs which were developed (or ported) by one person
and sold for much less (in comparison to desktop games).

I think the answers you get will vary so wildly that it doesn't end up
meaning anything! :^)

> Can I see some of those game (demos) in action? I downloaded some "Abe's adventure"
> platform game, but, I wasn't very impressed with it. :/

Again, it depends on the game, who published it, what platform its for, etc.

It's kind of like asking "How much do games for MS Windows cost?  How many
copies did each game sell?  How much profit did each game make?" :^)
Totally useless!  Sorry! ;^)

-bill!
(Continue reading)

M.A. Oude Kotte | 1 Dec 2004 10:22
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Favicon

Re: Commercial SDL games?

He's just asking if there's any author on this list, and asking for 
his/her experiences. That's not too weird, is it? :)

Marc

Bill Kendrick wrote:
> On Wed, Dec 01, 2004 at 09:21:35AM +0100, Milan Golubovic wrote:
> 
>>Hello people,
>>
>>I'm interested are here some authors of commercial games (using SDL of
>>course). What prices those games have? In how many copies are they sold?
>>How much profit they achieve per week? How is sale organized - on some web site
>>or ...? Are there people that actually make living of it?
> 
> 
> Honestly, this is a pretty strange set of questions to ask.
> 
> The prices, how many copies, how much profit was made, etc., would all
> depend on the game and the company involved!
> 
> Some games that use SDL are from huge, well-known game companies.
> Others are games for PDAs which were developed (or ported) by one person
> and sold for much less (in comparison to desktop games).
> 
> I think the answers you get will vary so wildly that it doesn't end up
> meaning anything! :^)
> 
> 
> 
(Continue reading)

aj | 1 Dec 2004 10:54
Favicon

Re: Commercial SDL games?


>He's just asking if there's any author on this list, and asking for 
>his/her experiences. That's not too weird, is it? :)

asking abstract questions is weird.. there is no answer,, only another 
abstract answer, which has very little value.

Gmane