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My drupal6 demo site

Hello everybody. Yesterday I roll out a Drupal 6 demo site. Please check out http://www.plaatsoft.nl/drupal6. Coming soon a live demo of the Addressbook and EventNotification module can be found there. If you have any comments in the mean time, please post them below. I will try to answer then as soon as possible.

TowerDefense development on hold

This project is on hold. I am very busy with other thinks right now. Soo maybe when i have some more spare time in the future i will pickup the project again. Sorry for this. The good news is that lately very nice Wii hombrew games are lanched so there is enough games to play!

SpaceBubble 10.000 downloads

Since the launch of SpaceBubble, less then three months ago, it was downloaded over 10.000 times. Wow! 😆 So a very special thanks to everyone who’s been downloading, playing and commenting this game.

Official download count

Homebrew Browser 7.496 times
My website 994 times
Other websites around the world +/- 1.501 times
Total +/- 10.001 times

Wii firmware upgrade to 4.0e

This morning i have upgraded my Wii firmware to version 4.0e. Now for the first time i can use a SDHC card (>2 GB) to show pictures to my friends. That’s a great new feature and also the installed Homebrew Channel and my free developed games are still working fine. So i am a happy man.

Progress report TowerDefence

Hello Everybody,

After four weeks of silence, here by a short update about the game build progress. The design phase is ready, most graphics are also ready. Building the game engine is behide planning. I think it will take at least two more months to finish everything. Main delay is my work and family live. Two weeks ago I was in India for a business visit. Spin off of the visit is lots of work.

Best Regards, wplaat

Happy Easter

I wish you all a happy easter.

RedSquare 10.000 downloads

Since the launch of RedSquare, back in 20 December 2008, it was downloaded over 10.000 times. Wow! :). So a very special thanks to everyone who’s been downloading, playing and commenting this game.

Official Count

Homebrew Browser 7.802 times
My website 1.112 times
Other websites around the world +/- 1.100 times
Total +/- 10.014 times

GRRLIB 4.0 freetype support

In this post i have add information how to add freetype library support to GRRLIB 4.0 library

Add the following source code section in the upper part of the GRRLIB 4.0 C file.

#include "font_ttf.h"

#define DEFAULT_FIFO_SIZE (256 * 1024)

u32 fb = 0;
static void *xfb[2] = { NULL, NULL};
GXRModeObj *rmode;
void *gp_fifo = NULL;

/******************************************************************************/
/**** FREETYPE START ****/
/* This is a very rough implementation if freetype using GRRLIB */

#include  /* I presume you have freetype for the Wii installed */
#include FT_FREETYPE_H

static FT_Library ftLibrary;
static FT_Face ftFace;

void *fontTempLayer=NULL;
void *fontTexture=NULL;

/* Static function prototypes */
static void BitmapTo4x4RGBA(const unsigned char *src, void *dst, const unsigned int width, const unsigned int height);
static bool BlitGlyph(FT_Bitmap *bitmap, int offset, int top, int color) ;

extern void GRRLIB_InitFreetype(void)
{
	unsigned int error = FT_Init_FreeType(&ftLibrary);
	if (error)
	{
		exit(0);
	}

	error = FT_New_Memory_Face(ftLibrary, font_ttf, font_ttf_size, 0, &ftFace);
	if (error == FT_Err_Unknown_File_Format)
	{
		exit(0);
	}
	else if (error)
	{
		/* Some other error */
		exit(0);
	}
}

extern void GRRLIB_initTexture(void)
{
   // Clear previous video frame buffer
   if (fontTexture!=NULL) free(fontTexture);

   fontTempLayer = (void*) calloc(1, 640 * 480 * 4);

   if (fontTempLayer == NULL)
   {
	  /* Oops! Something went wrong! */
	  exit(0);
   }
}

extern void GRRLIB_Printf2(int x, int y, const char *string, unsigned int fontSize, int color)
{
	unsigned int error = 0;
	int penX = 0;
	int penY = fontSize;
	FT_GlyphSlot slot = ftFace->glyph;
	FT_UInt glyphIndex = 0;
	FT_UInt previousGlyph = 0;
	FT_Bool hasKerning = FT_HAS_KERNING(ftFace);

    error = FT_Set_Pixel_Sizes(ftFace, 0, fontSize);
	if (error)
	{
		/* Failed to set the font size to the requested size.
		 * You probably should set a default size or something.
		 * I'll leave that up to the reader. */
		 FT_Set_Pixel_Sizes(ftFace, 0, 12);
	}

	/* Convert the string to UTF32 */
	size_t length = strlen(string);
	wchar_t *utf32 = (wchar_t*)malloc(length * sizeof(wchar_t));
	length = mbstowcs(utf32, string, length);

	/* Loop over each character, drawing it on to the 4, until the
	 * end of the string is reached, or until the pixel width is too wide */
	unsigned int loop = 0;
	for (loop = 0; loop < length; ++loop)
    {
		glyphIndex = FT_Get_Char_Index(ftFace, utf32[ loop ]);

		/* To the best of my knowledge, none of the other freetype
		 * implementations use kerning, so my method ends up looking
		 * slightly better 🙂 */
		if (hasKerning && previousGlyph && glyphIndex)
		{
			FT_Vector delta;
			FT_Get_Kerning(ftFace, previousGlyph, glyphIndex, FT_KERNING_DEFAULT, δ);
			penX += delta.x >> 6;
		}

		error = FT_Load_Glyph(ftFace, glyphIndex, FT_LOAD_RENDER);
		if (error)
        {
			/* Whoops, something went wrong trying to load the glyph
			 * for this character... you should handle this better */
			continue;
		}

		if (BlitGlyph(&slot->bitmap, penX + slot->bitmap_left+x, penY - slot->bitmap_top+y, color) == true)
		{
			/* The glyph was successfully blitted to the buffer, move the pen forwards */
			penX += slot->advance.x >> 6;
			previousGlyph = glyphIndex;
		}
		else
		{
			/* BlitGlyph returned false, the line must be full */
			free(utf32);
			return;
		}
	}

	free(utf32);
}

/* Returns true if the character was draw on to the buffer, false if otherwise */
static bool BlitGlyph(FT_Bitmap *bitmap, int offset, int top, int color)
{
	int bitmapWidth = bitmap->width;
	int bitmapHeight = bitmap->rows;

	if (offset + bitmapWidth > 640)
	{
		/* Drawing this character would over run the buffer, so don't draw it */
		return false;
	}

	/* Draw the glyph onto the buffer, blitting from the bottom up */
	/* CREDIT: Derived from a function by DragonMinded */
	unsigned char *p = fontTempLayer;
	unsigned int y = 0;
	for (y = 0; y < bitmapHeight; ++y)
	{
		int sywidth = y * bitmapWidth;
		int dywidth = (y + top) * 640;

		unsigned int column = 0;
		for (column = 0; column < bitmapWidth; ++column)
        {
			unsigned int srcloc = column + sywidth;
			unsigned int dstloc = ((column + offset) + dywidth) << 2;

			/* Copy the alpha value for this pixel into the texture buffer */
			p[ dstloc + 0 ] = (color & 0xff);
			p[ dstloc + 1 ] = ((color >> 8) & 0xff);
			p[ dstloc + 2 ] = ((color >> 16) & 0xff);
			p[ dstloc + 3 ] = (bitmap->buffer[ srcloc ]);
		}
	}

	return true;
}

/* Render the text string to a 4x4RGBA texture, return a pointer to this texture */
extern void* GRRLIB_GetTexture(void)
{
	/* Create a new buffer, this time to hold the final texture
	 * in a format suitable for the Wii */
	fontTexture = memalign(32, 640 * 480 * 4);

	/* Convert the RGBA temp buffer to a format usuable by GX */
	BitmapTo4x4RGBA(fontTempLayer, fontTexture, 640, 480);
	DCFlushRange(fontTexture, 640 * 480 * 4);

	/* The temp buffer is no longer required */
	free(fontTempLayer);

	return fontTexture;
}

static void BitmapTo4x4RGBA(const unsigned char *src, void *dst, const unsigned int width, const unsigned int height)
{
	unsigned int block = 0;
	unsigned int i = 0;
	unsigned int c = 0;
	unsigned int ar = 0;
	unsigned int gb = 0;
	unsigned char *p = (unsigned char*)dst;

	for (block = 0; block < height; block += 4) {
		for (i = 0; i < width; i += 4) {
			/* Alpha and Red */
			for (c = 0; c < 4; ++c) {
				for (ar = 0; ar < 4; ++ar) {
					/* Alpha pixels */
					*p++ = src[(((i + ar) + ((block + c) * width)) * 4) + 3];
					/* Red pixels */
					*p++ = src[((i + ar) + ((block + c) * width)) * 4];
				}
			}

			/* Green and Blue */
			for (c = 0; c < 4; ++c) {
				for (gb = 0; gb < 4; ++gb) {
					/* Green pixels */
					*p++ = src[(((i + gb) + ((block + c) * width)) * 4) + 1];
					/* Blue pixels */
					*p++ = src[(((i + gb) + ((block + c) * width)) * 4) + 2];
				}
			}
		} /* i */
	} /* block */
}

inline void GRRLIB_DrawImg2(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], float degrees, float scaleX, f32 scaleY, u8 alpha )
{
   GXTexObj texObj;

	GX_InitTexObj(&texObj, data, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
	//GX_InitTexObjLOD(&texObj, GX_NEAR, GX_NEAR, 0.0f, 0.0f, 0.0f, 0, 0, GX_ANISO_1);
	GX_LoadTexObj(&texObj, GX_TEXMAP0);

	GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
  	GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);

	Mtx m,m1,m2, mv;
	width *=.5;
	height*=.5;
	guMtxIdentity (m1);
	guMtxScaleApply(m1,m1,scaleX,scaleY,1.0);
	Vector axis =(Vector) {0 , 0, 1 };
	guMtxRotAxisDeg (m2, &axis, degrees);
	guMtxConcat(m2,m1,m);

	guMtxTransApply(m,m, xpos+width,ypos+height,0);
	guMtxConcat (GXmodelView2D, m, mv);
	GX_LoadPosMtxImm (mv, GX_PNMTX0);

	GX_Begin(GX_QUADS, GX_VTXFMT0,4);
  	GX_Position3f32(-width, -height,  0);
  	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(0, 0);

  	GX_Position3f32(width, -height,  0);
 	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(1, 0);

  	GX_Position3f32(width, height,  0);
	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(1, 1);

  	GX_Position3f32(-width, height,  0);
	GX_Color4u8(0xFF,0xFF,0xFF,alpha);
  	GX_TexCoord2f32(0, 1);
	GX_End();
	GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0);

	GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
  	GX_SetVtxDesc (GX_VA_TEX0, GX_NONE);

}

/**** WVDP: FREETYPE END ****/
/******************************************************************************

Add the following part in the GRRLIB.h file

/**** WVDP: FREETYPE START ****/
extern void GRRLIB_InitFreetype();
extern void GRRLIB_initTexture(void);
extern void GRRLIB_Printf2(int x, int y, const char *string, unsigned int fontSize, int color);
extern void* GRRLIB_GetTexture(void);
inline void GRRLIB_DrawImg2(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], float degrees, float scaleX, f32 scaleY, u8 alpha );
/**** WVDP: FREETYPE END ****/

For example how to use this extension, please download the RedSquare source code.
Good Luck with it ❗ If you have any questions, please post a comment.