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I did not know where to put this, so it's here
Some official images from NoNameNo to include in your homebrew:
Logo with alpha
Old logo
Don't hesitate to post images you created related to GRRLIB.
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Here is an image for an animation. It was created from a swf file from a Text Logo Maker:
Here is some code to make it alive:
#include <grrlib.h> #include <wiiuse/wpad.h> #include "grrlib_anim.h" // Images #include "grrlib_anim_img.h" // Customizable settings #define LOGOZOOM 1.5f // Size of the logo #define BKCOLOR 0xFFFFFFFF // RGBA, but Alpha is not used // Do not touch those settings #define TILEWIDTH 228 #define TILEHEIGHT 72 #define STATE_INTRO 0 #define STATE_ANIM 1 void PlayGRRLIBIntro(void) { GRRLIB_texImg *PreviousTex = GRRLIB_CreateEmptyTexture (rmode->fbWidth, rmode->efbHeight); GRRLIB_texImg *CopiedTex = GRRLIB_CreateEmptyTexture (rmode->fbWidth, rmode->efbHeight); GRRLIB_texImg *LogoTex = GRRLIB_LoadTexture(grrlib_anim_img); GRRLIB_InitTileSet(LogoTex, TILEWIDTH, TILEHEIGHT, 0); const f32 X = (rmode->fbWidth / 2.0) - (TILEWIDTH / 2.0 * LOGOZOOM); const f32 Y = (rmode->efbHeight / 2.0) - (TILEHEIGHT / 2.0 * LOGOZOOM); u8 AnimPosition = 0; u8 AnimSpeed = 0; // Number of time to show one tile bool AnimDone = false; u8 ShowLastFrameTime = 0; s16 Alpha = 0; u8 State = STATE_INTRO; GRRLIB_Screen2Texture(0, 0, PreviousTex, false); GRRLIB_FillScreen(BKCOLOR); GRRLIB_DrawTile(X, Y, LogoTex, 0, LOGOZOOM, LOGOZOOM, BKCOLOR, 0); GRRLIB_Screen2Texture(0, 0, CopiedTex, false); while(1) { WPAD_ScanPads(); if (WPAD_ButtonsDown(0) & WPAD_BUTTON_PLUS) { break; } if(State == STATE_INTRO) { if(Alpha <= 0xFF) { GRRLIB_DrawImg(0, 0, PreviousTex, 0, 1, 1, 0xFFFFFFFF); GRRLIB_DrawImg(0, 0, CopiedTex, 0, 1, 1, RGBA(0xFF, 0xFF, 0xFF, Alpha)); Alpha += 2; } else { State = STATE_ANIM; continue; } } else { AnimSpeed++; if(AnimSpeed >= 4) { AnimSpeed = 0; if(AnimPosition >= 21) { AnimPosition = 0; AnimDone = true; } else if(!AnimDone) { AnimPosition++; } else { if(ShowLastFrameTime > 50) { break; } ShowLastFrameTime++; } } GRRLIB_FillScreen(BKCOLOR); GRRLIB_DrawTile(X, Y, LogoTex, 0, LOGOZOOM, LOGOZOOM, BKCOLOR, AnimPosition); } GRRLIB_Render(); // Render the frame buffer to the TV } GRRLIB_FreeTexture(LogoTex); GRRLIB_FreeTexture(CopiedTex); GRRLIB_FreeTexture(PreviousTex); }
Simply call PlayGRRLIBIntro() in your code
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