1===========================================================================
2NINTENDO Revolution SDK 3.2
3October 1, 2008
4===========================================================================
5
6Table of Contents
7- Introduction
8- Precautions
9- License Information
10- Revision History
11- System Requirements
12- Installation Procedure
13- Differences from the Dolphin SDK
14- Known Bugs
15
16=======================================================================
17Introduction
18=======================================================================
19This is version 3.2 of the Revolution SDK.
20
21The Revolution SDK contains libraries, tools, and documents required to develop Wii applications. It also includes the source code for many demo programs that you can build and run to test different functionality.
22
23This version of the SDK has been greatly modified from the previous version.
24There is no longer full compatibility for modules built with earlier versions of the SDK. For details about what has changed, read man/en_US/ReleaseNote.html.
25
26(Note: "Revolution" is the codename for Wii.)
27
28=======================================================================
29Precautions
30=======================================================================
31-----------------------------------------------------------------------
32You must choose firmware according to its usage.
33-----------------------------------------------------------------------
34Starting with the SDK 3.1 patch, you must select either "extended firmware" or "standard firmware," as appropriate, for developed titles.
35
36Specifically, all titles that use Revolution SDK Extensions, Revolution DWC, or USB keyboards must use the extended firmware. Other titles should use the standard firmware.
37
38The versions of the firmware that correspond to each are shown below.
39
40  Standard firmware: 53.16.17
41  Extended firmware: 55.18.25
42
43To select the firmware, use the setfirmware script included in this package. For details, see the following Revolution Function Reference Manual entries:
44
45[Tools] - [Settings scripts] - [setfirmware]
46man/en_US/tools/setfirmware.html
47
48In addition, the ndrun_prechecker script is available to check that appropriate firmware is used at startup time by the .elf file passed as an argument when ndrun is executed. For details, see the following Revolution Function Reference Manual entries:
49
50[Tools] - [Settings scripts] - [ndrun_prechecker]
51man/en_US/tools/ndrun_prechecker.html
52
53In particular, if you are using the CodeWarrior IDE, you must configure it so that the script window is displayed. The "Precautions" section of the aforementioned ndrun_prechecker function reference page describes how to configure this.
54
55This feature is enabled by installing version 071002 or later of the NDEV software package.
56
57
58When each of these settings scripts is used, some items require caution.
59Be sure to read over the reference manual once for each settings script.
60
61-----------------------------------------------------------------------
62Running in the Wii Menu
63-----------------------------------------------------------------------
64Programs created using this SDK are expected to run in the following version (or later) of the Wii Menu.
65
66Wii Menu: 3.0
67
68Abnormal behavior may occur in systems running earlier versions.
69
70=======================================================================
71License Information
72=======================================================================
73
74- The following files are found in this SDK:
75
76   /dvddata/axdemo/synth/GM16.DLS      : Roland DLS file
77   /dvddata/axdemo/synth/gm16adpcm.pcm : GM16.DLS converted for use with the Wii
78                                         (audio source file, ADPCM version)
79   /dvddata/axdemo/synth/gm16adpcm.wt  : GM16.DLS converted for use with the Wii
80                                         (table file, ADPCM version)
81   /dvddata/axdemo/synth/gm16pcm.pcm   : GM16.DLS converted for use with the Wii
82                                         (audio source file, PCM version)
83   /dvddata/axdemo/synth/gm16pcm.wt    : GM16.DLS converted for use with the Wii
84                                         (table file, PCM version)
85
86  To use all or part of the data from an application, you must comply with an end-user license agreement with Roland.
87
88  The end-user license agreement is found in the following directory.
89
90   /docs/en_US/License/Roland/Roland END-USER LICENSE AGREEMENT.pdf
91   /docs/en_US/License/Roland/Roland END-USER LICENSE AGREEMENT.pdf
92
93  Contact information may be found in the following file.
94
95   /docs/en_US/License/Roland/Roland_contact_info.txt
96
97  Please read this agreement before using the data.
98
99- The audio library of this SDK supports Dolby Surround and Dolby Pro Logic II. To use these features in a game, you must have a license agreement with Dolby. Please read the following file before using these features.
100
101   /docs/en_US/License/Dolby/DPL2_for_Wii.pdf
102
103=======================================================================
104Revision History
105=======================================================================
106For the revision history of this release, see man/en_US/ReleaseNote.html.
107
108=======================================================================
109System Requirements
110=======================================================================
111Refer to RVL-QuickStartGuide.us.pdf, provided separately, for details on system requirements for the Revolution SDK.
112
113Three USB ports are required to connect to a PC. (Although two ports are specified in some manuals, three USB ports are now required.)
114
115This version of the SDK only supports the commercial release versions of NDEV.
116Whenever possible, use the NDEV software package version 071002 or later.
117
118=======================================================================
119Installation Procedure
120=======================================================================
121First, expand this SDK package without overwriting other versions of the SDK.
122
123Next, install two firmware versions: the extended firmware (55.15.24) and standard firmware (53.15.12).
124
1251. Unpack the package in any directory and specify the path to RVL_SDK/ using the environment variable REVOLUTION_SDK_ROOT.
126   To use the startup batch file (RVL_NDEV.bat) included in the SDK, be sure to edit the location in the batch file where the environment variable is specified. (See the example below.)
127
128   REM ************************************************************
129   REM *
130   REM * Please specify your installation paths here:
131   REM *
132   REM ************************************************************
133   SET REVOLUTION_SDK_ROOT=C:\RVL_SDK
134
135
1362. Before executing any sample demos or other executable programs, be absolutely certain to update the NDEV firmware according to the procedure given below.
137   In a typical environment, the update program is executed by starting a bash shell and entering "fwupdate_SDK-3.2_xx".
138   (For xx, enter "jp", "us", or "eu".)
139
140   If the environment is customized or if things do not go smoothly using the method described above, go to the RVL_SDK/RVL/bin/tools directory and run "ODEM -r -l swupdate_SDK-3_2_xx.gcm" (without the quotes).
141   (For xx, enter "jp", "us", or "eu".)
142
143   Once the update is complete, the message "SWUpdate Successful" will appear on screen, and the NDEV firmware will be updated to Firmware 53.15.17, Firmware 55.15.24, and DEVKIT BOOT PROGRAM v1.18.
144
145   If these or later versions are already installed, you can continue without any problems even though "Import: *** ...failed" is displayed and update fails.
146
147   The DEVKIT BOOT PROGRAM v1.18 uses Firmware 55.15.24 to start, but this does not affect the operation of titles that support the standard firmware.
148
149=======================================================================
150Differences from the Dolphin SDK
151=======================================================================
152- The path to Revolution SDK is specified with the environment variable REVOLUTION_SDK_ROOT
153
154- The header file is placed in the following directory.
155 $(REVOLUTION_SDK_ROOT)/include/revolution/
156
157- The build target is RVL.
158  (This was HW2 for the Nintendo GameCube SDK.)
159
160- The run-time library is compiled using CodeWarrior 3.0 Alpha 5 Patch 2.
161
162
163=======================================================================
164Currently Known Bugs
165=======================================================================
166-----------------------------------------------------------------------
167[GX] Command processor hardware bug
168
169    A bug was found in the graphics hardware command processor (CP), caused by a difference in internal processing timing as compared with Nintendo GameCube.
170
171    Since this bug is treated within the library, no special response is required for applications as long as they perform rendering using the GX library.
172
173    However, note the following points when creating original display lists using the GD library or other means.
174
175    This bug occurs when a command that corresponds to the register type "CP" (as described in the function reference "About GX States") is sent immediately before rendering a primitive with a function such as GXBegin. Therefore, if you need to set a CP command immediately before drawing primitives, be absolutely sure to include at least one GX_NOP (0x00) after the CP command.
176
177    This bug will not be corrected in hardware in the final product.
178
179-----------------------------------------------------------------------
180[HIO2] Transfer directions in the dual and multi demos of hio2demo
181
182    The dual demo of hio2demo carries out communication using separate channels: EXI0 for communication from NDEV to PC, and MrEXI for communication from PC to NDEV. However, transfers using EXI0 are not supported on the current hardware, so only unidirectional communication from PC to NDEV works.
183
184    Although the multi demo is designed for multiple NDEV consoles connected to a single PC, operations are currently not verified when multiple NDEV units are connected. When one NDEV is connected, specifications state to use EXI0 from PC to NDEV, and MrEXI from NDEV to PC, in the opposite manner from dual mode. However, for the same reasons as described above, only unidirectional communication from NDEV to PC works.
185
186-----------------------------------------------------------------------
187[VI] MPAL display is not supported.
188
189    Current system does not support display of MPAL. Release date is undecided.
190
191-----------------------------------------------------------------------
192[VI] A bug in the screen burn-in protection during the execution of OSFatal
193
194    When OSFatal runs while the screen burn-in protection feature is running, OSFatal runs without recovering from the burn-in protection state (the screen stays dark).
195
196    Normally, OSFatal displays an error message and stops the system. Currently, however, that error message is displayed while the burn-in protection is still running.
197
198-----------------------------------------------------------------------
199[WPAD] Problem with speaker playback simultaneous with WPADControlDpd
200
201    When speaker sound is played back while starting the pointer with the WPADControlDpd function, the beginning portion of audio will not play back due to the operation of pointer startup.
202
203    Before beginning sound playback, wait a short time after pointer startup.
204
205    This issue has not yet been addressed.
206
207-----------------------------------------------------------------------
208[OS] Broadway floating-point calculation mode
209
210    REVOLUTION OS uses a non-IEEE mode for floating-point calculations. Calculation result is converted to 0 if it returns an IEEE754-format, non-normalized number.
211
212-----------------------------------------------------------------------
213[CW] A link error occurs when building with CodeWarrior IDE
214
215    In default projects up to CodeWarrior Alpha5 patch2, the esp library was not linked by default.
216
217    Use the stationary patch released for version 3.0 Alpha 5 of CodeWarrior for GAMECUBE.
218
219    This will be fixed in the next release of CW.
220
221-----------------------------------------------------------------------
222[REL/RSO] A warning occurs while making the demo
223
224    When making demos, the following warning is displayed with the creation of each PLF:
225
226  Example warning:
227
228  ### mwldeppc.exe Linker Warning:
229  #   linker command file 'b.o' is missing from project.
230
231  The warning is output because an unrelated object file is specified in partial.lcf. It has not yet been decided how or when this problem will be corrected, but the warning has no effect on operation.
232
233-----------------------------------------------------------------------
234[BTE] Private-use functions are made global with general-purpose names
235
236The following general-purpose function names are global within the library.
237Please take note of this.
238
239LogMsg
240LogMsg_0
241LogMsg_1
242LogMsg_2
243LogMsg_3
244LogMsg_4
245LogMsg_5
246LogMsg_6
247
248Due to various circumstances, there are no plans to improve this matter in the future.
249
250