Where are these massive leaks? or how did you detemine the library is leaking memory? The 3.01a code looks OK to me. I can see a potential user memory leak, if the user doesn't free() the memory allocated by GRRLIB_LoadTexture(), but that's not a leak as this function hands you back a pointer to the memory. I didn't look into the PNG* functions being called. >(use Libby SantaCode - Coding
I had a similar issue. What worked for me was to re-format the SD card using the software from this site: http://www.sdcard.org/about/downloads/ -Santaby SantaCode - Homebrew General
It looks like you made a typo in the input checking part. You check for WPAD_BUTTON_RIGHT twice. -Santaby SantaCode - Coding
You can probe the wii controllers and count the ones that return an attached controller. E.g. int number_of_attached_controllers() { int i, num_attached=0; u32 type; //expansion type, not used in this example for(i=0; i<WPAD_MAX_WIIMOTES; i++) { if (WPAD_Probe(i, &type) == WPAD_ERR_NONE) { num_attached++; } } return num_attached; }by SantaCode - Coding
Yes, that looks like it would work. Here's how I would approach it: bool Player::IsHitting() const { u32 button; cout << m_Name << ", do you want a hit? Yes (A)/NO (b): "; while (1) { WPAD_ScanPads(); button = WPAD_ButtonsDown(WPAD_CHAN_0); if (button & (WPAD_BUTTON_A | WPAD_BUTTON_B)) break; //usually there's some delay at this point,by SantaCode - Coding
If you're looking for single button presses, there's a WPAD_ButtonsDown() function. -Santaby SantaCode - Coding
Arikado, The code you posted crashes on my Wii as well. To get rid of the crash, remove the declaration of _pixels in your derived class, DrawableImage. You also would need to remove this variable from your constructor initialization list for DrawableImage. Your other private member variables in DrawableImage, are also duplicates of the base class ones, so you might want to remove those asby SantaCode - Coding