I've installed CodeBlocks to compile the old "Box2D.workspace", but I get this error "Engine - Release" uses an invalid compiler. Skipping... Anyone? edit: and finally I've solved my problem, thanks anyway.by blitter - Coding
Hi all, I've been using the 2.0 box2d lib (compiled by Beardface). But when I needed the new edge shape, I started to use the .cpp files direct. It now takes quite a long time to compile my project, so I decided it was time to build an updated lib myself. Having never needed to do this before I'm having problems... Using VC6, I'm doing something wrong because the file I end uby blitter - Coding
The best thing for you to do is to check if the machine is in PAL50 mode. If not then it's in PAL60 or NTSC mode (both have the same resolution). if(rMode->xfbHeight == 528) { PAL50 = true; ...by blitter - Coding
I'm getting strange results with compress/uncompress. Is there any code with an example around, which uses zlib.h compress() and uncompress() It's been annoying me all this time, I've ended up streaming uncompressed data in the background (quicker still, but not what I want to achieve). edit: I've mostly solved this (had an indexing problem), but only around half of tby blitter - Coding
Thanks, I'll look into "uncompress" from ogc/zlib.h and just use my own file system!by blitter - Coding
Hi, I would like to decompress an archive to memory, rather than to a new file. Also, to create an archive file from memory. This is needed as the SD card is so slow! Does anyone know of a small example or similar, thanks.by blitter - Coding
That was it! And will teach me to practice my includes correctly! Bonus is of course that I can now edit a header without every other file having to recompile too. Thanks PPC for being fussy, MS' VC had me doing things the lazy way. Thanks all for the help, my Wii code is now a lot less claustrophobic :) edit: oh and for the record, I didn't actually use "width" as a globalby blitter - Coding
Thanks for replies... Michael, indeed it should work, I'm more or less using code from my PC projects. If I still have no joy later today then I will post a test project which fails the same way. But reading your 2nd post, I will next try to 'start over' with including files only where needed...I've tended to for example gx.cpp includes gx.h, which in turn includes main.hby blitter - Coding
Thanks for reply. To confirm, the header is included and the "vector2f" struct is fine if used outside of the 2nd struct. This would compile on PC, but not in DevKitPro without both structs being in the same header file. Typedef'ed "s32" etc work fine inside the 2nd struct. But where is "int" defined? That links fine inside a struct of course ;) "error: 'vector2f' does notby blitter - Coding
I'm used to Visual C++ (PC), so it's still taking a minute to adapt to DevKitPPC (though I'm doing fine too :) At the moment I have a math header with a struct I call "vector2f" struct vector2f { public: vector2f () {} vector2f (float X, float Y) { x = X; y = Y; } vector2f& operator= (vector2f v) { ... When I want to use vector2f all is fine - example: veby blitter - Coding
@AerialX Just wanted to say thanks for the C++ version, I've been looking for an accurate Wii timer. Other methods I've tried have been inconsistent. Actually the whole thread has been very informative, cheers. @durda_dan You will want to use current time - previous time, then * 0.001 to get an actual frame time. Then replace previous time with current time, ready for theby blitter - Coding
Hey drabmeat34, really liking "crazycarnivalclown". Reminds me of the first minute of 7 Hurtz - Kaye I'm back to working on my homebrew game, and might contact you some time in the future! I'm feeling some sort of inspiration from that sample, but I can't put it in to words atm :)by blitter - Coding
That's cool, thanks very much DanielHueho! edit: I've since made some time to update the page a little. Cheersby blitter - Homebrew Applications
Version 1.0 is now up... *Custom sounds possible *Config file, remembers alarm states *Visual interval/alarm cuesby blitter - Homebrew Applications
edit: Strangely it's fine today? I must have had a bug before converting my code to load multiple files. Feel free to delete the thread MOD...there's apparently no problem of this kind! I guess there's a way as Nin do it in their savegame menu. (and more importantly, so does the HBC :D)) But for me I get a lockup if I even attempt to open a file when there is no card iby blitter - Coding
All custom, I've only based on the default "lesson 5". Previous OGL experience helped of course. The font is tile/bitmap based. With each character's width manually (!) measured and stored - for use with both positioning the next character, and quickly measuring string widths. Not exactly kerning, more "tracking"...though I might expand on this as and when required (surely a kerniby blitter - Homebrew Applications
Good to see a couple more people enjoying my work :) Really inspires me too, with a better understanding of the whole Wii dev cycle...and of course what not to do next time!by blitter - Homebrew Applications
I made an alarm clock (it was a request honest!). Enjoyed making it though, a good break from adapting to the Wii...now back to my game :) Oh, here's a screenshot - click the link below if you want to download (sorry it's the only thing on my site right now!) www.tribine.pwp.blueyonder.co.uk/blitter/by blitter - Homebrew Applications
Just a thought mate, try adding these lines of code to your init: GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetAlphaUpdate(GX_TRUE);by blitter - Coding
It is hanging due to expecting RGB8, and you are supplying RGBA8 (I had a similar overlook recently ;)) Change: GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0); To: GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); Now you can supply the alpha component too: GX_Color4u8(colour.r, colour.g, colour.b, colour.a); (I wonder why something like GX_Color1f32(&coby blitter - Coding
Thanks for the reply. The GX_SetVtxAttrFmt() was a complete overlook by me, it was left in the init code. Cheers that helped optimize my 2D GX_Begin()s. As for setting up ortho mode, I wanted to achieve what TT had done with the HomeBrew Channel. Notice how they allow the pointer to scroll completely off screen. So your suggestion was out of the question! But thanks for it anyway :) Thby blitter - Coding
I've been attempting to set up an ortho screen so that the corner is located at 0,0 when I perform a GX_Position3f32() - I say "corner" meaning; exactly under the top black border, and a couple of cm from the left of an average display. But here's the thing, I also want to allow for the pointer to be positioned right off the screen so that it will always scroll off without suddenly vby blitter - Coding
technik's advice is probably what you should look in to with GX. With "normal" OpenGL there are some very simple ways of doing both of your questions: 1) glDepthMask(GL_FALSE); would disable writing to the Z buffer, leaving Z reading turned on...this would allow you to draw transparent objects in any order (no z-sorting required), that's providing you select the correct blend functiby blitter - Coding
Is this the same feature as holding down reset on an exception (returns to loader)? Only I don't appear to have an exception.c file, and right now I have a hard to find (rare) exception on exit...I do tend to test every few minutes though!by blitter - Coding
btw: there is apparently mouse emulation for aiming, and keys for buttons (A=A etc.), but so far all I get is WPAD_ERR_NO_CONTROLLER in "res" when I read with "u32 status; s32 res; res = WPAD_Probe(0, &status);". edit: clarityby blitter - Coding
Good to hear that worked for you. Hopefully between us we can solve this. Ok I have an update! Not there yet, but I managed to rip (backup) my Zelda disk as I read that it works in Dolphin. And sure enough it does, it even ran at 20fps on my rig. The Wiimote works too! Hm, now what are we not doing to activate it in our own code? It sure works on Wii actual. Anyone help - we are so closby blitter - Coding
hm you could try the latest DirectX redist http://download.microsoft.com/download/0/d/3/0d307649-9967-49fa-ab27-61f11024e97f/directx_nov2008_redist.exe Not sure about the pad plugin? See what happens when you install the redist.by blitter - Coding
Ah the GUI...I've spent many-a-night on mine - and have a nice system which allows for adding content effortlessly. Dolphin has really helped with that for sure (ex. lining up boxes around text took a few compiles to get right under all circumstances). However, without pointer-interaction I'm not able to test roll-over etc. So a lot of recent testing has been on Wii actual (BSG anyby blitter - Coding
Yes GX functions work just fine - I'm texturing 3D objects, and drawing a ttf font. Which is kinda funny as the helloworld example didn't work when I first tried the emulator! I always try the latest unofficial release, which are released every Monday...this weeks release has some debug appearing on top of things, I'm yet to look at what it means; "+m" etc.by blitter - Coding
YW, and good luck getting a better result than my "WPAD_ERR_NO_CONTROLLER" error (again, fine with Wii - error with Dolphin). But I can emulate 3D and 2D no problem. For sure it will speed up development of projects, to test on a background window. Here's some links: The USB Bluetooth dongle I use http://www.ebuyer.com/product/149653 WiinRemote (use Wiimote to control mouse pointer)by blitter - Coding