Thanks ekeeke, your GX code config is almost identical to what I have in my code already. The difference I think is that I have GX_F32 and you have GX_S16 and I don't have a line of code with GX_VA_CLR0. I'll have to go through the google code to see how I can make that work me.by csanii - Coding
QuotetueidjDolphin hooks the printf() function and redirects the output to its log window. If you want it to show console output in the regular display window go to the graphics config->advanced tab, tick the XFB "Enable" box and set it to "Real". Note that this will slow down the emulation considerably at the cost of making it act more like a real console. Great! That will help me with my dby csanii - Coding
I am coding a game and after getting part way through decided to use Dolphin to speed up the code/debug/test process. Initially I was just using "printf" console output to get scores and text to appear but on Dolphin that doesn't seem to work. So my question is are there any built in functions for displaying text on a graphics screen using the DevKitPro libraries or do I have to use an exterby csanii - Coding
Well sure enough, it is not opening my file so when I try to read the file I get a Code Dump. But as to why it can't open the file, I don't know. The code looks right.... I put the file on the root of the SD card. File has the right name. I even put a copy of the file in the same directory as my application just in case it wasn't looking in the root dir. Still no luck. **by csanii - Coding
I am not sure what is wrong with this code.... It compiles with no issues but when I run it I just get a Code Dump. There are arrows around the include names but the forum doesn't show them. #include stdio.h #include fat.h .... char buffer[20] = {0}; FILE* fp; fatInitDefault(); fp=fopen("sd:/gamefile.dat","rb"); fread(buffer, 20, 1, fp); printf("%s\n",buffer); fclose(fby csanii - Coding
Thx Blitter, I never would have figured out the RGBA8 issue. Now the code compiles with GX_Color4u8(r,g,b,a); and it runs without hanging. Trouble is I still have the colors showing up as striped. Perhaps I need to create a solid color texture and then apply that with blending to get this to work as planned....I will have to give that a try and see if it solved the strange flashing stripes Iby csanii - Coding
I must be missing something. I am using the example code from NeheGx (Lesson5) I have managed to figure out what is hanging my code but as to why I am not sure.... I am using this to do my setup.... GX_SetNumChans(1); GX_SetNumTexGens(0); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(GX_TEVSTAGE0, GX_BLEND); -> I changed this to BLEND froby csanii - Coding
I am trying to get some very basic code working. I have 2 solid cubes on screen however what I want is for them to appear transparent so it looks like 2 glass cubes which ultimately I want to overlap(hence the need for transparency). The problem I am having is finding some sample code for transparency as my code hangs my Wii, although it compiles without issue. Can someone extract a few linesby csanii - Coding