Hrm... I've compiled the newest WiiDoom from the repository. It compiles fine but when I run the version I compiled it kicks me directly back to the hbc. The official WiiDoom boot.dol is around 2.1mb and mine turns out to be 1.8mb. (EDIT) Nm... I got it. Looks like the version from the repository still looks for prboom.wad @ sd:/apps/wiidoom/data/prboom.wadby MrPeanut - Homebrew Applications
Thanks for checking it out. I think before I do a formal release I'll write some kind of selector into the application. This will let you change what version of the game (Vanilla SOD, or any of the mission packs) as you play. `MrPeanutby MrPeanut - Homebrew Applications
OK Guys, I think I have all the issues resolved. Go to and pick up Spear of Destiny - Wii 1.31. If you have a "config.sod" in your game directory, I recommend deleting it. I've changed a few things in this release so I could have very easily broken something. That's why I'm holding off on a "formal" release until I know for sure if it runs OK with some testing. BTW thiby MrPeanut - Homebrew Applications
Hey Arikado, I was looking thru the Wiidoom source and I noticed a couple things, I'm sure you have, too. The mus files are converted to .mids. They are played thru SDL mixer. So.... what you could do is: 1) Use the timidity sound patches.. Those are available on SDL_Mixer's site. It's just crappy general midi though, I'm afraid. I went that route when I was workiby MrPeanut - Homebrew Applications
Quotenightwishfan1I assume this new method utilizes the .sd2 and .sd3 files from their respective mission packs correct? No. Just the sods. I've never seen an engine load anything but the sod files. I'd assume that the .sd2 and .sd3 file are used to generate the sods when you configure the mission packs, as well as the vocs.by MrPeanut - Homebrew Applications
Hi guys, I figured that I'd post a status update. I've gotten my port of wolf3d to compile and link using the new SDL and new devkitpro/libogc. I fixed the sound 33 problem. If anyone wants to know what the problem was -- it was a problem with a bitswapping routine. It was reading the sound's filesize as a negative number. This would indicate the datatype was not correct, as iby MrPeanut - Homebrew Applications
OK, give this a try: 1) Create a folder somewhere on your desktop or something, called sod_original_files. These will contain the originals obviously. I ran the mission pack installer under dosbox and it doesn't seem to remember what version of the files you have installed. Even worse, it doesn't let you switch back to the original version (option 1 under the menu). You'll kby MrPeanut - Homebrew Applications
QuoteArikadoThanks for the help. I put your classic controller scheme in the WiiDoom repository now. Regarding music, I'm seeing how other engines like zdoom and such do it and seeing if I can use their methodology in any way. Im also looking at emulating with the sound chip used via code in Tantric's DOSBox port. It will take time, but I think (hope) I will get it eventually :3 Heby MrPeanut - Homebrew Applications
Here is one of the files that is in question: This file is compiled with the engine, you guys see all the preprocessor #ifdef's? The file was written to be tailored to any certain version, wolfenstein 3d -- or sod. The idea is you #define SPEARDEMO you're compiling a custom version of the engine for the spear of destiny demo -- for example. So it could be one of three thingsby MrPeanut - Homebrew Applications
Oh and by WL6 file I mean *.sod in this case.by MrPeanut - Homebrew Applications
Hi Guys, LaughingMan has contacted me regarding this. I have not played the expansion packs but I am willing to bet on what is happening: When you load Wolfenstein 3D (there are multiple versions btw, and from different publishers, that's why some people have a problem getting their game files to work with my port. I used Apogee's version, as it seems to be the most popular.by MrPeanut - Homebrew Applications
I'm glad you guys like it :) pinball wizard: I may do another song or two but I've been busy with work so I haven't had too much time to work on music stuff. If I do I'll post it. Thanks for listening! 'MrPeanutby MrPeanut - Offtopic
The reloading stub has some assembly code files. One of these, crt0.S is what's calling "_main" # Clear the BSS section! lis r3,__sbss_start@h ori r3,r3,__sbss_start@l li r4,0 lis r5,__bss_end@h ori r5,r5,__bss_end@l sub r5,r5,r3 blby MrPeanut - Coding
if you can post the actual error that'd be more helpful. My wii main functions always return ints so it doesn't have to be a void int main(int argc, char *argv[]) void main(int argc, char *argv[]) int main(int argc, char **argv) void main(int argc, char **argv) should all work just fineby MrPeanut - Coding
I agree that would be a nice project for someone to take on although I'm not a very big fan of java. Even if you have a jit java compiler running it will still add a bit of overhead decreasing performance. Also keep in mind a lot of java's libraries will also have to be ported. Say, for instance, you want a 3D accelerated java game? You're back to the point of needing a good opby MrPeanut - Coding
Hey guys, I just got eduke32 to compile and link but when I run it I'm coming across a problem that I've never really encountered before and it happens too early for me to debug. When I load the .dol it just clears the screen to black, the wiimotes turn off and the system is frozen. No exception, I have to hold the wii's power button down to turn off. This is using SVNby MrPeanut - Coding
Hehe it's cool man I'm open too all comments/suggestions cause really, I'm just doing it for fun. Just curious though, by more movement, do you more simultaneous sounds, or faster bpm? I went with the original tempo of the song (played the notes by ear matching up to a metronome). I had originally a couple more tracks layed out on top of it but it sounded a little busy for my taby MrPeanut - Offtopic
Hey guys, Haven't had time for much coding but have been in kinda a creative mood... Anyway I've been playing with the FM8 synth and mixed a little marble zone remix. I always thought that song was badass when I played sonic 1 years ago and knew I'd remix it some day. Figured I'd share it with my wiibrew friends since we're all gamers :) Well, it's atby MrPeanut - Offtopic
QuotematthewbauerIs it possible to get threading support through Boost? The application I'm trying to port (Gnash) uses Boost and it's threading. Unfortunately, boost::thread is a compiled library, not header only. Boost also uses "bjam" compatible with Perforce Jam (kinda like make, or ant) so I would have no idea on how to even compile boost::thread targeted for the gekko. Yourby MrPeanut - Coding
QuoteiofthestormApparently there are two threads by default? That's interesting. The second thread is the idle thread for when all threads on the queue are locked.by MrPeanut - Coding
You're resetting your wpad data format every frame. If you change that, you'll probably fix your problem. You're resetting your data format after you call WPAD_ScanPads but before you call WPAD_IR() so I'm guessing that it's voiding out any IR data received. Anyway, try taking WPAD_SetDataFormat(WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR); WPAD_SetDataFormat(WPAD_CHby MrPeanut - Coding
GRRLIB_LoadTextureFromFile() does not compile the file into the dol.by MrPeanut - Coding
You do not need need to convert images to headers any longer. Taken from one of my projects: GRRLIB_texImg *background; long curfade = 0xFFFFFF00; int background_init(void) { background = GRRLIB_LoadTextureFromFile("content/background_640_480.png"); if(!background) return -1; return 1; } void background_draw(void) { GRRLIB_DrawImg(0,0,background,0,1,1,0xFFFFFby MrPeanut - Coding
I don't know much about bootmii, but aren't the applications still using libogc??? In that case, crt0.S is included, and it should workby MrPeanut - Coding
I've cross compiled some libs (libbinio and adplug) using the configure script. All I do is edit config.sub and add in: -gekko) basic_machine=powerpc-eabi os=-elf ;; and when I run configure I use ./configure --host=powerpc-gekko never had any problems, yet. EDIT: nm, after reading over the post again I don't think that's whby MrPeanut - Coding
The scheduler resides in libogc. In __lwp_sysinit() libogc creates two threads, one idle thread and one "main thread" which is the entry point to the application you're running. When you call LWP_CreateThread, it initializes your thread as preemptive, although you can take control of threads using some of the other LWP_* functions. This is ALL in libogc and I don't know if it'by MrPeanut - Coding
int rename(const char *, const char*) is a standard c library function you can probably use to get the job done.. You'd use it like this: // purpose: rename myfile.txt to myfile.tx_ #include stdio.h // Angle brackets dont work with code tags, unless there's some escape character I don't know about int main(int argc, char *argv[]) { if(!rename("myfile.tby MrPeanut - Coding
did you compile your program with -g in the cflags, and -O0?by MrPeanut - Coding
hrmm.. utility is a file included with the C++ standard library and should be on your computer // Test file to see if I have #include #include // this says utility int main(int argc, char *argv[]) { std::cout << "test\n"; return 1; } And it works C:\Projects>make test.cpp Using built-in specs. Target: powerpc-gekko Configured with: ..by MrPeanut - Coding
Well I use msvc to write my code, not debug it. You can't use msvc to debug your code since you can't select a debugger in it. Sorry if I confused you.by MrPeanut - Coding