I remember reading you should be using full paths even when loading from SD (sd:/apps/DoomGX). I would guess standard single-partitioned USB/FAT HDDs are supported with your current setup (usb:/apps/DoomGX). But you should be able to see the problem there: HDDs are more likely to have partitions (some of them formatted as NTFS or extN) so you would need to parse the partition table and act accby Aruskano - Coding
Those are not even 3 MB. I don't know if this is your case (or if you are using it already) but I recommend you to give WiiMC's mem2 manager a try. I used to "run out of memory" when trying to allocate big blocks (5 MB~ or something like that) because of what I think was some sort of memory fragmentation and mem2 manager helped me go through it. Potentially useful discussion:by Aruskano - Coding
I would have never figured that. This does not seem (after googling around) to be Wii specific but I had no knowledge about this. That xfb bug was carried from the template of devkitpro's wii examples. I guess it's not noticeable there because the screen updates faster. Green is a cool color so I won't complain... Thank you very much for these hints and for documenting thatby Aruskano - Coding
I have followed this information about /dev/net/ssl but I'm stuck. I did change inputs/outputs which seems to work. How do I determine the heap size? I guess using a big value does no harm but what is the proper way to chose a size? Is using iosCreateHeap() correct (do I have to do anything after that)? I have the very optimistic (it does not check for errors yet) code here: ssl.c andby Aruskano - Coding
I have not worked on this the last months. College took over my time. I do not know why this file got deleted but it should be hosted somewhere else (some sites always re-upload files). I could take the chance to fix the bugs I left there and do another release but I got other things going at the moment. Thank you for the interest.by Aruskano - Ideas, requests
By comparing the functions in version 1.8.5 against 1.8.8 it seems Daco needed the other registers (specifically apptype, tittletype and launcher) of nandbootinfo to be written by WII_LaunchTitle() (apparently the file is only written when arguments are passed) so he zero'd out the file and wrote those copy pasting the code that writes them from WII_LaunchTitleWithArgs(). Since LaunchTitleWiby Aruskano - Coding
I took the time to compile the following code: WII_Initialize(); WII_OpenURL("http://facebook.com"); Using different combinations of devkitPPC/libogc and the results were: -devkitPPC has nothing to do here (I downloaded devkitPPCr22 because libogc 1.8.5 had some compiling-switches that were not supported in r24). -binaries compiled using libogc 1.8.5/1.8.6 and devkitPPCr22/r24 worked as eby Aruskano - Coding
I tested this (other things are being tested on an emulator, hence the word real :p) on a real Wii I have access to for about 20 minutes a week. I mentioned that to make clear I'm not asking this out of laziness - I just simply can't download older libogc versions, compile and test to see if the problem is there myself. I'd really love to hear there's a way to make it workby Aruskano - Coding
The precompiled bootOpera worked as expected. I did not check the Internet Channel's version (but since bootOpera worked fine I think the problem relies somewhere else). Is there any other homebrew launching titles with arguments out there? I cannot test on a real Wii and the 20 minutes I was able to spend trying to figure this out yesterday did not get me anywhere.by Aruskano - Coding
Being more specific I want to know about WII_OpenURL() but I know what it does (in the end) is launching opera's title with the url as an argument. Can anyone confirm me it works with the latest libogc? It gets me to opera's homepage instead of the url I specify. I'm WII_Initialize()ing before calling the function. I ask about libogc because I compiled bootOpera and it failed toby Aruskano - Coding
The code used to dump the files necessarily reads the file first. Just print it instead of saving it. The following code is from FS Browser. //Copy to sd. while((i = ISFS_Read(fd, buf, DUMP_BUF_SIZE)) > 0) { fwrite(buf, 1, i, fp); bytes += i; l++; if(l % 50) spinner(); } But you just care about this //Copy to sd. while((i = ISFS_Read(fd, buf, DUMP_BUF_SIZE)by Aruskano - Ideas, requests
That is normal. Some TVs cut those areas off. No homebrew should have relrvant things drawn there because of that but I consider the overlays' bottom and top are not relevant. Making these configurable would be the best solution but I won't do it myself. I learned some things off of this project and I'm still interested in implementing some things but I have to leave it at some poiby Aruskano - Ideas, requests
I did not get your earlier statement and that's why I did not answer (have not played those games). Multiplayer is not supported yet - in case that was a question. There's no way to slow down the framerate either but I did not get why you want this, could you explain further? Edit: Version 0.3 released. There's plenty of visual upgrades/customisations on this version! I will nby Aruskano - Ideas, requests
Very kind of you to post this. I'll have those in mind. Thank you. Your emulator is wonderful, JS/HTML5 is still amazing me and it is because of such applications.by Aruskano - Ideas, requests
Here's the second release: It is not much better than the first one... the changelist is something like this: -Improved main menu (more on this at the bottom). -ROMs are not appended anymore. The ROM that is still there is Minestorm which was built in the original Vectrex and is still here at the "Vectrex". ;D -ROMs are sought in both SD and USB. The emulator will seek a folder namedby Aruskano - Ideas, requests
There's a link to a build in an earlier post. Since the emulator is GUI-less that's what is left to code (the interface where the user can set things up). I have not worked on this for a week now... but that's how homebrew work since it's done in some of our free time. I forgot to thank you for the overlays, oldskooler. Thanks.by Aruskano - Ideas, requests
Is the indicator you mentioned displayed if you run that ROM at your PC? I did not try it but it's a weird problem... I won't be able to fix it anyways. I'm not an expert nor a guru but finding why that specific indicator is being ignored by the emulator would need very specific vectrex knowledge which I doubt many people have nowadays. The aspect radio should not be a major proby Aruskano - Ideas, requests
Overlays work as long as they are PNGs. You are very welcome to turn those TGAs onto PNGs :). I switched to GRRLIB. I could not figure some GX things out (I had never used openGL, GX or anything like that directly) and GRRLIB leaves input alone. I wanted to learn some GX but it was slowing things a lot. I'm not precompiling roms into the binary anymore (other than the minestorm one whiby Aruskano - Ideas, requests
I have had some days of vacations now and I'm ready to turn this onto something good. Updates are to be expected each couple of days. I have migrated from SDL to pure GX to feel more comfortable (SDLWii was a glad surprise! but I'm not familiarized with the way SDL reads user input). I'm basically where this started but using SDL-less GX to draw. Not much to talk about this.by Aruskano - Ideas, requests
I'm completely lost at that one and that's what will make me look further into it. I'll surely learn something out off it. Sorry for my lack of activity. That rush build gave left a feeling of high-activity but (as I stated earlier) I'm really busy right now. It's around 12 days left to get some free time back.by Aruskano - Ideas, requests
Do not worry about that air break. I like to kill every enemy and that's why having a way to slow down would be nice to me but it is not necessary. I have not had the time to test your new version. I'll do it as soon as possible.by Aruskano - Testing Corner
The number of vectors is already stored so adjusting the buzzing to that is possible. I will do that to see how accurate is it. If overlays work by just making those images transparent take them from granted too. I'll confirm those images work when I implement this. I compiled the sound playing code from one of the emulators you posted but I did not like the output (it was ugly, if anyoneby Aruskano - Ideas, requests
Minestorm is surprisingly fun to play! I won't care about lightpen nor the 3D imager then. I do not think multiplayer would be hard to implement and sound seems (looking at the code you just posted) very easy, so those 2 should make it into the emulator when I get some time. Yeah, I have heard about that buzzing, I could look at it closer but that's a weird feature... are you sure iby Aruskano - Ideas, requests
Thanks for the list! I did not think you were going to do it that fast. You deserve this rush-build. I did not care about the rom browsing I just wanted to build something playable soon at that's what came out... you change the room at the first screen with the (+) and (-) buttons, pressing any other button will load the current ROM. You will have to load the binary again to change the ROM.by Aruskano - Ideas, requests
SifJar: I'm sorry about the confusion (and the way I reacted) too. oldskooler: Yeah, I guess you will be the only one downloading this... You will get the exact features the emulator mentioned by SifJar has because that's the code I ported (I ported a port of that one, but both are the same with the exception that the one I ported had already been rewritten without windows API callsby Aruskano - Ideas, requests
I said I was joking and I said I ported the emulator. Those two things make your whole post nonsense. I've implemented wiimote functionality and appended 55 roms I found around the internet to the binary (still need to write a way to browse through them). I apologize if I made you feel bad by using that forbbiden word (rage), oldskooler. I do not see how but just in case... I'm seby Aruskano - Ideas, requests
I just ported one after reading your rage (joking)... I'll release it when I map the wiimote buttons and write a way to browse ROMs.by Aruskano - Ideas, requests
Hello, That lack of participation is a problem within this forum. There's people using their time to insult (unkindly answer, if you preffer) starters of "stupid" (I do agree sometimes those threads are really stupid but that's still not a good reason) threads instead of using it to contribute other way. I could not kill many enemies with those controllers but those feel good too.by Aruskano - Testing Corner
I'm sorry for not taking the time to test this before... your effort deserved it. 1. The aiming is good. I had a some problems with the sense of depth but I got it soon. I found the flying good but (since you mentioned it haha) the air break feature would be nice to get every target destroyed. I didn't miss a boost feature. 2. I can't help here. I don't care about the scorby Aruskano - Testing Corner
chris: it works. I completely overlooked that connected variable yesterday! thanks for pointing it out, ekeeke. According to the info ekeeke gave us you could use this function or something similar. bool isPlugged(u32 scan, int chan){ u8 chanbit = 1 << chan; scan &= chanbit; if (scan == 0) return 0; return 1; }by Aruskano - Coding