QuoteoibafThe screen framerate depends on the video mode: 480i: 29.97 FPS 480p: 59.94 FPS 576i: 25 FPS You're wrong with the rates, the framerate is always 60 FPS (59.94 is the exact rate) in NTSC and PAL-M (also known as PAL 60) modes (480i and 480p) or 50 FPS in PAL modes (576i and 576p).by TheCodingBrony - Coding
Well, to each their own then. For one thing, my MTek-GDL library was developed with simplicity, efficiency and versatility in mind so that the library will be both simple enough for beginners while being versatile enough for advanced folk like me to use as a very handy base for advanced game engine development (something that GRRLIB probably lacks). Not only is the library just a GX wrapper but iby TheCodingBrony - Coding
Well, I eventually figured things out myself. All I did was call GX_ClearVtxDesc() when setting new vertex descriptors before calling the display list and it now works like wonders. I also figured out how to get simple lighting working after analyzing parts of GRRLIB (which I'll never use as I don't want to use middle-ware in my own piece of middle-ware) and thus, I'm pretty much sby TheCodingBrony - Coding
I'm working on a 3D model viewer example as part of my MTek-GDL library project which is working great so far... However, I'm having trouble getting simple lighting to work and I couldn't even figure out how to incorporate normals into a display list properly without locking up the GP when the list gets called. The example uses my custom middleware libraries (mgdl-wii and plylibby TheCodingBrony - Coding
Really? If that's the case, well... crap. I don't think that will ever be fixed as WinterMute (and possibly everyone else) doesn't seem to give a crap about devKitPPC anymore judging from what I've read and seen so far... What a pity and I have a feeling that I'm probably the only one here who still wants to make homebrew games for the Wii regardless of the issues andby TheCodingBrony - Coding
I'm working on a in-house graphics library as none of the existing libraries suit my needs and I want it to be highly optimized so I can get the most out of what the Wii can handle for my future projects. Currently, its stuck with the standard 'Immediate-mode' FIFO protocol when sending commands to the GP and I believe that I could get some performance boost by having 2 FIFO bufby TheCodingBrony - Coding
I already know about those examples but those only demonstrate playing mp3/ogg files that are loaded entirely into memory which is not what I'm looking for (its kind of wasteful). I'm looking for an example that plays a music file through 'streaming' where the player constantly loads bits of the music file being played during playback, hence the term and its great since it doeby TheCodingBrony - Coding
I've been searching all over the place trying to find an example on how to play mp3/ogg files without having to load such files entirely into memory (in other words, streaming) as I find that method kind of wasteful. There is this MP3Player_PlayFile() function in the mp3player library but I cannot find any examples or documentation on how to use it. Not sure if the same can be done with oby TheCodingBrony - Coding
After browsing about GRRLIB's source code in the link you provided, I finally found exactly what I've been looking for. Thanks owen!by TheCodingBrony - Coding
I already know how to load textures off of TPL files (as demonstrated in the gxSprites example) but I want to know how to load non-tpl textures (bitmaps, raw RGB data, etc) which I couldn't find an example of. ...and now I know that texture data is stored in either MEM1 or MEM2, then what is this 3MB of embedded memory inside the GPU used for?by TheCodingBrony - Coding
I want to know how to manually upload raw textures into vram as I'm planning to port a PlayStation homebrew game I made which has texture images embedded in its level files. I know I have to convert the texture data into an appropriate format using Metaphrasis but how do I upload the converted data into vram? Also, I don't know if it is possible to unload/delete textures on vram as Iby TheCodingBrony - Coding
I once had GX_VTXFMT1 initialized with GX_VA_POS and GX_VA_CLR0 only but I somehow removed those lines... So, once I set the vertex descriptor of GX_VA_TEX0 to GX_NONE, do I still have to call GX_TexCoord2f32() during a GX_Begin() session or do I have to use another vertex format that doesn't have GX_VA_TEX0 initialized so I wouldn't have to call GX_TexCoord2f32() when drawing a flatby TheCodingBrony - Coding
I'm working on a tiny GX test program so I can learn more about how the GX functions work and I was able to figure out how to draw texture mapped primitives in a 2D plane. But I don't know how to 'unbind' from a texture so I can draw plain flat/gouraud shaded quads on the same frame and none of the included samples demonstrate this. Here's the code of my test program:by TheCodingBrony - Coding
QuotetueidjOnly anamorphic widescreen is supported by the wii since the internal/embedded framebuffer has a fixed maximum width of 640 pixels. Well, that's a stinker... Oh well, I mostly want to get rid of the borders anyway. Thanks a lot for your helpful response. And by the way, how can I detect whether the Wii is set to normal or widescreen mode? - TheCodingBronyby TheCodingBrony - Coding
I'm new to Wii homebrew programming and have been trying to get the hang of using devkitppc recently... No, I'm not some average newbie (despite my username sounding like one, just tryin' to be a lil' silly for fun :)) like what most new members are as I've been a hobbyist game programmer for 5 years and have also made some pretty impressive homebrew for the Sony PlayStatby TheCodingBrony - Coding