Ok, so now that the show stopper bugs are gone, I'm going to use this thread as a general, I found a problem thread. Until I get something else figured out. So download Quake Wii, and give it a whirl.by Piko - Testing Corner
Quotehenke37You most likely used a corrupted float pointer. Failing that, you have some other sort of pointer mismangerment. The error is due to acessing data as a type without proper alignment for that type. Given that proper code shouldn't ever place data with bad alignment, you likely screwed up a pointer. Thanks, it's most likely a bad floating point, as the crash involves two floby Piko - Coding
I'm debugging QuakeGX, and I get an "Exception (Alignment) Occurred!" not DSI, or ISI, an Alignment exception.by Piko - Coding
Yeah, I already fixed this bug. I should of found this a lot faster. I was loading data from a corrupted Quake Pak file, and that's why it was an alignment error. What would cause the Wii to get an "Exception (Alignment) Occurred!" error? I've search google, and I don't think I'm getting the answer. If you have a simple example of how it could happen that would be good too.by Piko - Coding
I'm stupid, been to long since I coded in C, forgot the "-lm"by Piko - Coding
For some reason if I link my C application using powerpc-gekko-gcc, aka $(CC) in the make file, then I get linking errors with math.h functions, but not if I use powerpc-gekko-g++, aka $(CXX). I thought that math.h functions where included in C. Do I have to link some library for it work as well?by Piko - Coding
For that past several days I've have been trying to patch in Q1Rev's network code into QuakeGX. What I though would be an incredible simple patch, quickly turned into a nightmare as I discovered that QuakeGX doesn't work correctly with libOGC 1.7, and Devkit r17. So only a couple of bugs remaining. First, when you load certain levels you get a crash around Mod_LoadVertexes in gxby Piko - Coding
Yeah, I'm going to give fixing QuakeGX from SVN one more try. I've already created a buggy port of the GX rendering system to Q1Rev, but Q1Rev is rather primitive still, and QuakeGX would make for a far better base. I just wish there was a way to get into contact with Eluan, or anyone else who worls on QuakeGX, but I can't get in touch with anyone.by Piko - Homebrew Applications
QuoteArikadoPerhaps it would be easier to change Q1Rev to be more like QuakeGX? It would be easier to rewrite QuakeGX's input system. QuakeGX only needs net code, and maybe a input rewrite, were Q1Rev needs on screen keyboard, improving the input, and controls, implementing a GX render system, advanced render configuration like over scanning, the ability to bind your own controls, and notby Piko - Homebrew Applications
Alright, I've been trying alternate version of devkitPCC, libfat, and libogc. Trying different combination, and I still can't get this to compile, and work correctly. Until Eluan shows up, and builds this, or tells us what setup he's using, I'm calling it a day.by Piko - Homebrew Applications
Alright, it all relates to the joy stick inputs, and wii pointer movements are not sending movements to the player. If you bind all the controls to the d-pad on a game cube control you can move around.by Piko - Homebrew Applications
I think I've figured out the problem... Give me a sec.by Piko - Homebrew Applications
I get the feeling that Eluan hasn't included the latest version of his Makefile into the SVN repository. I remember making changes to QuakeGX back in version 0.02, and not having any problems. This is really frustrating, because you can connect to a server, and then watch other people kill each other, and kill you. =(by Piko - Homebrew Applications
Yeah, you can only join games, you can't host yet. And thanks for the information, I noticed the wii_rules missing when I was trying to compile it in windows. Hrmmm, I wish I could figure out how to get in touch with Eluan. He must be compiling these some how, because he's released his latest version with SDHD support.by Piko - Homebrew Applications
Ok, this project has become more about getting QuakeGX to work with the newer devkits, and libraries. I've uploaded my latest version. I've fixed some bugs, but still have one big one in the way. I need someone with GeckoUSB, and that can debug. This is the side to side, forward backwards movement bug. The problem is that after the current movement commands are collected, correby Piko - Homebrew Applications
It's a known bug, and is corrected in the SVN version.by Piko - Homebrew Applications
Ok, looks like that did the trick. Glad I can figure something out on my own.by Piko - Homebrew General
Alright, I've extracted the update data in WAD format using Edited Out from my copy of Super Mario Galaxy. It's v3.2U I'm fairly sure. Now I see that there are two wads for the news channel. RVL-News-v3.wad RVL-News_US-v7.wad Do I need to install them both? And will this get me the News channel back? Also is talking about this against the forum rules?by Piko - Homebrew General
Quotebg4545I'm pretty sure that using the Nintendo update to 3.4 would work... Other than that, I'm out of ideas... Well thanks. It's not a big deal anyways.by Piko - Homebrew General
Quotebg4545You can try using AnyRegion Changer to install 3.2 again and it might get the channels back.. Nah I tried that. Nothing.by Piko - Homebrew General
Well I deleted my Forecast Channel, and News channel, using any channel deleter, like an idiot thinking it would free up more space for games, this SD shuffle sucks. Well after not see any new free blocks, I checked online and found out that these channels are not on the same space as the rest of the channels you download from the shop. Oops... It is not a big deal, but is there any way I cby Piko - Homebrew General