Check your private messages for the link. I'll post it publicly when I have time to make a proper package, if anyone else is interested...by DrTwox - Coding
I'm using version 1.4.6 in my (unreleased) app. I'll put the library up somewhere for you later today when I get home from work.by DrTwox - Coding
Try ./configure --host=powerpc-eabi --prefix=$DEVKITPRO_PATH/portlibs --libdir=$DEVKITPRO_PATH/portlibs/lib --disable-shared --enable-staticby DrTwox - Coding
QuoteMagil May I inquire on what kind of app are you working with? If it's another media player... would it be too much to ask for videogame sound chip emulation =P Sorry, but it probably would be to much to ask at this stage! Currently I only support Vorbis, FLAC, mp3, mp4/m4a, Musepack, Apple Lossless, WavPack, True Audio and Shorten - i.e. Formats with embedded metadata and an open sourby DrTwox - Offtopic
Thank to the people who provided serious answers. :) My duration of all songs comes from the homebrew I'm working on - but I've seen it in other media players like Amarok and Foobar. I should have made the point in the original post that this wasn't some silly e-peen competition; I'd like some stats from the community I'd presume would use my app.by DrTwox - Offtopic
8578 tracks (recently culled a lot of embarrassing stuff!) 999 albums 589 artists 3 weeks 4 days 59 minutes 45 seconds of audio EDIT: Come on people, 26 views (as of this edit) and not one response? This does relate to homebrew, in specific the homebrew I'm working on - called it research if you like. :)by DrTwox - Offtopic
In regards to the htons macro, that is valid. The htons macro/function is used to convert an integer from the host byte order to network byte order. As the Wii is big endian byte order, and network byte order is also big endian, the macro leaves the integer alone. On a little endian machine the htons macro/function would swap the byte order of the supplied integer. htons = Host to Network Shortby DrTwox - Coding
Are you using the latest GRRLIB or something else? Try change the order of the colour components in the comp_s structure. struct comp_s { u8 r,g,b,a; // Try reversing the order of these } __attribute__ ((packed));by DrTwox - Coding
Does the spinning cube demo app run okay? It compiles with no warnings for me. What version of DevkitPPC are you using? Did you perhaps remove the __attribute__ ((packed)) tag from the comp_s struct?by DrTwox - Coding
copete23, I updated the bloom code/demo in the above link. The blur code is much neater and faster now. Plus, there are now five constants you can tweak to adjust the bloom effect: width and height of the bloom texture, blur radius, threshold and alpha. Have fun!by DrTwox - Coding
I modified one of the GRRLIB examples to render with a bloom/glow effect. The following link has the .dol and source. It's very hackish, and any competent programmer would probably find dozens of problems... but it does work. The texture blur is probably the smelliest part, and begs to be cleaned up and written properly, but I'll leave that exercise to someone else. The #defines in theby DrTwox - Coding
I checkout out GRRLIB and I noticed the jpeg loading code was attributed to me! How nice! Anyway, try replacing the GRRLIB_LoadTextureJPGEx with this modified (and untested!) version: GRRLIB_texImg* GRRLIB_LoadTextureJPGEx (const u8 *my_jpg, const int my_size) { struct jpeg_decompress_struct cinfo; struct jpeg_error_mgr jerr; GRRLIB_texImg *my_texture = calloc(1, sizeof(GRRLIB_by DrTwox - Coding
You can transform from grayscale to full color during decompression if you set the jpeg_color_space value. e.g.: struct jpeg_decompress_struct info; // JPEG init stuff removed if ( info.jpeg_color_space == JCS_GRAYSCALE ) { info.out_color_space = JCS_RGB; } // continue with decompressionby DrTwox - Coding
You will need to write a function that scales the tex_screen texture down to a smaller size before blurring it. Presuming the screen is 640x480 pixels, and you are applying a blur factor of 5, that's approx 1536000 calculations per frame to create the blur texture. If you can scale the tex_screen image down, you can reduce the number of computations in the blur function. To further optimizeby DrTwox - Coding
Yes, that's correct. You might find this article helpful too: http://www.gamasutra.com/features/20040526/james_01.shtmlby DrTwox - Coding
I'm certain Twilight Princess uses the method I described. It's not a 3d effect, it's an effect you apply to the rendered scene before sending it to the display device. For example, in the picture below, imagine that the first picture is your 3d scene, rendered and ready to send to the display device. The second picture has a threshhold filter applied for the bloom. The third pictuby DrTwox - Coding
Have a look at the GRRLIB sources; in there you will find Screen2Texture, a blur function and how to change the blend mode when drawing. Here is a small app with a contrast function you could adapt to suit your needs.by DrTwox - Coding
Here's the super-simple software way to do it: 1) Make a copy of the framebuffer into a new texture. To speed up the following steps, you can make this copied texture a smaller size than the actual framebuffer. i.e. 160x120 pixels 2) Apply some kind of threshold filter to the new texture. A contrast filter works well. 3) Blur the texture 4) Render the texture over the scene with an addby DrTwox - Coding
What's the maximum texture size the Wii can display?by DrTwox - Coding
Thank you both for the help; I went with Tantric's idea to redirect stdout and sterr... I wonder if stdin can be captured from the gecko...by DrTwox - Coding
I think I'll attribute this problem to general bone-headedness :) The problem was as Michael said, without VIDEO_Init, VIDEO_WaitVSync would freeze, not fopen. Thank you both for the help... if only I could delete these embarrassing posts!by DrTwox - Coding
I'm not really sure what's going on here... fopen, when called from a thread, when there is no console initialized, will freeze the Wii. Here is a small test app I cut down to the bare essentials that demonstrates the problem. A compiled version (devkitPPC r18 and libogc 1.8.0) is linked below. #include #include #include #include #include #include #include #definby DrTwox - Coding
I used the gecko code from your link, and it works until fopen is called; and then the Wii just freezes and needs to be powered off... any ideas? EDIT: fopen also 'freezes' if I disable the framebuffer console too. Very strange.by DrTwox - Coding
I already use the gecko with gdb, I was just wondering if the two will play nicely together. Nevermind, I will try it out in the next few days and see for myself! Thanks again.by DrTwox - Coding
Thank you! That's exactly what I meant. Will it interfere with gdb debugging?by DrTwox - Coding
I'm currently using TekWarrior's syslog code to send messages to my development machine (for simple logging, debugging etc) but I'd rather use the USB Gecko; can the console output be sent to the Gecko and seen on a Linux box?by DrTwox - Coding
Hi all, Not sure where (or who!) this would be best suited, so I'll post it here... mostly because I'm probably wrong, and don't want to file a bug report until I get some feedback! In smb_devoptab.c, I don't think setting errno to EOVERFLOW in the first two blocks is correct, and in the third it should only be set if the read size is less than 0. 685 // Donby DrTwox - Coding
That was built against r16 and a recent svn version of both libogc and libfat in Linux. libogc has this patch applied.by DrTwox - Coding
The source + compiled app + working database is hereby DrTwox - Coding