Quotedaniel_c_wSo it is not important that your Wii is close to the Computer, but that it can recieve the access point very well. Yes, I'm just saying that, because it's near a device that has good reception, it likely has good reception as well (ie. not out of range, no additional walls in the way, etc.) Also, the network here has no security enabled at all, because the nearest hoby DigitalMan - Homebrew General
QuotebushingNetwork stability is a sore point for me, too, and one in which I might be able to make a difference. Do you have a reproducible set of tests that cause things to fail, so I can try to recreate your setup locally? Yes, actually - it fails whenever my girlfriend is in the room :P I kid you not. Not exactly easy to reproduce, though, and sometimes it happens otherwise as well. Giby DigitalMan - Homebrew General
That... that would be a lot of code. Given that all the bugs seem to be worked out now, I'll give a link to the program its self... just as soon as I figure out how to make a page on the WiiBrew wiki.by DigitalMan - Coding
Well, I'm all for standards that ensure basic and consistent functionality, like how F1 is basically hard-coded to the help file in Windows. However, I think what you are suggesting would not be in the best interest of the homebrew scene. Wii homebrew seems to be just inherently poorly documented. As such, the way we have to learn to do things is by actually doing them. Most people'sby DigitalMan - Homebrew General
Yes, according to my debugging process the buttons are recording from the right controller. The real problem must be the string. The main loop cycles through all four controllers, over and over again. It sets the controller number to 0, then sends that value to my button function, where it becomes the variable "loc". It goes through a whole stack of IF statements like the one above, each timeby DigitalMan - Coding
I think that violates forum rules, unfortunately. I have mixed feelings about the potential for a backup loader, myself. I mean, I wholeheartedly support the concept of piracy, make no mistake. But I'm also thoroughly enjoying this homebrew coding stuff, and others have made some very useful tools (yay Ocarina!), so I really don't want Nintendo to have any more reason to crack down oby DigitalMan - The Junkyard
Whoa, major problem here. In my control tester, I basically have code like: (send variable loc as the controller number) if (PAD_ButtonsHeld(loc) & PAD_BUTTON_A){ strcat(pressed, "A, "); } (change controller number, do it again) However, PAD_BUTTON_A is indiscriminate. It doesn't care what controller it's on. If controller 1 is holding A, and controller 2 is holding X - orby DigitalMan - Coding
Well, the GCN sticks I got, and are currently used in my controller test program (Fun fact: the values, at least on this generic controller, never exceed 100, even if rigged to be calibrated wrong). Again, I can figure out most of it on my own, but no one should have to rely on that given the state of Wii homebrew. The two options of either examining someone else's source or asking for heby DigitalMan - Coding
Quick query, since my web search returned nothing. Determining whether GameCube pad buttons have been pushed is simple enough, with "if (PAD_ButtonsDown(0) & PAD_BUTTON_A)" and such. There's also one tutorial online covering the main control stick and the C-stick. However, with no real documentation, the rest is left to inferences (one would assume PAD_BUTTON_B, Z, Y, etc. work the same), anby DigitalMan - Coding
Wow. It was just that simple. I spent all night looking at various C pointer tutorials, and not a single one of them mentioned order of operations (though it was educational!). Come to think of it, beyond typical math, order of operations hasn't been discussed in any tutorial or book I've seen for any programming language. Hopefully it won't cause such a problem in the future...by DigitalMan - Homebrew General
Interesting; I thought I had a handle on pointers, but apparently not. I have a line: if (counter <= 5) loops(&counter); Which calls: void loops(int *num){ printf("Line test %d.\n", *num); *num++; } I realize using pointers here is useless, it's just a test, which is so far failing. When I was directly sending the "counter" variable and incrementing "counter" in the mainby DigitalMan - Homebrew General
QuoteHyperHackerSimple comparison of . and -> operators: typedef struct MyStruct { int Foo; }; MyStruct S, *SP = &S; //SP is pointer to S S.Foo = 42; printf("%d\n", SP->Foo); //prints 42 Excellent, thank you! I am familiar with the use of . (especially with all the VB and Java work I've done), so that makes perfect sense now. Not quite sure why one would bother using pointerby DigitalMan - Homebrew General
QuoteHyperHackerMy understanding is that the official SDK provides a lot of such high-level routines. Well, that depends on what you consider "high-level". Sure, there's a function to create a sphere, with a variable number of segments, but that's not very useful to me. A .3DS file loader, however, would be quite nice - but I don't think either kit supports that natively.by DigitalMan - Homebrew General
Whatever the difference is between <> and "", it's too subtle to matter - VC++ still thinks all goes well, and the BuildLog contains the exact same errors. The .c file I took the code from used <>, so I did as well. I believe I'm using the newest version of DevKitPro, I just downloaded it a few days ago. I was told the Makefile already knew where to find everything, but aby DigitalMan - Coding
Because the "Hello, world" template program included with DevKitPro causes the Wii to basically hang after execution, I decided my first task should be to make it respond to the Wii remote and exit somehow. I grabbed some code from an example file, adding "#include " where it belongs, "WPAD_Init();" below "VIDEO_Init();", and two more lines inside what I assume is designed to be an infinite loby DigitalMan - Coding
QuoteAerialXrmode is indeed a pointer, and -> has no other use other than accessing fields/members from a pointer (besides the rare case of using operator overloading, anyway). Interesting. At one point, I knew about all there was to know about standard (non-Windows-API) C++ programming, and I don't even recall pointers having members or fields. I'm certainly not saying you'reby DigitalMan - Homebrew General
QuoteAerialXit's capable of most anything the real SDK can do. Bingo, then that'll work for me! That was my main concern. I know it's completely impossible to find assistance with the official SDK - you should see the responses I got asking for help with the GameCube SDK a while back! Only problem is, it seems - based on what I've heard, you know - the official SDK has soby DigitalMan - Homebrew General
I am a fairly experienced programmer, but the Wii seems to be rather unique. First off, I see a lot of questions here about C++ coding. However, the sample file that came with DevKitPro is a .c file, indicating plain C language. Is this just an incorrectly named source file, or do I have to go through some procedure to be able to work with C++? Also, I notice a "->" showing up in some plby DigitalMan - Homebrew General
First off, no, I will not tell you how to obtain anything illegal! That should allow this post to cruise just barely within forum guidelines... Let's say, hypothetically, someone got ahold of the official Nintendo Wii SDK - but, naturally, not the special hardware to go with it. But theoretically, it should still be able to compile .elf/.dol files from source. From just a software perspecby DigitalMan - Homebrew General
A 2GB microSD card costs I believe $7 at the Micro Center near me. A USB drive costs about the same thing - but that won't fit in my phone. Okay, maybe sharing an SD card with one's phone isn't important for most people. Then, how about the ability to have everything for your Wii on one storage device? The Wii its self uses the SD card for storage, Ocarina uses the SD card for storby DigitalMan - Homebrew General