it's seems to be a linux filesystem what is sure is that emulators, even wii-linux ones, never access to the NAND... those files are on your SDCARD, maybe they are labelled as "hidden" or "system" files, which is the reason you don't see them under windowsby ekeeke - Homebrew General
yeah, english is not my first language... but frustrated & ungrateful nerds are worldwide ;-)by ekeeke - Homebrew Applications
lol.. we can feel so much frustration in your posts you understand that nobody owes you anything, do you ? maybe one day (when you will start making stuff with your own hands instead of downloading other's for free) you will realize that some tasks are a lot harder to achieve than you could even imagine ;-)by ekeeke - Homebrew Applications
yeah, you're right, it returns a value in tick diff_usec can be used to get the delta in microseconds between two tick values apparently, tick frequency is 1/4 of the bus frequency, so using directly the ASM routines based on the Gamecube bus frequency value would result in faster timings, this was indeed the case in older versions of some emulators, where we were using Timer to synchronby ekeeke - Coding
I think the thing above is already implemented in libogc: just use gettime() to get the elapsed ticks since boot (in microsecond) , diff_usec() to calculate the difference between 2 values (this take timer overflow in account) and usleep() to wait a specific amount of microseconds. If you want to do other stuff while waiting, use multithreading.. QuoteHah, is there any Gamecube homebrew thaby ekeeke - Coding
Sorry, if that's not the good topic, feel free to move it if it isn't... I've got a problem with my PAL wii (one year old now): when using the RGB SCART cable, I got no video output anymore on TV, only sound the TV indicates it receives a RGB compatible signal but the screen remains black when I turn the TV intensity to the max I can barely see the System Menu shapes but itby ekeeke - Homebrew General
those are draw functions coded by Softdev some years ago, which directly write pixels in the video framebuffer obviously, depending on the way you put pixels on screen, you get lines void fntDrawHLine (int x1, int x2, int y, int color) { int i; y = 320 * y; x1 >>= 1; x2 >>= 1; for (i = x1; i <= x2; i++) xfb = color; } void fntDrawVLine (int x, int y1, iby ekeeke - Coding
QuotePurplePotatoC'mon the PSP can make n64 games run perfectly, why can't the Wii. I hope someone can make a faster emulator of this so I can play Conker's Bad Fur Day on mah widescreen TV!!! well, not really, there are only a few games that are *really* playable on Daedalus PSP, see this compatibilty list, and most of them still run far too slow despite the huge optimization wby ekeeke - Homebrew Applications
you should read this: Anatomy of an Optical Medium Authentication (Part 1) if the purpose of your thread is to prove this can easily be beaten by software, you probably will be very disappointed.by ekeeke - Software
the thing is: those guys are semi-professional salers who use advanced marketing techniques to make easy/fast money this stuff is old and work with every kind of "product": even if only a few people are paying for that scam, they will still be making enough money or jump to another one the only way is to take them down as soon as they break coypright laws, I don't think you could wonby ekeeke - Offtopic
if you initiliaze it with "console_init" (CON_Init), console application (printf for example) are directly writing into the external framebuffer you have passed as argument for the init function GX applications are usually copying the content of the internal framebuffer (EFB) into one external framebuffer but the principe is always similar, the Video Interface always display the content of anby ekeeke - Coding
unlike your computer, the Wii has limited power so the response is probably no, not even worth the tryby ekeeke - Homebrew General
well, I'm not denying your intention to be a licensed developper and I don't want to discourage you from that but I doubt that any company will be interested by a product or a demo developed with illegal tools. If you want to demonstrate and experiment your coding & game designing skills, I would advise to stick with libogc & devkitpro: you have the same full access to hardware and (by ekeeke - Homebrew General
cool news thanks for the debugging work !by ekeeke - Coding
most people around here already know about the leaked SDK and documentation this is however illegal to use it (and obviously "make" WiiWare games) unless you are a licensed Nintendo developper and you paid for it ... do you ? To developp a game, devkitpro and libogc are more than enough for you, using the official devkit will not provide many more advantage, and it seems that codewarrior coby ekeeke - Homebrew General
what "guide" ? I'm asking that because it seems to me a lot of the "black screen upon loading" issue with emulators came from unneccessary CIOS and/or wrong DVDX installation, maybe because people were following such "guide" I think CIOS installation is only required for DVDX when you have a modchipby ekeeke - Getting Started
ok thanks it seems like I was using a bookmark pointing me to the CVS (and not SVN) version this one is not up-to-date, I never noticed both were co-existing in sourceforge :-/by ekeeke - Coding
huh, this is interesting, those games probably do not have embedded font and make use of the internal ROM font data (or wherever it is stored in the Wii) this would mean the SJIS font is not stored the same way on US/EUR and JAP consoles I'm afraid there is no fix for thisby ekeeke - Homebrew General
Thanks a lot shagkur... However, I can't found this fix (including the SYS_Fontxxx stuff) on SVN anyone know if the libogc git is still alive somewhere ? it seems to have been removed from hackmiiby ekeeke - Coding
lol, sorry but you put some random code again, can't you just copypaste what I gave you don't want to sound rude but you should REALLY try first to understand what you are coding first, there was no more "for" loop needed and I didn't write &brickx but &brickx[0] see the difference ? (same for bricky) &brickx is a pointer INSIDE the brickx array, i beinby ekeeke - Coding
It worked because you probably simply tested the save/load functions consecutively, without doing anything else in between (that's way you saved data that was outside arrays memory but when you load the content o fthe file, you just ended up overwriting memory with the same values) or you just get lucky but believe me, writing 3600 bytes in a 120 bytes array only lead to one thing: memby ekeeke - Coding
@Arikado:as Koopa said, you have to fully understand how the fwrite/fead functions work before throwing some random code out Quotehttp://www.cplusplus.com/reference/clibrary/cstdio/fread.htmlParameters size_t fread ( void * ptr, size_t size, size_t count, FILE * stream ); ptr Pointer to a block of memory with a minimum size of (size*count) bytes. size Size in bytes of each eby ekeeke - Coding
I'm not aware of any example but I was planning to play with Display List someday so... could you post your code somewhere ? it' s probably a memory alignment or display list size issue also, I think you have to invalidate the memory range (DCInvalidateRange) used by your display list before writing GX commands, to ensure data is cache coherent. Cache invalidate is required eby ekeeke - Coding
Quotefile_ptr = fopen("fat://google.txt", "w"); fwrite(file.data,1,sizeof(file.data), file_ptr); two things: 1/ file.data is a pointer so sizeof will not return the size of the data but the size of the pointer (4 bytes). You should rather use the filesize variable from the downloadfile() function 2/ I think that with the last libfat, you can't use fat: any more as prefix for files,by ekeeke - Coding
my advise would be to (really) learn C/C++ first before attempting to play with sourcecodes btw, the link you found is for matlab programming language: this is not going to help you in any ways for Wii programming finally, "http://www.google.com/" is a website link, it is not a file, I really don't know what you are trying to do but I don't need your sources to tell you are thby ekeeke - Coding
this is libogc specific when an interrupt occurs (like an exception ), the CPU will call the associated interrupt handler before crashing during system init, libogc configure the default exception handler to display some useful CPU debug informations (and even let you reboot your console) most official games probably doesn't set any exception handler and just crashby ekeeke - Homebrew General
Same things happened on my old crappy computer: I think this was because my Video Card was missing some kind of feature (check stdout.txt) : from the readme: Quote * Video card must support the follwing extensions: - GL_EXT_texture_rectangle or GL_NV_texture_rectangle - GL_IBM_texture_mirrored_repeat maybe some integrated chip does not meet those requirmentsby ekeeke - Getting Started
lol, I beg your pardon, I will never lie again, I promise :-) more seriously, this is what I wanted to say, except that I misfigured the word "texture object" in the first sentence: you are limited to load 8 distinct texture objects at the same time in GX memory since there is room for 8 texture map.. is that more correct ? about the HBC, i thought you were using all the complexity ofby ekeeke - Coding
can you take a picture of your Wii system menu (a full screen picture might be more useful than a zoomed one) it seems to me that your TV as too much overscan, that's allby ekeeke - Homebrew General
you are limited to 8 texture object and 8 texture coordinates system in GX memory, that's right a texture object hold a pointer to texture data, texture type, texture size, etc texture coordinates are similar to the openGL concept, this defines how to draw the texture on your scene when you load a texture object (GX_LoadTexObj), you specify an index (from GX_TEXMAP0 to GX_TEXMAP7) alby ekeeke - Coding