QuoteI know for a fact that certain apps disable the fan because, (Im not 100% sure, but im certain) you are not 100% sure but you are certain ? I'm not sure to follow your logic here :-) plus the "fact" you are presenting are no proof at all: lauchning any program make the CPU running, which can eventually result in too much overheating and eventually with those pixel artefacts this happeby ekeeke - Homebrew General
last news Quotehttp://www.argonchannel.com/argonnews-8.html2009-01-12 21:36:13 COPYRIGHT ISSUE - UNDER FIXING After the copyright issue of some parts of our project, expecially with MARCAN. we decide to: 1- Remove TWILIGH HACK from our server 2- Remove all the applications that the owners don't authorize the distribution 3- We will remove LEGAL from the advertise of ARGON2, it wby ekeeke - Offtopic
MPAL is a 60hz video mode used in Brazil there is no reason HBC in particular does not "support" MPAL since it has the same properties as NTSC (same timings, same resolution) or at least, should have it's more probable that either your TV does not support MPAL or libogc does not configure MPAL properly: I remember that old GC applications had trouble on european Wiis when the defaultby ekeeke - Homebrew Applications
QuoteDoes anyone know exactly why this is? this probably means your "cable box" (what is this exactly ?) does not support original rendering modes (240p) that the emulator uses by default... this outputs a specific video signal (double-strike, non-interlaced) that some TV configuration & video cables fail to handle properly (reason why old VC title had issues for some people) using INTERLACEby ekeeke - Homebrew Applications
settings are generally reseted upon version changes what is your Wii configuration (video mode , video cables) and region (PAL/NTSC) ? you should try to modify the video settings in the emulator menu: try several combinations of the Rendering (ORIGINAL,INTERLACED,PROGRESSIVE) and the TV Mode (50hz, 60hz, 50/60hz) options and see if that helps...by ekeeke - Homebrew Applications
QuoteI get the following link errors with libogc v1.7.0 c:/devkitPro/Wii/pong2/source/pong2.c:1264: warning: implicit declaration of function 'MODPlay_SetVolume' c:/devkitPro/Wii/pong2/source/pong2.c:1349: warning: implicit declaration of function 'SND_SetVoice' c:/devkitPro/Wii/pong2/source/pong2.c:1349: warning: implicit declaration of function 'SND_GetFirstUnusedVoiby ekeeke - Coding
Personnaly, I use a simple sleep() to delay after WPAD_Init before reading wiimote input but maybe something like that might help you: u32 exp; while (WPAD_Probe(0, &exp) != WPAD_ERR_NONE);by ekeeke - Coding
QuoteI think would would speed up any emulator alot! also, most other emulators are already only rendering half of the screen, because this is the native resolution of the emulated systems what speedup emulation though is too directly render into a GX texture instead of using intermediate framebuffers, but again this does not apply for Wii64 or any other emulator of sytems with 3D features bby ekeeke - Homebrew Applications
QuoteI see no reason that it wouldn't, other than OS dependency, of course. RAM requirment maybe, availability of the sourcecode certainly generally, there is quite always a good reason ;-)by ekeeke - Homebrew General
adding the following line in your Makefile should (in theory, untested)work: Quoteall: powerpc-gekko-ar -rc "output.a" file1.o file2.o ... @lordzid: it's a coding help forum, what is obvious for you may be not for others... oh btw, speaking about shared libraries and -static flag on the Wii could make you appears as quite ignorant yourself ;-) Quote Strange, I didn't nby ekeeke - Coding
I noticed that too, I got new coredumps with my code after some modifications, even with -O2 there is no logic in that, the modifications I made does not even affect the startup code but the application still crashed on startup That's time I somehow fixed it by recompiling the libfat sourcecode with some modifications (svpe readhead's patch) then recompile my application from scratcby ekeeke - Coding
the code seems fine to me... I recently have trouble with the last releases (libogc+libfat+devkippc) when the gcc optimization flag was -O3 Minor changes in the code resulted in a crashdump upon startup Reversing to -O2 fixed it, not sure if it could help you Might be a compilation issue with the new gcc, I don't know, this is really weirdby ekeeke - Coding
how do you draw these lines ? if you are using XFB direct writing, you must be aware of the weird XFB data format ... this is certainly a problem in your code, in the way you output the data you should "pastebin" it somewhere so anyone could look at it and tells you what is wrongby ekeeke - Coding
don't laugh, he probably installed the MAC version of X-CAM Recorder, this should work, "I am not a coder" © but I think it is possible... but that's true that the 3-days trial version will automatically format your sdcard, too bad :-(by ekeeke - Homebrew Applications
the things is, I have the feeling that a complete frame grabber + video encoder + SD handler requires lot more ressources than a simple asm stub or code patch but I might be completely wrong, i don't really know how the Gekko thingie is working ;-)by ekeeke - Homebrew Applications
QuoteI understand that. Let me rephrase my question: Does Super Mario Wolrd use the 240p mode? yes, most games used non-interlaced modes only a few used the 256x448 and 512x448 (hi-res) interlaced modes, and probably not in a continuous way QuoteAbusing the timing of the video signal to hit every line two times (in 1/25 second), instead of once. you do not abuse anything, this is standard: anby ekeeke - Homebrew Applications
I would also love to hear from you the technical concept behind your program how did you managed to run a program in "background" of the game program, you used the hidden processor ? how did you managed to encode AND write video on sd without a dramatic speed loss ? how the fact that you formatted your sdcard is related to the loss of the program ? or maybe you mean you didn't use a souby ekeeke - Homebrew Applications
QuoteCan you recommend any SNES game, that shows the "scanline" effect?. Note: I live in PAL-territories. this is not a matter of games, as I said, it depends mostly on the TV and connections,.. sometime, active lines blends with blank lines so the later becoms less visible, but there are here (generally more visible with RGB, composite tends to blend colors more). some screenshots:by ekeeke - Homebrew Applications
lol, you are a very sceptical one, how many articles on the subject do you need to be convinced ? QuoteWhile I believe that method may work in theory, I have the following problem with it. I doubt that the signal a TV gets from the antenna or other inputs is able to control the vertical position of the scanlines. huh, it's not theory, it actually how analog TV works and anybody knowingby ekeeke - Homebrew Applications
wow, the video is really impressive nice jobby ekeeke - Homebrew Applications
flickering happens in the 480i mode because a single line is actually only refreshed at 30hz when you use the component cable, I bet your wii outputs at 480p so you don't have any problems same goes for 640*240 modes, which are non-interlaced and have a proper 60hz refresh rate (in this mode though, xfb height must be half the VI height, that is 240 lines) you can have 640x240 interlacedby ekeeke - Coding
this is not NTSC (or PAL) standard but this still remains compatible and I can guarantee you this worked with all TVs I got so far it's however true that this is sometime not compatible with some modern LCD or HDTV, hence why nintendo added a "interlaced" mode support in their VC NES,SNES,TG-16,Genesis,Master System, etc... all that consoles generate a "240p" signal by default, I don&by ekeeke - Homebrew Applications
Quotedaniel_c_wQuoteekeekeit's not important but lines are always displayed at the exact same location on odd/even fields Do you mean that the scanlines of both fields are congruent (overlap each other)? That's definitely not the case. they does not "overlap", maybe I was not very clear: it's just that, a NTSC video signal has approx. 480 visible lines, that you could decomposeby ekeeke - Homebrew Applications
on emulators, inputs are generally updated on each frame (60 times per second) if you didn't get any new messages, i think it's better to just keep input state in old state rather than pausing emulation and losing some framesby ekeeke - Homebrew Applications
the biggest problem is indeed latency emulating a second player through network is easy, you just need to read controller data from network instead of reading your usual controller input there is 2 problems: 1/ make sure that the emulation starts in sync 2/ make sure that both emulators don't go out of sync I don't think it's a good idea to pause emulation when a input sigby ekeeke - Homebrew Applications
QuoteReal consoles only displayed even lines? Didn't they use the sam image for both fields? or odd lines, it's not important but lines are always displayed at the exact same location on odd/even fields this is a trick they used to display a progressiv image at 60hz with a reduced vertical resolution (the internal memory was limited at that time I guess) it's just a mattby ekeeke - Homebrew Applications
QuoteYes. I output video through component to a progressive scan TV. I'll check genesis plus but the smaller image makes that mode less attractive. it does not make the image "smaller", it simply reduces effective vertical resolution to the original ones and will only display even lines, exactly like a real console would do (you got tiny black lines between active ones, like scanline effeby ekeeke - Homebrew Applications
he means "original" mode but this option is probably disabled since you use component cable, right ? you can still try genesis plus to see this mode in action , basically, this use the exact same video mode (240 non-interlaced lines) as those original consoles and results in sharper image but with only half the Wii vertical resolution... now, about filtered/unfiltered modes: they indeed usby ekeeke - Homebrew Applications