Quotedan3008because with that i bet u ciuld gain the knolage i need to get this thing to wok on the wii. The knowledge required to build win32 emulation on the wii from scratch is considerably more than that required to learn to construct a makefile calling the devkitPro libraries. Just a point. =Pby Myu0 - Offtopic
Like I said, general idea, not precise implementation! Couple of questions though: Quotehenke37Oh, and it still doesn't do anything about endianness. Is that a problem? I'd have figured you just wrap what you write to your file around a simple translation function to write according to whatever endian mode you want to run in (which I think is Big on the Wii by default, so yes, you woby Myu0 - Coding
I'll do my best to come up with a pretty rough example. Given that I haven't actually tried this technique, and I'm not currently within easy access of my devkitpro libraries, I wouldn't copy this code wholesale! It's more to demonstrate the idea than to tell you how to do it. Let's use a very basic scenario where each file corresponds to a particular struct instaby Myu0 - Coding
Hi TheDrev, I think probably the most common way of dealing with the kind of problem binary serialization would be useful for in C is to just load what you need from your file directly into malloc-ed memory and to use a system of pointer arithmetic to do the hard work. Similarly, you would write the binary data of your objects by providing a different kind of pointer (say, a byte array?) to thby Myu0 - Coding
Quotei accindetally my whole wii! Accidentally what? Quotemy whole wii ¬_¬; (Sorry, had to be done)by Myu0 - Getting Started
QuoteArikadoIf not, you may have to call up Harmonix and complain. I fully endorse this proposal. Lawl.by Myu0 - Offtopic
QuoteRazorChristIs this because of the -1? It would seem so. I thought -1 % 4 was suppsed to resolve to 3, but the powerPC mod function doesn't quite work that way. So, the solution is to change (-1) to (+3). That'll fix it.by Myu0 - Coding
QuoteRazorChristThis caused it stop turning after 4 turns again. The problem is not the turning itself, the problem is when it turns, it's supposed to continue moving in the direction it turned. In this case, it doesn't, it just stops moving. That would suggest that none of the Compass point conditions are triggering, implying that p1.direction is something other than 0,1,2 or 3 at thatby Myu0 - Coding
Quotedaniel_c_w... 1) your new code does not check, whether the direction is smaller than 0 or higher than 3. He could just % 4 his result, which would also allow infinite spin. That is to say, /***************************** * player 1 input ******************************/ if (WPADDOWN1 & WPAD_BUTTON_UP) { // pivot 90 degrees to the left p1.direction = (p1.direction-1) % 4; p1.r = (pby Myu0 - Coding
Hello RC, A couple of comments to make: 1) Did you make sure to scan your WPads in each loop to test for controller input? If your bikes aren't turning in response to input, it could be that you're not actually retrieving your input correctly! 2) Your code within your controller handling conditions seems to be testing for a decremented variable directionWEST which doesn't apby Myu0 - Coding
Absolute truth, eh? Present me with an absolute language and I can use it to construct an absolute truth. Until then, truth is social in nature, and hence relative. I do not necessarily refute the possibility of absolute language. For instance, one might argue that the physical laws are the grammar of such a language. However, I don't, at present, know that language. Sorry if that sby Myu0 - Offtopic
QuoteagoajI think we could really benefit from full documentation for libogc. Especially the gx functions. This is all that's been put together on that so far I must admit, it has taken a while to get to grips with the GX operations. Sounds like an excellent project. Quick question though - is the SVN repository at DevKitPro the most recent release of the libogc code? I'll getby Myu0 - Homebrew General
Hi all, I'm looking on fleshing out my portfolio with some examples of technical writing. As such, I'm offering my assistance to anyone with a large project approaching completion that needs end-user documentation, online help or feature tutorials. I can provide this documentation in any number of formats according to your specification (including as an SQL database over HTML and ASPby Myu0 - Homebrew General
Hi Wiiman, If your Devkitpro folder is in your home/joey folder, then the four lines will look like this: export DEVKITPRO=/home/joey/devkitpro export DEVKITPPC=$DEVKITPRO/devkitPPC PATH=$PATH:$DEVKITPPC/bin PATH=$PATH:$DEVKITPRO/wiiload/lin32 And in order for you to put those in the right place, you type into your terminal (and be sure to get this exactly right) sudo gedit ~/.bashrby Myu0 - Getting Started
Hi Wiiman (incidentally, why pick that as a screenname on a Wii Dev forum?) What you want to do is set the global environment variables for your bash shell. I use Ubuntu with Gnome, but I imagine the basic premise for doing so is the same in KDE. The file you want to change is not ./bashrc. It is ~/.bashrc. ~/ is the root folder of your mounted linux filesystem, and .bashrc is the name of tby Myu0 - Getting Started
Hi Everyone, A (hopefully) nice and easy question from me. I've been tinkering around with implementing a very basic Telnet client through the console, and it's starting to come together. Problem is, the DNS lookup is acting up, big-time, and I'm not sure if it's my code or if it's something in the OGC library. I'll give you a little sample program (which fails whby Myu0 - Coding
Hi Dykam, In the standard code release of LibWiiSprite, yes, that's the way to do it. Of course, if you have the source, it's not much work (and much more run-time-efficient) to include an extra enumeration value to make a direct transform for vertical flipping! This does mean you have four different draw options (normal, flipped horizontal, flipped vertical and flipped both), whichby Myu0 - Coding
Hi Gamewizard, What WiiLoad does is load data into the Wii's main memory for future execution. I'm sure you probably could use it to send other files as raw binary data, but what would be the point without an execution instruction to do anything with that data? - Myu0by Myu0 - Getting Started
QuotekoopaWhere did you get this from, Myu0? It would most likely be protected under Fair Use (since you've purchased the data that the game came on, and your manipulation of the format of the game for your personal use is just a way of interpreting the actual data you've paid for), and the same arguments as apply to music data have been recognized by the RIAA - the primary critical defby Myu0 - Getting Started
Hi Arikado, I'm not convinced it's absolutely impossible to do an MMORPG client of some description. Anything approaching the complexity of Ragnarok Online, certainly not, but what about the likes of Ultima Online? I was using those just fine back in the days of 56kps, and the Wii internet connection is fast enough to stream low-res youtube videos, which you certainly couldn't hby Myu0 - Homebrew General
WiiWii, it's a bit like CDs and MP3s. The format you enjoy playing the game in isn't necessarily the format you bought the game in, and you have the legal right to transfer the data you own to another format if you like. Since with cartridge games it's a little more tricky to make a full software dump of its contents than a CD, but the capability to do so exists, it is generally coby Myu0 - Getting Started
Sorry, my bad. The Equals wasn't a code operator. What I meant was: sprite.SetTransform(1); // This flips "sprite" horizontally sprite.SetTransform(0); // This restores "sprite" to normal orientation sprite.SetTransform(TRANS_MIRROR ); // This does the same as SetTransform(1) sprite.SetTransform(TRANS_NONE ); // This does the same as SetTransform(0)by Myu0 - Coding
sprite.SetTransform(1); = mirror image = sprite.SetTransform(TRANS_MIRROR ); sprite.SetTransform(0); = right-way-up = sprite.SetTransform(TRANS_NONE ); Hope that helps!by Myu0 - Coding
Hi Armin, DevKitPro have a CVS repository over at SourceForge.net with the GX source. Unfortunately, it's a bit of a mess to wade through. I think the way that the texture rendering works is that it's all pointers until GX_DrawDone(), and even then I'm not sure that the textures are safe to change, since the pointers are added to a hardware FIFO queue handled by the GPU rather tby Myu0 - Coding