QuotemauifrogAll error 003 wiis are fixable with smash stack pal, 4.2/4.3u/j/e As long as you have a modchip. It's a bit deceptive not to mention that.by tueidj - Homebrew General
Sound to me like he got it right. Except for not pointing out that 0.7 includes other people's code without permission, and that the author's a prick.by tueidj - Homebrew General
SD standard says 2GB is the maximum size for a non-SDHC card. There are a few 4GB cards that can act as either SD or SDHC depending on how they're initialized by the host but obviously they're very non-standard.by tueidj - Getting Started
Obviously if you'd really tried "everything" you would already know the answer.by tueidj - Getting Started
Ah. You could try using net_shutdown instead of net_close in the watchdog thread. Instead of non-blocking sockets you could use net_poll. It's very powerful, allows you to do a timed/infinite wait for activity on an array of sockets and would remove the need for individual threads completely. You could also try setting SO_KEEPALIVE on your sockets so they'll get closed after a while iby tueidj - Coding
Why doesn't the thread "exit on its own" after net_read returns an error (after the watchdog thread closes the socket)?by tueidj - Coding
The main wii FC is made from a combination of all the unique hardware in your wii, plus the serial number stored on the NAND. Although you stated that the "Format Memory" operation always generated the same FC, that's not true - the number of times it has been generated is stored on the NAND and affects the result. So it is possible to use ohneschwanzenegger and still retain your old FC - yoby tueidj - Homebrew Applications
I can assure you it didn't vibrate.by tueidj - Homebrew Applications
The only "feedback" the zapper had was the horrible screen flashing every time you pulled the trigger.by tueidj - Homebrew Applications
Aim for about 64MB total usage (it's a bit more but this is a nice round number) and no more than 48MB in a single allocation.by tueidj - Coding
QuoteBananabread7I downloaded the channel via the latest wadmanager version and i get error #002. I have all the IOS 1-90, so I don't know what the problem could be. any help is appreciated. I bolded the problem for you.by tueidj - The Junkyard
You need to follow the instructions under the "Music" heading.by tueidj - Testing Corner
This thread was for testing a beta build. The proper release is on this page.by tueidj - Testing Corner
Have you run a disk checker on it, like scandisk or chkdsk? Bootmii doesn't care about those files, so it sounds like the filesystem is messed up somehow.by tueidj - BootMii Beta
QuoteTitmouseTo get a true u64 high resolution timer for the Wii see nukes code… Ugh. Please don't introduce some external(obscure) dependency to your code just to reimplement something that is already in libogc - gettime() uses the same code and is definitely "true u64 high resolution".by tueidj - Coding
Sure it's possible, someone "just" needs to write a generic USB HID gamepad driver.by tueidj - Homebrew General
I think these replies are just way too long for what can be answered with one line from the "Prohibited Content" section of this forum's rules: Quote- Information about how to obtain ANY kind of copyrighted material without proper licensed permission. If Nintendo don't let you do it, you're going against the licence agreement you have with them. Arguing about the legality of thatby tueidj - Homebrew General
In this code cpuid is only being used to serialize execution (hence the function name and why the function returns void). Issuing a "sc" instruction when running under libogc will do the same thing.by tueidj - Coding
Copying channels to the SD card is meant as a method to free up space on a wii's NAND, not as a transport mechanism from one wii to another. If you want those channels on another wii use the same method that was used to install them on the first wii.by tueidj - Homebrew General
I'm not proposing it as a theory - it's fact, I've coded and tested it. MPlayer-CE (and also probably WiiMC) also has code to do it. It's not really a good idea though because: a) It complicates the rendering process, from both a coding and performance standpoints b) The EFB->XFB Y scaling isn't that bad (nowhere near as bad as GX's bilinear texture scaling) c)by tueidj - Coding
Just because the EFB max is 640x528, doesn't mean that's the maximum resolution. You can perform multiple copies from the EFB to the XFB to get more (unscaled) horizontal pixels.by tueidj - Coding
The default ADPCM sound rate (used by games and hardcoded into libogc) is 6 khz, hence the 6.666ms callback period. The state of the ADPCM encoder should only be reset when the speaker is turned on. There's also a bug in libogc's implementation, the ADPCM step value should be clipped to 24576 (0x6000) instead of 24567. However even after making these changes, it still won't work pby tueidj - Coding
Not sure if you're aware, but the other difference is that BX is used to switch between THUMB and ARM mode based on the LSB of the address in the register (that's why it appears to be jumping to sub_8C+1).by tueidj - Software
Actually I took a quick look at the GenPlusGX source, it looks like you're doing WPAD reading in the VI retrace callback - that would cause the same problem. Edit: Ah you found it too ;)by tueidj - Coding
Definitely sounds like a callback or timer-triggered function (using SYS_SetAlarm/SYS_SetPeriodicAlarm) was using floating point. I've seen it happen when a timed callback is used to poll the wiimote.by tueidj - Coding
QuoteTitmouseAll this has given me another thought! If something is doing tones of maths and not using the FPU, maybe share some of the workload with the FPU so it can do it in parallel. I’m guessing it would work. Now this is a wild guess, but hell you might even find that doing everything in floats is more efficient due to the wii’s architecture, after all the FPU is build to crunch numbeby tueidj - Coding
QuoteekeekeHum, fixed-point was generally used because it is more optimized than floating-point, not the contrary, because calculations using FPU were slower than calculations using Integer Unit. That's might not be the case anymore on modern DSPs or some CPU but I doubt the Wii PowerPC is more efficient with floating point instructions (see this article: ) Tremor was designed for embeddby tueidj - Coding
If you want fast I/O you can use the /tmp directory on the wii's NAND. There's nothing important in there and it gets wiped every time a new IOS is loaded. Perfect for buffering large game files (or virtual memory, if you're hardcore). I would say benchmark the floating point decoder again (on the wii) with a concurrent thread running that is also using the floating point registby tueidj - Coding
What makes you think Tremor uses more CPU because it's integer based?by tueidj - Coding
In PAL mode the XFB can have a height of 574 pixels, so technically the max is 720x574 if you're game enough to poke values into XFB directly (or use multipass rendering, which is a bad idea). But in this mode the EFB size (which is what GX renders to) is still the same as for NTSC - 640x480. So there's no extra effort needed to support it, except that it's not the default mode selby tueidj - Coding