Easy one: there is a limit of 1000 roms per directory , use subdirectories or use less roms ps: there are less than 1000 unique genesis games, it might be a good idea to get ride of all these variants you are never going to play... or bad dumps that do not even workby ekeeke - Homebrew General
scoret is a SDL_Surface pointer which obviously is allocated when you call the TTF_ function from what I remember, SDL surfaces are internally allocated using SDL_CreateRGBSurface (former SDL_AllocSurface) which itself do some malloc (s) Obviously, if you are calling this in a loop without freeing the surface, you will most likely run out of memory sooner or later. This is probably whatby ekeeke - Coding
what you are missing is a bit of infos about pointers and how they work: think about pointer as a memory address for a data buffer of unknown size, not as the data itself. memory must ALWAYS be allocated before you can read or write it, you can do this either statically by declaring the variable or dynamically by using malloc (or similar functions) however, in the case of pointer, declarby ekeeke - Coding
you also have IOS250 awhich doesn't officially exist and System Menu (0x1A1 seems to be 4.0U) listed as IOS2 I think the (*) mark means the ticket is fakesigned, right ? this would mean all these IOS were installed or patched by you (intentionnaly or not) using various applicationsby ekeeke - Getting Started
QuoteFor my Genesis emulator, one of my roms(Sonic Crackers, to be exact) freezes at the logo screen. in the system option menu, enable the "Force DTACK" option this game is doing illegal stuff and would be crashing the same way on real HWby ekeeke - Homebrew General
QuoteWhat does MIOS actually do to handle that? I have absolutely no idea, you would have to ask someone who already have disassembled MIOS MIOS = Minimal IOS ??? Quote I thought, the Wii and the GC have the same base clock and only the multiplier is chnaged by BC. yeah, divided or multiplied, the idea is the same: I meant that all the chips probably use the same base clock as reference, thaby ekeeke - Ideas, requests
QuoteI am not completely sure that teletext requires that the data is written in blanking lines, just that's where everyone does it. Some, if not most, of the decoders shouldn't even care about what line the data is on, they just chose to use the blanking lines since they where not displayed. Sure it does... and everybody do it like that because it has been specified like that (so asby ekeeke - Ideas, requests
QuoteWhat does DI cover? Disc Access? more? DI =Drive Interface hardware is generally controlled through hardware registers that are mapped in CPU address space Gamecube access the drive at a difference address than the Wii does and it access it directly (the PPC program writes the registers and trigger DMA operations itself) QuoteWhy speed down the clock? Generally, all chips/buses use cby ekeeke - Ideas, requests
well, MIOS is already some kind of hypervisor, in that it handles memory partitioning (when gamecube games access memory mapped devices) and CPU configuration. For a real hypervisor running on PowerPC, I think games would need to be coded first with the hypervisor in mind, I don't think it's possible otherwise (or it becomes an emulator)by ekeeke - Ideas, requests
QuoteAny idea, how they might be abused to achieve teletext or any other other effect? actually, it seems you can configure the number of lines (half lines) for each part of the video display (odd/even active fields, blanking, etc...) but It's very likely that modifying the default values, if possible, could produce an incompatible video signal (PAL and NTSC are standards and TV are moby ekeeke - Ideas, requests
I don't see where the "read" variable that is used in the first sscanf function is allocated/declared also, this: char*read = NULL; char * pos = strchr ( redirect, 'Location: '); strcpy(read, pos); is most likely going to give you a crash since read is unallocated (strcpy does not allocate any memory, it's pretty like a memcpy) you are also doing this:by ekeeke - Coding
actually, you are wrong, sprintf is the opposite of sscanf and its sscanf use is perfectly fine: he's actually trying to read part of of string, not writing to it about your problem, you might check that "read" is properly allocated (probably is but you never know) and the tcp_readln function (if this is called in a loop, the same variable "line" might be allocated each time you call thisby ekeeke - Coding
QuoteThe idea is to get the final framebuffer to extend into the VBI section of the signal where the teletext data usually is sent. Then it's just a matter of formating the pixels right. framebuffer pixel format is fixed and cannot be changed the maximal height is 480 lines for NTSC and 574 for PAL teletext data are sent in the VBI aka vertical blanking "unused" lines (there are a totalby ekeeke - Ideas, requests
do not touch these functions you only need to modify the following line Settings.FixFrequency = false;; to Settings.FixFrequency = true; in the function DefaultSettings () from s9xconfig.cpp ;-) this is also where you can configure the several settings I described in the previous post you can for example try to add Settings.AltSampleDecode = true; to see if this changby ekeeke - Homebrew Applications
QuoteTheoretically, if we wrote a program that was able to read the "emulator" program off the sd, and work with "virtual memory" for the "emulator" on the SD, it would be possible... albeit slow as hell... Basically we wouldn't port the PS2 emulator for the wii, we would port it into a sort of scripting language, so that we can only load bits of the emulator into memory at a time, and we haby ekeeke - Ideas, requests
Anyway, soundsync is enabled by default in snes9x GX Settings.SoundSync = true; In 1.51, there are two sound syncing methods by the way (soundsync and sounsync2), but this does not seems to be handled differently in the code. Here are the settings that can be modified to change the accuracy of sound emulation (and obviously emulation speed as well), bolded ones are disabled in snes9x GXby ekeeke - Homebrew Applications
It probably doesn't, and that's why the above calculations are biased and don't make much sense :-) If you look at the specifications, RAM requirement are at least (probably more) ~40 MB to handle PS2 internal "physical" memory (Main RAM, GPU RAM, hardware registers, etc) and then PCSX2 emulator requirement (to store code, variables, allocated objects, buffers, etc) seems to beby ekeeke - Ideas, requests
fatMountSimple, fatMount and fatUnmount automatically handle device startup() and shutdown() functions, there shouldn't be any need for you to call them twice. Another interest of fatInitDefault is to set the first detected FAT device as default IO device so that you can simply access files without specifying "sd:" or "usb:". By the way, I don't think "fat:" is supported anymore withby ekeeke - Coding
I don't think ithey are related to the crash but two things: - the 2nd argument of dirnext should be able to store MAX_FILENAME_LENGTH (768) bytes according to the libfat code - the mount/unmount functions automatically call the device "shutdown" & "startup" functions, there is no need for you to call these twice About your crash, I don't know how you can deduct it's causeby ekeeke - Coding
sample data need to be signed off course (short int buffer format) 0x7FFF = 32767 0x8000 = -32768 0xFFFF = -1by ekeeke - Coding
QuoteJust a more accurate emulator than snes9x. which one ? there aren't so many, which make the choice quite limited zsnes is written in assembly and optimized for PC platforms, which makes its port quite the same as rewriting everything from scratch snesgt is not opensource bsnes would run at 10fps other emulators are outdated and does not match snes9x compatibility a new emulatorby ekeeke - Homebrew Applications
as Tantric said, the sample format supported by the Wii is litterally "16 bit big endian stereo". Raw could mean anything and do not give an idea about the used endiannes but since the default format on PC platform is little endian, you probably end up with "inverted samples", meaning that something that sould be output at +2 (0x0002) is output at +512 (0x0200)by ekeeke - Coding
snes9x is obviously less accurate and outdated compared to zsnes and even more bsnes but the former is not portable and the later requires too much CPU power, hence why snes9x has already been emulator of choice when porting to something else than a PC... QuoteA new SNES emulator needs to be made for the Wii, and no one wants to do it. quoted for the reason described above and to show how yoby ekeeke - Homebrew Applications
from wiiuse.h typedef struct nunchuk_t { struct accel_t accel_calib; /**< nunchuk accelerometer calibration */ struct joystick_t js; /**< joystick calibration */ int* flags; /**< options flag (points to wiimote_t.flags) */ ubyte btns; /**< what buttons have just been pressed */ ubyte btns_last; /**< what buttons have just been pressed */ ubby ekeeke - Coding
Don't you ever asked yourself what the parameter "3" was used for ? It was not picked out of nowhere ;-) here's the function prototype: ASND_SetVoice(s32 voice, s32 format, s32 pitch,s32 delay, void *snd, s32 size_snd, s32 volume_l, s32 volume_r, ASNDVoiceCallback callback); as you can see the 2nd parameter is the voice format, defined like this in asndlib.h: // SND_SetVoice fby ekeeke - Coding
add this after BINFILES: OGGFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.ogg))) This will automatically look for ogg files in the given directory. Be sure to put your ogg files in the /data directory. If you got the idea you can put them elsewhere and modify the Makefile in regard. Then change export OFILES := $(addsuffix .o,$(BINFILES)) \ $(CPPFILES:.cpp=.o)by ekeeke - Coding
hum, are you sure about that ? I think it's ok to call free(NULL) because it's handled by gcc but free(pointer) with pointer being unallocated always leaded me to memory crash, I don't think gcc or libs check that for you, at least regarding the "C" free function (Idunno about delete)by ekeeke - Coding
read its log again: IOS60 was detected on his wii QuoteFound IOS 60: ES_GetTMDViewSize() failed: -106 there is certainly a bug though because this IOS was still used despite the fact there was an error However, this kind of thing is not supposed to happen unless you made unofficial updates with your Wii or brutally interrupted system updates, in which case you will be bricked anyway.by ekeeke - Getting Started
I think you are not positionning the vertices correctly in space regarding the default camera position, making them not visible in the rendered scene. I also think the order of texture coordinates and their relation to one vertice position is important... unfortunately, I always proceeded using test&retry until I got something on screen because I was not sure of GX drawing restrictions & conventby ekeeke - Coding
Well, you had IOS60 installed on your Wii (maybe badly but it was there) and the Homebrew Channel probably always use the higher installed IOS version it detects on your Wii. As already said, only 4.0 installs IOS 60 normally so if you didn't installed it yourself it means someone else did and messed some stuff during the installation without telling you.by ekeeke - Getting Started