QuoteKsmilerAhhh I meant, I wanted to check out the project from Sourceforge using TortoiseSVN but I dont know the address of the project. Then I can apply the patch for WiFi debugging. Will there be any problems if I overwrite the libogc library with the checked-out version? I don't think just anyone has commit access to the SVN. You'll have to ask an admin of the project to dby scanff - Coding
make sure your surface masks are correct. Something like so. if red is blue then I bet the endianness is wrong, #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0x00ff0000; gmask = 0x0000ff00; bmask = 0x000000ff; amask = 0x00000000; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0x00000000; #endiby scanff - Coding
PS : I don't understand why png is not supported by libs provided in the wiki ??? I think at the time there were no ports of png or jpeg available. You will also need the png and jpeg libraries from the Wiki if you are using them in SDL. SDL is a wrapper for these and does not provide any real decoding for these formats. If you just want to use a BMP then you don't need the SDLby scanff - Coding
in SDL_Image there are several c files for each image type. IMG_png.c contains the functions for png support. When building the SDL_Image libs you have to define "#define LOAD_PNG" else the SDL IMG_Load will call these funtions: /* See if an image is contained in a data source */ int IMG_isPNG(SDL_RWops *src) { return(0); } /* Load a PNG type image from an SDL datasource */ SDL_by scanff - Coding
you have to recompile SDL Image lib with PNG support. It's defined out in the SDL PNG image C file.by scanff - Coding
If you're just wanting to read a file then... fatInitDefault(); FILE* f; char buf[50] = {0}; f = fopen("/hello.txt","r"); // will be root of the SD fread(buf,50,1,f); fclose(f);by scanff - Coding
I just joined but it looks pretty dead to me :(by scanff - Offtopic
Okay... Quotedaniel_c_w My major problem is that Ninja and you blame Nintendo for the bad and crappy games, and blame it on the Wii itself. All platforms have disadvanteges and bad games. Yes there are crappy games for all other platforms but an excessive amount for Wii. It seems like Nintendo does not care what's published as long as they get their fees......They can refuse it if itby scanff - Offtopic
No sorry I don't play Xbox online. I have a whole bunch of other grumbles with that :P I only play PC games online. And Just to annoy you some more ninjafish did you read this ?by scanff - Offtopic
Yes. Create a secondary surface and blit everything to that. Then use SDL_SoftStretch to stretch it to the screen surface. SDL_Rect dr = {0,0,640,480}; SDL_Rect sr = {0,0,480,480}; dr.x = (int)(sr.w - dr.w) / 2; dr.y = (int)(sr.h - dr.h) / 2; SDL_SoftStretch(backbuffer,&sr,screen,&dr);by scanff - Coding
daniel_c_w, I know we've had these discussions on other posts. But Nintendo are to blame for the horrid content on the Wii. They are very happy to take the licensing fees from companies that put out that crap and do nothing to stop it. The bottom line is I'm a gamer and spend at least $200 a month on games. I only purchase a Wii game if I'm forced too because my daughter iby scanff - Offtopic
I agree with everything you said. I've griped along these lines in other posts. At the same time would like to thank all the people here at WiiBrew for bringing something useful from what is a BRICK (for me) without homebrew.by scanff - Offtopic
I think the last 2 params of net_recvfrom() can't be NULL, that's needed for the socket. Here's a small snippet from my network code (for the receive ops). s32 connection_socket; //client struct sockaddr_in client; int client_recv(char* buffer,int len) { if (!client_connected) return 0; u32 clen = sizeof(client); rby scanff - Coding
Your socket is probably blocking and WILL hang the app if no data is received. Yes there's a limit on receiving data, I use about 2K as my buffer. As for what function to use. net_recv is for TCP and net_recvfrom is primarily for UDP. Yes Simon's code is pretty nifty but you probably need to start with a simpler example. There's a simple web server example under the gameby scanff - Coding
I think the Ogre engine is another port that's very early in development for the Wii and does not do much. It's being ported by someone in this community and not the official Ogre3d team (I think). To be honest with you the best solution is to use GX. Yes it kind of a pain to learn yet another library but it's really to only stable usable option for 3D right now. It works welby scanff - Coding
Just a warning but the gl2gx port is not very stable or complete.by scanff - Coding
Do you have the source of libogc? If not you can find it hereby scanff - Coding
Blitz 3D is not open source. The lib's are compiled binaries. Based on this it's impossible to port it.by scanff - Coding
Publishers are never going to go on record and say that's the reason why a game cost what it does. But this is a fact of the industry. I will just say I know from experience, sorry if that's not good enough for you. Secondly if you ripped out all the protection, DRM and hardware chips it takes to limit piracy it's pretty obvious to anyone that it reduces costs. I complain aboby scanff - Offtopic
All Game publishers are to blame. Their BS of justifying why a game costs $60. You really think if piracy stopped tomorrow they'd lower the price. I think not. The reason why there's piracy is due to excessive pricing of video games. This is because the publishers waste millions of dollars on crappy game projects then bank on one or two big hits a year. I remember being a kid anby scanff - Offtopic
QuoteDanielHuehoSuggestion: maybe it's a good idea to create a PayPal account for donations to keep Wiibrew server always up. You'll have to ask the admins if that's the problem. It could just be excessive traffic. But yes if they need financial help then it would be a good idea.by scanff - Offtopic
I think ASND handles PCM sounds and does not decode for you. Any buffers you supply it must be decoded first ogg or mp3. From my experience the mp3 library clips the end of the sound like you have said. I think this is a madlib problem as using madlib directly will chop off the end of the buffer due to decode/sync errors. If you're playing small sound effects the best thing would bby scanff - Coding
Quotedaniel_c_wQuoteninjafish1990Doesn't is have to be? unless you rip your own roms...almost all emulators are technically pirated. I basicly agree with you. But the emulators themself are not piracy. I Agree and as a coder I'd feel darn right mad if someone classified my hard work as piracy. Everything in an emulator is done from painstakingly spending hours reading over a systby scanff - Offtopic
QuoteDrLuckyI saw a Wii with the HBC on it at Best Buy! roflolby scanff - Offtopic
ASND_Init(); MP3Player_Init(); These should not be inside a loop. You just need to call them once. RazorChrist - What do you mean by Cutoff ?by scanff - Coding
looks like it. I'm using the December release of devkit which does not require asnd to be linked if you link lmad. Not sure why maybe someone can comment.by scanff - Coding
#include mp3player.h --- with the greater than less than around it And I used Codeblocks on Windows to make the sample I showed forgot the lib LIBS := -lfat -lwiiuse -lmad -lbte -logc -lm don't forget -lmad !by scanff - Coding