Doh! I am an idiot...of course...I have to cast it during the malloc step. I should have know that...I even have some code for a Linked List that does the same thing. Thanks...I will try that and hopefully that will solve my problem.by LordAshes - Offtopic
QuoteiSubaru EDIT #1 One more thing, kind of bug found When You click Sign Up with empty fields it sort of logins to empty account or something "Welcome back" But without username typed Thanks I will look into that. I still need to add a lot of bullet-proofing to the site. Right now it runs okay (as far as I tested) but it still lacks a lot of error checking and bells and whistles. Again,by LordAshes - Coding
No problem...If you are a descent programmer then you probably will not stick to using WCS to make your applications...but as I said, it can be used as an Introduction To GRRLIB Basics. Since the code is commented (including the Pseudo code commands that you add as the user) it will quickly teach you how various things are done in GRRLIB. Then, for the fine details, you can consult the documentatby LordAshes - Coding
I also use GRRLIB and I find it very easy to use if you do not require complex construction. I have used it for all kinds of 2D stuff including displaying backgrounds, displaying sprites, displaying animated sprites. GRRLIB supports transparency although it does not have routines for Fine Collision detection (i.e. checking actual pixels in the images to see if non-tranpsarent pixels have collidedby LordAshes - Coding
Here are a few programs that will do what you want but they are not free (although they have free trails)... No free trial (as far as I can tell but claims to bo through all firewalls)...by LordAshes - Offtopic
Okay...so now the code is: #include #include // Object Structure typedef struct { int x, y; void *image_data; } ObjectType; typedef struct { int width; int height; } StaticImageType; typedef struct { int width, height; int tile_width, tile_height; int min_frame, current_frame, max_frame; } AnimatedImageType; // Create 100 Objects ObjectType Objs[100by LordAshes - Offtopic
Besides the addition of the Static and Non-Static flag...which is something I would obviously have (but did not include in the example)...the only change seems to be that you did a cast to (void*)...Thanks...I will check if that was my problem.by LordAshes - Offtopic
I have heard of such a thing...the client is web based and the server requires a server install... However, I don't recall the name of the program. I was not using it myself...it was a vendor that was using it.by LordAshes - Offtopic
Do you have a proper MAKEFILE in that directory? If not copy the MAKEFILE from one of the other examples.by LordAshes - Offtopic
Here is a simplified example of what I want to do but can't seem to get it working right... // Object Structure typedef sturct { int x; int y; void *image_data; } ObjectType; // Static Image Structure typedef struct { int width; int height; } StaticImageType; // Animated Image Structure typedef structure { int width; int height; int tile_width;by LordAshes - Offtopic
Previously I posted about doing Fine Collision. Fine Collision, as opposed to Rough Collision, involves checking not only that sprites overlap but that non-transparent pixels in the sprites overlap. For example, a ball sprite has transparent corners which, when overlapping with another sprite, would cause Rough Collision but not Fine Collision. Anyway, I wrote some code for doing this detectioby LordAshes - Coding
Quotemdbrim"moot" not "mute" :D What? You want me to be an engineer AND spell correctly? Quotemdbrim Quotemdbrim yes you can draw your stuff outside a while loop... we usually have it in the loops so that things can change (animation, switches, etc) Thanks. Daid already confirmed this for me. Quotemdbrim Partial screen updating (like cale mentioned) wouldn't be really worth iby LordAshes - Coding
Quotecalvinss4I didn't miss the point; quite the opposite actually. Of course you can leave an image on the screen; the VIDEO framework isn't going to refill the screen unless you tell it to. Well this was the main question that I was asking. I wanted to make sure that the Wii hardware does not use some sort of weird volitile video memory (something similar to a capacitor) which reby LordAshes - Coding
QuoteDaidDouble buffering makes is almost a requirement to redraw everything. As you don't have the buffer of the previous frame to draw on, but of the frame before that. (So while you see Buffer 1 on the screen, you draw on Buffer 2, and then you view Buffer 2 and draw on Buffer 1) So 99% of the time it's easier to do a full redraw. But you can get away by not drawing anything anby LordAshes - Coding
Quotecalvinss4If you have a static background you can just render it into a texture and draw it on a full screen quad every frame. I think you might have missed the point of what I was asking. I am asking if it is necessary to re-render the screen every frame. If there is no change, is it necessary to clear the screen and re-render it or can you just sit idle with the last render displayed untiby LordAshes - Coding
I have noticed that all the code written for Wii (and maybe I have just not seen an exception) basically creates a look that re-draws the entire screen every frame. Is this done just for convenience (i.e. so that code like Wiimote data can be refreshed, etc) or is this done because of some hardware issue which requires the screen to be refreshed? Let me illustrate with a simple example, conby LordAshes - Coding
Oh, I see...I found the license.txt file (previous to the post) but I did not realize that this was the official MIT license. Thanks for the info. In that case I already have it prepare for inclusion with WGS and I am trying to convince the author to make a About box which also provides credit to the GRRLIB team.by LordAshes - Coding
Thanks for the info. Actually the program I was referring to (that I am working on) is Wii Construction Set. It is similar to WGS but it does not automatically compile the game (so that it is evident that that part of the process is done by DevKitPro) and it generates much cleaner and well documented c-code so that it can be used by beginner programmers to learn some of the Wii related c-code.by LordAshes - Coding
Quoteyellowstar No, you can retrieve binary files with HTTP. Just receive the headers, and when you reach a line/"header" with only "\r\n"(line length less than 3) you reached the end of the headers. Then write the received data that follows the empty line to your file buffer. Here's my HTTP implementation: This library doesn't work on Wii due to strange unknown networking errors, butby LordAshes - Coding
The trick that I use is to add file access to the project and then dump out text to the file at various points in the project to see where it is getting and where it is not getting. So basically I create a file on my SD card called debug.txt (or something similar) and the add, to my program, a function that takes a string input, opens the debug.txt file for appending, writes the string input tby LordAshes - Coding
Well if they are c files then that means they are text files so it means you should be able to use a regular HTTP GET request for them without having to use any sort of a decoder. If you were using binary files, such a (compiled c-code) executable or picture files, the files would need to be encoded on the server so that they can be sent in a regular HTTP GET request. This means that the clienby LordAshes - Coding
I seem to recall some people mentioning that GRRLIB uses the gpl v3 license. However, the Trunk download that I have (as far as I know it the the complete official download) which comes with the doxygen documentation has a license file which does not seem to be gpl v3. In the end the two licenses may ammount to the same thing but they are not the same. Is this correct? I tried to read theby LordAshes - Coding
Hmmm...I'll have to check back to see if that was my problem too...I doubt it but you never know until you check...by LordAshes - Coding
There are network functions, in libogc, that you can call to basically do socket type communication. A webserver is just a socket server which responds on a specific port (usually 80 but can be different) and replies with some text messages in response to properly formatted requests from the Client. If the files that you are downloading are not text based you may need to implement some code toby LordAshes - Coding
Could this be some kind of a common effect accross graphics libraries...I think I had the same problem using GRRLIB when resizing a sprite to a smaller size (size smaller than the initial texture). I ended up solving the problem the brute force method...re-creating the smaller texture using my own code...but I think there is probably a way around this.by LordAshes - Coding
QuotemdbrimI'm currently working on the grrlib one right now and making some changes to the other variables as well (drawing names under images etc) so it seems we are both working on the same thing at the same time. Excellent. Carry on. My wrapper will probably be quite simple for very basic users so it will probably not have all the bells and whistles of a proper GRRLIB implementation. Fby LordAshes - Coding
I would check out: It is someone's Wii Web Server and the source code is downloadable. I would imagine that a Web Server has to have code for sending strings of data to the client (e.g. in response to the client requests). You should be able to mod it for a single character if that is what you need.by LordAshes - Coding
So if you use 0xFFFFFFFF then the texture gets drawn it its unmodified colors. Whereas any components that are less than 0xFF will have less of that color present, correct? (Hence why drawing the texture with 0xFF0000FF leaves only the red component, correct?) And the same applies for the Alpha channel? So drawing the texture with 0xFFFFFF77 would draw the texture in its original colors but paby LordAshes - Coding
I have what I believe to the a complete GRRLIB download which includes all the Doxygen documentation. However in my opinion it still leaves some questions unanswered and I have not really found a good source to answer them. The definition of the GRRLIB_DrawImg function is as follows: QuoteGRRLIB_Doc void GRRLIB_DrawImg ( const f32 xpos, const f32 ypos, const GRRLIB_texImg * tex,by LordAshes - Coding
Doh! I knew it was something simple that was causing all that headache for me. Thanks...I am sure that is the problem. Finally I will be able to move the arrays out of the header file!by LordAshes - Coding