Search found 35 matches
- Sun Sep 12, 2010 7:29 pm
- Forum: devkitPPC
- Topic: Plans to improve / expand the example apps in devkitPPC?
- Replies: 3
- Views: 7677
Re: Plans to improve / expand the example apps in devkitPPC?
Some examples for RPG games(OR MORE GAMES BECAUSE I WOULD SAY THE EXAMPLES ARE ONLY DOING NON-GAME STUFF)?
The important code to include with a devkit are the technical / platform specific things. It is better to look at PC-based tutorials and open-source games to learn how to program games. If ...
- Tue Aug 31, 2010 5:35 pm
- Forum: Gamecube/Wii Development
- Topic: Problem with light in GX
- Replies: 9
- Views: 15614
Re: Problem with light in GX
But what I don't understand is about GX_SetVtxDesc… How can we use it with multiple vertex desc if we cannot specify the GX_VTXFMT ?
Unfortunately you cannot... it's global for all formats. But it should be cheap enough to enable/disable individual components as required. And you'll probably do a ...
Unfortunately you cannot... it's global for all formats. But it should be cheap enough to enable/disable individual components as required. And you'll probably do a ...
- Tue Aug 31, 2010 8:10 am
- Forum: devkitPPC
- Topic: Commercial Games
- Replies: 20
- Views: 33583
Re: Commercial Games
Does the NDA let you tell me if the Nintendo Tools are a software a machine for disc pressing or a compiler.
The "Nintendo Tools" is all the compilers, libraries and utilities to create a Wii game. You'll need to buy special hardware as well to run and test the game.
Nobody except Nintendo ...
The "Nintendo Tools" is all the compilers, libraries and utilities to create a Wii game. You'll need to buy special hardware as well to run and test the game.
Nobody except Nintendo ...
- Fri Aug 27, 2010 1:17 pm
- Forum: devkitPPC
- Topic: sdloader.bin start address?
- Replies: 2
- Views: 7094
Re: sdloader.bin start address?
I should say sorry for not RTFM... I just remembered that I still have the installer on my HD and the readme even mentions the start address for people who want to replace sdloader.bin: 0x81700000
This small python script will slurp in sdloader.bin and produce a shiny sdloader.dol:
import struct ...
This small python script will slurp in sdloader.bin and produce a shiny sdloader.dol:
import struct ...
- Tue Aug 17, 2010 8:14 pm
- Forum: devkitPPC
- Topic: sdloader.bin start address?
- Replies: 2
- Views: 7094
sdloader.bin start address?
I'm sorry that this is slightly off-topic, but this seems to be the best place: Does anyone remember what the start address for SDLoader.bin is? I'd like to convert it into a DOL to launch with a max drive pro...
- Tue Nov 10, 2009 8:12 am
- Forum: Gamecube/Wii Development
- Topic: how to use bump mapping?
- Replies: 6
- Views: 15570
Re: how to use bump mapping?
That's quite a neat technique! I've got to try that sometime.
- Wed Oct 28, 2009 11:54 pm
- Forum: Gamecube/Wii Development
- Topic: how to use bump mapping?
- Replies: 6
- Views: 15570
Re: how to use bump mapping?
I re-uploaded it at http://bin.mypage.sk/FILES/bumpmap_demo.zip , but it may expire in a few days. It would be great if anyone has a chance to permanently host it.
Disclaimers:
- This was written for Game Cube, so you may need to do changes to run it on Wii. All the TEV setup should be identical ...
Disclaimers:
- This was written for Game Cube, so you may need to do changes to run it on Wii. All the TEV setup should be identical ...
- Sun Oct 25, 2009 10:19 am
- Forum: Gamecube/Wii Development
- Topic: how to use bump mapping?
- Replies: 6
- Views: 15570
Re: how to use bump mapping?
There are three ways to do bumpmapping on Wii:
- emboss mapping: Put a displacement map into two texture channels and use GX_TG_BUMP0 on the second texgen to distort the texture coordinates based on the light position. In the TEV subtract the second texture from the first texture.
-- pro: cheap'n ...
- emboss mapping: Put a displacement map into two texture channels and use GX_TG_BUMP0 on the second texgen to distort the texture coordinates based on the light position. In the TEV subtract the second texture from the first texture.
-- pro: cheap'n ...
- Sat Jul 18, 2009 7:30 pm
- Forum: Gamecube/Wii Development
- Topic: Trying to understand the exception
- Replies: 5
- Views: 8854
Re: Trying to understand the exception
Do you have -g in the linker flags, when you create the elf, as well?
BTW: For a test find the address of main(), and see if you can resolve it from the address. And there is a chance that the crash is outside your program.
Have a look at the map file, or the section information printed by readelf ...
BTW: For a test find the address of main(), and see if you can resolve it from the address. And there is a chance that the crash is outside your program.
Have a look at the map file, or the section information printed by readelf ...
- Fri Jul 17, 2009 8:23 pm
- Forum: Gamecube/Wii Development
- Topic: Trying to understand the exception
- Replies: 5
- Views: 8854
Re: Trying to understand the exception
¿What's a DSI exception?
An illegal memory access, most likely an invalid or NULL pointer.
¿How could I translate de Stack Dump into lines of my code?
Usage: ./powerpc-gekko-addr2line [option(s)] [addr(s)]
Convert addresses into line number/file name pairs.
If no addresses are specified on ...
An illegal memory access, most likely an invalid or NULL pointer.
¿How could I translate de Stack Dump into lines of my code?
Usage: ./powerpc-gekko-addr2line [option(s)] [addr(s)]
Convert addresses into line number/file name pairs.
If no addresses are specified on ...