Search found 40 matches

by tueidj
Thu Jul 23, 2015 2:52 am
Forum: Gamecube/Wii Development
Topic: Wii Speak compatible
Replies: 1
Views: 5484

Re: Wii Speak compatible

There's a problem with the wii speak - it doesn't have any stored firmware. Every wii speak game has a "blob" of firmware data embedded within it which it uploads to the wii speak to make it work. Any homebrew apps would need to do the same, which would be illegal since the firmware blob is Nintendo...
by tueidj
Wed Jul 08, 2015 7:43 am
Forum: DS Development
Topic: loading 512x512 background
Replies: 4
Views: 7992

Re: loading 512x512 background

Sounds more like bg_rockfieldMap is a u8 array when the code expects it to be a u16 array, resulting in incorrect pointer math.
by tueidj
Sun Dec 28, 2014 7:12 am
Forum: devkitPPC
Topic: Function to Kill a thread in LWP
Replies: 2
Views: 4901

Re: Function to Kill a thread in LWP

Any situation where you need to kill a thread is a result of bad coding/design elsewhere.
by tueidj
Mon Dec 15, 2014 4:39 am
Forum: Bug Reports
Topic: gettimeoftheday, clock_gettime, tick_microsecs, tick_nanosec
Replies: 3
Views: 5902

Re: gettimeoftheday, clock_gettime, tick_microsecs, tick_nan

The RTC does not provide sub-second accuracy so using the CPU timebase is the only logical choice. The fact that they're not aligned is irrelevant; even if they were, they are being accessed separately at different points in time instead of using a single atomic tick value to calculate both tv_sec a...
by tueidj
Wed Sep 17, 2014 1:46 am
Forum: Gamecube/Wii Development
Topic: Classic controllers returning invalid calibration data
Replies: 3
Views: 8175

Re: Classic controllers returning invalid calibration data

If this is ever going to be fixed I propose adding wii u pro controller support at the same time: Index: gc/wiiuse/wiiuse.h =================================================================== --- gc/wiiuse/wiiuse.h (revision 4915) +++ gc/wiiuse/wiiuse.h (working copy) @@ -245,7 +245,7 @@ CMD_DONE } ...
by tueidj
Mon Mar 31, 2014 4:05 pm
Forum: Gamecube/Wii Development
Topic: mem1 & mem2 management questions
Replies: 14
Views: 18814

Re: mem1 & mem2 management questions

Snarky comments aren't really that helpful tbh. I had this discussion several times during commercial dev work as well and we never managed to find a situation where a custom allocator actually had a significant benefit. I used a custom allocator once to avoid the overhead of newlib in a GBA based ...
by tueidj
Mon Mar 31, 2014 3:10 pm
Forum: Gamecube/Wii Development
Topic: register difference between TVNtsc480IntDf and TVNtsc480Prog
Replies: 1
Views: 4801

Re: register difference between TVNtsc480IntDf and TVNtsc480

You need to change quite a few other registers, mainly the ones that control vertical timings for both fields.
by tueidj
Sat Jan 18, 2014 1:46 pm
Forum: Gamecube/Wii Development
Topic: mem1 & mem2 management questions
Replies: 14
Views: 18814

Re: mem1 & mem2 management questions

Do you also reset mem2_start to NULL?
by tueidj
Sat Jan 11, 2014 2:38 am
Forum: Gamecube/Wii Development
Topic: mem1 & mem2 management questions
Replies: 14
Views: 18814

Re: mem1 & mem2 management questions

You're right. DevkitPPC uses dlmalloc for its malloc implementation, from memory it has a "trim" function that releases memory back to sbrk when a certain amount is unallocated (in this case it must be at the "top"). Unfortunately it's configured to treat all sbrk'd memory as contiguous so it does t...
by tueidj
Sat Oct 12, 2013 5:45 pm
Forum: Gamecube/Wii Development
Topic: mem1 & mem2 management questions
Replies: 14
Views: 18814

Re: mem1 & mem2 management questions

It's not quite that simple. sbrk allocates RAM from the heap to the memory manager in newlib. When you release memory using free it becomes available through malloc regardless of where the heap pointer might be. The only memory that gets "lost" is the gap at the end of MEM1 when moving to MEM2. Unf...