Search found 40 matches
- Thu Jul 23, 2015 2:52 am
- Forum: Gamecube/Wii Development
- Topic: Wii Speak compatible
- Replies: 1
- Views: 7608
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 i...
- Wed Jul 08, 2015 7:43 am
- Forum: DS/DSi Development
- Topic: loading 512x512 background
- Replies: 4
- Views: 11394
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.
- Sun Dec 28, 2014 7:12 am
- Forum: devkitPPC
- Topic: Function to Kill a thread in LWP
- Replies: 2
- Views: 13146
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.
- Mon Dec 15, 2014 4:39 am
- Forum: Bug Reports
- Topic: gettimeoftheday, clock_gettime, tick_microsecs, tick_nanosec
- Replies: 3
- Views: 10434
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...
- Wed Sep 17, 2014 1:46 am
- Forum: Gamecube/Wii Development
- Topic: Classic controllers returning invalid calibration data
- Replies: 3
- Views: 12637
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 } ...
- Mon Mar 31, 2014 4:05 pm
- Forum: Gamecube/Wii Development
- Topic: mem1 & mem2 management questions
- Replies: 14
- Views: 27572
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 ...
- Mon Mar 31, 2014 3:10 pm
- Forum: Gamecube/Wii Development
- Topic: register difference between TVNtsc480IntDf and TVNtsc480Prog
- Replies: 1
- Views: 6895
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.
- Sat Jan 18, 2014 1:46 pm
- Forum: Gamecube/Wii Development
- Topic: mem1 & mem2 management questions
- Replies: 14
- Views: 27572
Re: mem1 & mem2 management questions
Do you also reset mem2_start to NULL?
- Sat Jan 11, 2014 2:38 am
- Forum: Gamecube/Wii Development
- Topic: mem1 & mem2 management questions
- Replies: 14
- Views: 27572
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 con...
- Sat Oct 12, 2013 5:45 pm
- Forum: Gamecube/Wii Development
- Topic: mem1 & mem2 management questions
- Replies: 14
- Views: 27572
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...