Search found 12 matches

by antidote
Tue Mar 22, 2016 8:12 pm
Forum: Gamecube/Wii Development
Topic: FBX and libogc?
Replies: 4
Views: 9419

Re: FBX and libogc?

If you can translate the information to something GX can use, then you can certainly use FBX. FBX is simply a container, nothing more.
by antidote
Mon Nov 09, 2015 2:51 am
Forum: Gamecube/Wii Development
Topic: Gamecube ASCII controller support
Replies: 2
Views: 7446

Re: Gamecube ASCII controller support

PAD interacts directly with the SI bus to interact with the controller, the protocol to talk to the controller is very specific and is completely unrelated to other controllers, what you put forward just isn't possible with PAD. EDIT: Further, even if it were possible, it's not within the scope of P...
by antidote
Mon Jan 05, 2015 5:42 am
Forum: Gamecube/Wii Development
Topic: Wii Codelite Template
Replies: 1
Views: 5293

Wii Codelite Template

Can someone test this on mac and windows? It works fine on linux so long as the DEVKITPRO and DEVKITPPC variables are set.
https://dl.dropboxusercontent.com/u/217 ... mplate.zip

I haven't created a GC template yet, but that should be rather easy to do.
by antidote
Sun Dec 28, 2014 6:40 am
Forum: Gamecube/Wii Development
Topic: Wii - debug through wifi
Replies: 7
Views: 10897

Re: Wii - debug through wifi

@DRS, you can't run your program and gdb at the same time on the Wii. The Wii "os" isn't designed to be multitasking.
by antidote
Fri Aug 23, 2013 10:00 pm
Forum: Gamecube/Wii Development
Topic: Bug in __card_getfilenum
Replies: 1
Views: 4469

Bug in __card_getfilenum

__card_getfilenum uses strnicmp instead of simply stricmp, this causes incorrect behavior when two files have similar filenames e.g, gczelda (TWW) and gczelda2 (TP)

Here is a patch that corrects this behavior:
https://dl.dropboxusercontent.com/u/217 ... icmp.patch
by antidote
Mon Aug 05, 2013 5:33 am
Forum: devkitPPC
Topic: Help creating Static Polygons for fast drawing
Replies: 20
Views: 25656

Re: Help creating Static Polygons for fast drawing

It can be done via a model editor, each group (called an object in blender) is part of the model, you just have to handle that in your loader code. Each "object" is loaded into a display list and called in the order specified by the model, the code is really dependent on the format and posting an ex...
by antidote
Sun Jul 28, 2013 8:44 pm
Forum: Gamecube/Wii Development
Topic: Textures directly from files
Replies: 8
Views: 9974

Re: Textures directly from files

is the texture resolution in powers of 2?
by antidote
Sun Jul 28, 2013 8:42 pm
Forum: Gamecube/Wii Development
Topic: Help with making an app
Replies: 3
Views: 5970

Re: Help with making an app

WII_LaunchTitle(0x000100014e414545ULL)
The launch title is in hex so you have to use the hex donation ('0x' in c/c++)
by antidote
Sun Jul 28, 2013 8:30 pm
Forum: devkitPPC
Topic: Help creating Static Polygons for fast drawing
Replies: 20
Views: 25656

Re: Help creating Static Polygons for fast drawing

Vertex groups, split the model you wish to render into groups and each group can be a list.
Not the most elegant solution but it does get around your issue.
by antidote
Thu Oct 04, 2012 7:36 am
Forum: Gamecube/Wii Development
Topic: Can libogc handle JPEG images by itself?
Replies: 1
Views: 4586

Re: Can libogc handle JPEG images by itself?

libOGC only provides functions for interacting with the hardware, you'll need to use libjpeg for jpeg support.