Hi,
I know that to use the file system I need to call fatInitDefault().
But how can I have the list all disks available?
And: only device with FAT partitions are visible?
And, about this: there is the possibility to have a port of libntfs-3g for the wii/gamecube too?
Thanks in advance for the help.
Search found 91 matches
- Sat May 18, 2024 6:07 pm
- Forum: Gamecube/Wii Development
- Topic: Questions about the filesystem
- Replies: 0
- Views: 561
- Fri Apr 19, 2024 10:04 am
- Forum: Bug Reports
- Topic: devkitPro toolchain install issues on Windows 11 using graphical installer v3.0.3
- Replies: 5
- Views: 930
Re: Newbie need help with msys2
I remember I had same problem and the guilty was antivirus that saw bash as an infected executable.
Try temporary disable it during installation and run bash.
Try temporary disable it during installation and run bash.
- Thu Feb 22, 2024 7:13 am
- Forum: devkitPPC
- Topic: Big problem: include files with same name
- Replies: 7
- Views: 635
Re: Big problem: include files with same name
Porting OpenXcom is not so hard. "Standard" Makefile seem to do his work :D My problems with the port are related to SDL for Wii: - No default mouse emulation using wiimote (Do you remember? :) ) - And (more hard to solve) no keyboard for input base name :cry: (This is the reason of my SDL...
- Wed Feb 21, 2024 10:02 pm
- Forum: devkitPPC
- Topic: Big problem: include files with same name
- Replies: 7
- Views: 635
Re: Big problem: include files with same name
Hi, finally I find the problem. Was in my Makefile. I don't remember when and why I addedd this crazy instruction... :oops: #--------------------------------------------------------------------------------- # build a list of include paths #------------------------------------------------------------...
- Mon Feb 19, 2024 2:06 pm
- Forum: devkitPPC
- Topic: Big problem: include files with same name
- Replies: 7
- Views: 635
Re: Big problem: include files with same name
Hi, problems are in the Wii environment. These is the include list of my application: echo -iquote /e/WIIdev/OpenXcom-wii/include -I/opt/devkitpro/portlibs/wii/include -I/opt/devkitpro/portlibs/ppc/include -I/opt/devkitpro/portlibs/wii/include/MLlib/ -I/opt/devkitpro/portlibs/wii/include/SDL/ -I/opt...
- Sun Feb 18, 2024 10:53 am
- Forum: devkitPPC
- Topic: Big problem: include files with same name
- Replies: 7
- Views: 635
Re: Big problem: include files with same name
Added my Makefile. There is some mistake? #--------------------------------------------------------------------------------- # Clear the implicit built in rules #--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------...
- Sun Feb 18, 2024 10:29 am
- Forum: devkitPPC
- Topic: Big problem: include files with same name
- Replies: 7
- Views: 635
Big problem: include files with same name
Hi, I have problems when recompile stable source code that uses assert() and include <assert.h>. The problems appear to be due to the include assert.h in the FLAC directory which is used instead of the one in powerpc-eabi/include/assert.h. find /opt/devkitpro/ -name "assert.h" /opt/devkitp...
- Thu Feb 08, 2024 4:39 pm
- Forum: Gamecube/Wii Development
- Topic: SDL 1.2 without mouse emulation
- Replies: 12
- Views: 1304
- Wed Feb 07, 2024 6:27 pm
- Forum: devkitPPC
- Topic: libfreetype link problems after last update
- Replies: 12
- Views: 1208
Re: libfreetype link problems after last update
ppc-freetype-2.13.2-3
Problem solved!
Thankyou.
Problem solved!
Thankyou.
- Tue Feb 06, 2024 8:49 am
- Forum: Gamecube/Wii Development
- Topic: SDL 1.2 without mouse emulation
- Replies: 12
- Views: 1304
Re: SDL 1.2 without mouse emulation
I doubt that someone plug a mouse in a Wii.
I think that SDL for Wii must provide mouse emulation via Wiimote 0 without particular settings or calls to subroutine to enable it (original porting of SDL for Wii did it by default).
But this is only my opinion. I'm not the maintainer of SDL for Wii.
I think that SDL for Wii must provide mouse emulation via Wiimote 0 without particular settings or calls to subroutine to enable it (original porting of SDL for Wii did it by default).
But this is only my opinion. I'm not the maintainer of SDL for Wii.