Search found 4 matches
- Sun Feb 04, 2024 7:22 am
- Forum: Gamecube/Wii Development
- Topic: SDL 1.2 without mouse emulation
- Replies: 12
- Views: 1307
Re: SDL 1.2 without mouse emulation
If using SDL2 is an option, then the Wiimote is supported as a mouse there.
- Sat Dec 23, 2023 8:00 pm
- Forum: Gamecube/Wii Development
- Topic: Accelerated blitting in SDL and framebuffer access
- Replies: 1
- Views: 1094
Re: Accelerated blitting in SDL and framebuffer access
Replying to myself: I've discarded the option of directly exposing the EFB, because -- for some reason I haven't yet understood -- it causes the Wii to lock up when writing more than a few pixels. A single pixel access works fine, but as soon as I start filling up some rects (let alone the whole scr...
- Tue Nov 28, 2023 9:33 pm
- Forum: Gamecube/Wii Development
- Topic: Accelerated blitting in SDL and framebuffer access
- Replies: 1
- Views: 1094
Accelerated blitting in SDL and framebuffer access
Hi there! I'm playing with libSDL for the Wii/GC with the goal of implementing accelerated blitting. I'm making some changes to the pipeline (such as removing the flipping thread and using a pair of XFB, like GRRLIB does) while reading the GX documentation, and I got to a point where I have a choice...
- Tue Jan 17, 2023 5:30 pm
- Forum: GBA Development
- Topic: Volatile now required for access to SRAM/VRAM unlike past versions
- Replies: 3
- Views: 6210
Re: Volatile now required for access to SRAM/VRAM unlike past versions
The "volatile" just tell the compiler that you must generate real load/store instructions. However,the compiler can still use any type of load/store instruction for performance as long as the result is consistent with the semantics expressed by the C code. So the problem here is not the b...