Search found 4 matches

by barfoo34
Sun Feb 04, 2024 7:22 am
Forum: Gamecube/Wii Development
Topic: SDL 1.2 without mouse emulation
Replies: 12
Views: 1158

Re: SDL 1.2 without mouse emulation

If using SDL2 is an option, then the Wiimote is supported as a mouse there.
by barfoo34
Sat Dec 23, 2023 8:00 pm
Forum: Gamecube/Wii Development
Topic: Accelerated blitting in SDL and framebuffer access
Replies: 1
Views: 1016

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...
by barfoo34
Tue Nov 28, 2023 9:33 pm
Forum: Gamecube/Wii Development
Topic: Accelerated blitting in SDL and framebuffer access
Replies: 1
Views: 1016

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...
by barfoo34
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: 6110

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...