Search found 1845 matches

by WinterMute
Sun Mar 09, 2008 11:47 am
Forum: Gamecube/Wii Development
Topic: Changelog ?
Replies: 1
Views: 5739

Re: Changelog ?

We'll have a look at doing a proper changelog at some point. A lot of the work we did on this release was merging Shagkur's sources with mine and unfortunately it's a bit difficult to determine what happened where. The main differences from the user perspective are the updates to the toolsets ( binu...
by WinterMute
Sat Mar 08, 2008 11:26 pm
Forum: Gamecube/Wii Development
Topic: How to contribute Source Changes
Replies: 1
Views: 5641

Re: How to contribute Source Changes

Any contributions should be submitted as a unified diff against CVS HEAD and posted to the [url=http://sourceforge.net/tracker/?group_id=114505&atid=668553]patch tracker[url] provided on SourceForge. I just saw your patch as I was writing this post - sorry it got rejected, the general devkitPro ...
by WinterMute
Sat Mar 08, 2008 2:43 pm
Forum: Bug Reports
Topic: Memory issue ? [solved]
Replies: 5
Views: 9890

Re: Memory issue ?

It's difficult to say without further information and, unfortunately, we don't really have the time to examine large projects in any detail. The issue is likely to be related to some code which is interpreted differently with the latest gcc version. The first thing I'd do with a problem like this is...
by WinterMute
Sat Mar 01, 2008 11:00 am
Forum: Bug Reports
Topic: libogc: (wii) gu.c:(.text.guPerspective+0x44): undefined ref
Replies: 2
Views: 7125

Re: libogc: (wii) gu.c:(.text.guPerspective+0x44): undefined ref

This isn't really a bug as such, the template doesn't use libm so it wasn't added to the libraries in there. I might as well just add it to the template though, it's likely that most cube/wii code will be using libm functions eventually. Just add -lm to the LIBS line in the makefile like this :- #--...
by WinterMute
Mon Feb 11, 2008 5:26 pm
Forum: Gamecube/Wii Development
Topic: correct way to allocate memory below the entry point?
Replies: 1
Views: 5474

Re: correct way to allocate memory below the entry point?

Is there any reason why you want to worry about allocating the memory "nicely"? libogc apps manage their own memory pool so really it doesn't matter how you allocate things in a launcher. Personally I'd tend to just load the new app being launched straight to where it's supposed to go &...
by WinterMute
Mon Feb 11, 2008 5:21 pm
Forum: Gamecube/Wii Development
Topic: Specify per project stack size?
Replies: 1
Views: 5417

Re: Specify per project stack size?

That might be a useful feature to have actually. You can adjust the stack size per thread using LWP_CreateThread though and, fwiw, the main function in a libogc app is actually the first thread started by the microkernel. So, something like this will let you manage the stack size in your code. stati...
by WinterMute
Mon Feb 11, 2008 3:35 pm
Forum: Bug Reports
Topic: libogc: Pads unusable if unplugged then plugged back in
Replies: 8
Views: 17930

Re: libogc: Pads unusable if unplugged then plugged back in

Well, yeah. You should be using the scanpads function or at least providing the same functionality we have in there now. That's one of those lot check items commercial games have to deal with too - input failure after replugging pads is a big no no.
by WinterMute
Mon Feb 11, 2008 3:32 pm
Forum: Bug Reports
Topic: libogc: Card Init / Reinit Problem
Replies: 2
Views: 6161

Re: libogc: Card Init / Reinit Problem

The unmount solution seems good to me, I've changed that in CVS now. Thanks.
by WinterMute
Mon Feb 11, 2008 3:31 pm
Forum: Bug Reports
Topic: libogc: <ogc/lwp_watchdog.h> #includes <lwp_queue.h>
Replies: 1
Views: 4609

Re: libogc: <ogc/lwp_watchdog.h> #includes <lwp_queue.h>

Fixed in CVS, thanks for that.