Search found 1842 matches

by WinterMute
Sat Mar 08, 2008 2:43 pm
Forum: Bug Reports
Topic: Memory issue ? [solved]
Replies: 5
Views: 9875

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: 7119

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: 5463

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: 5408

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: 17913

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: 6154

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: 4601

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

Fixed in CVS, thanks for that.
by WinterMute
Mon Feb 11, 2008 3:31 pm
Forum: Bug Reports
Topic: libogc: malloc hangs instead of returning NULL on failure.
Replies: 2
Views: 6734

Re: libogc: malloc hangs instead of returning NULL on failure.

Definitely not your bug. I found some old default newlib code in the malloc support functions - not really sure why the default behaviour is to abort on failure tbh. Fixed in CVS, hopefully won't be too much longer before we get the next toolchain iteration out there.
by WinterMute
Sat Feb 09, 2008 5:00 pm
Forum: Bug Reports
Topic: libogc: Pads unusable if unplugged then plugged back in
Replies: 8
Views: 17913

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

We'll need a testcase I think, currently this works for me although I'm using current CVS & the next toolchain iteration.
by WinterMute
Sat Jan 26, 2008 2:42 pm
Forum: GBA Development
Topic: the bss section
Replies: 5
Views: 33249

Re: the bss section

.data is already in ewram. My .map file seems to disagree with you: Heh, that's what I get for relying on memory & not going back to check the linkscripts before responding. Actually .data probably would be better off in ewram instead. I'm not so sure about bss, it really depends on how people ...