Search found 11 matches

by DRS
Sat Nov 03, 2012 1:51 am
Forum: devkitPPC
Topic: ppc-eabi, get stack backtrace
Replies: 1
Views: 8114

Re: ppc-eabi, get stack backtrace

I unit tested it a bit so it may not work every time, but I created something to start with: int backtrace (void **buffer, int size) { int depth; u32 stackptr, lr, *addr; // get link register asm volatile ("mflr %0" : "=r"(lr)); // link register is assigned to depth[0] buffer[0] = (void *) (lr - 4 ...
by DRS
Wed Oct 31, 2012 1:42 pm
Forum: devkitPPC
Topic: ppc-eabi, get stack backtrace
Replies: 1
Views: 8114

ppc-eabi, get stack backtrace

Hi, I was wondering, if an exception occurs the stack backtrace is shown, and code locations can be looked up with addr2line. According to GNU C++, the same can be achieved using the backtrace function that is defined in execinfo.h. This file doesn't seem to be available in devkitPPC. My question is ...
by DRS
Fri Aug 10, 2012 5:56 pm
Forum: Gamecube/Wii Development
Topic: Wii - debug through wifi
Replies: 7
Views: 16912

Re: Wii - debug through wifi

Would it be possible to run a ppc version of gdb on the wii itself? Or would that suffer from the same interrupt issues?

reg,

Danny
by DRS
Fri Aug 10, 2012 12:33 pm
Forum: devkitPPC
Topic: Request for Programmers Notepad
Replies: 4
Views: 11867

Re: Request for Programmers Notepad

Why don't you use Eclipse+CDT and either Wiiclipse plugin or configure it to run 'make target' in msys.

Eclipse will give you stuff such as code completion, finding declarations/references, refactoring as a bonus too.
by DRS
Sat Jul 14, 2012 3:38 pm
Forum: Gamecube/Wii Development
Topic: DRAM not fully accessible
Replies: 2
Views: 7621

Re: DRAM not fully accessible

Thanks for your insight! You really know the good stuff. And it completely makes sense to me that your goals with devkit ppc are a bit broader than 'fighting' Nintendo;) I guessed that it would be due some OS stuff, but 12MB still seems a lot. It would be nice if some redundant services could be ...
by DRS
Sat Jul 14, 2012 2:03 am
Forum: Gamecube/Wii Development
Topic: DRAM not fully accessible
Replies: 2
Views: 7621

DRAM not fully accessible

Hi,

I've been wondering this for about 3 years now. The Wii has 64MB of DRAM available. Why is it that only 52MB of that can be allocated? Does anyone know a way to work around it?

reg,

Danny
by DRS
Sat Mar 13, 2010 2:00 pm
Forum: Gamecube/Wii Development
Topic: 50hz / 60hz
Replies: 3
Views: 5894

Re: 50hz / 60hz

Nice to see people answering their own questions:)

Do you also emulate a 60/50Hz display interrupt? In the days computers didn't have high precision timers yet programs could use display interupts for timing. But I'm sure you are aware of that.
by DRS
Mon Dec 21, 2009 1:56 pm
Forum: Gamecube/Wii Development
Topic: Is lighting broken in libogc?
Replies: 7
Views: 9980

Re: Is lighting broken in libogc?

I think I download devkit in april or perhaps may this year but for me lighting is working correctly. Note that GXSetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_NONE); creates an on/off behaviour on actual hardware. To get actual cosine attenuation you have ...
by DRS
Sat Dec 19, 2009 7:04 pm
Forum: Gamecube/Wii Development
Topic: how to use bump mapping?
Replies: 6
Views: 13093

Re: how to use bump mapping?

Thanks! Though I'm a bit confused how to compute the normal mtx. I'd say modelview minus the translation. I'm not sure, but I suppose that can be achieved by applying mtxinverse, mtxtranspose and a mtx inverse. But doing that makes the bumps hard to see. Any ideas? Anyway, I'm implementing this and ...
by DRS
Fri Nov 06, 2009 3:17 pm
Forum: Gamecube/Wii Development
Topic: GX_ReadBoundingBox
Replies: 0
Views: 3265

GX_ReadBoundingBox

Is anyone working on a libogc GXReadBoundingBox yet? And, say thay you draw a poly which completely fails the z test (the polygon is behind others and has no visible pixels), does it leaves the bounding box unaffected?

reg,

DRS