Search found 11 matches
- 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 ...
- 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 ...
- 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
reg,
Danny
- 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.
Eclipse will give you stuff such as code completion, finding declarations/references, refactoring as a bonus too.
- 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 ...
- 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
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
- 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.
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.
- 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 ...
- 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 ...
- 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
reg,
DRS