I was unsure in which forum section to put this, but since "hacking" is much easier with debug tools I thought this might be a good place to start. I am working on a homebrew 2D platform game that generates textures on the fly from game specific files stored on the SD card (it's a remake of a PC game). I integrated ports to Linux and the 3DS which share most of the game code with the Wii version and it runs fine on those platforms and testing on Dolphin in debug mode helped a lot to fix some issues I had before.
Now my game is getting bigger in size and for the sake of simplicity I still use the Devkitpro generated textures on the Wii and 3DS versions. While construction the image that should be converted into a texture at runtime I am getting a lot of DSI crashes on the real Wii hardware (using Wiiload if that makes a difference), running the exact same build on Dolphin works fine and gives no memory errors in the log. It compiles to an uncompressed DOL of arround 4.8MB now of which most is the textures.
From what I could find the USB Gecko is the most recommended solution but I believe it is not sold anymore. I was hoping to hear what others are using and what my debug options are...before I implement a networked version of printf() to at least know where in the code my game crashes exactly.
Now my game is getting bigger in size and for the sake of simplicity I still use the Devkitpro generated textures on the Wii and 3DS versions. While construction the image that should be converted into a texture at runtime I am getting a lot of DSI crashes on the real Wii hardware (using Wiiload if that makes a difference), running the exact same build on Dolphin works fine and gives no memory errors in the log. It compiles to an uncompressed DOL of arround 4.8MB now of which most is the textures.
From what I could find the USB Gecko is the most recommended solution but I believe it is not sold anymore. I was hoping to hear what others are using and what my debug options are...before I implement a networked version of printf() to at least know where in the code my game crashes exactly.