1. nitr8

    OP nitr8 GBAtemp Regular
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    I can't answer this question for sure at this moment. The fact is that i haven't been able to fix the bug in the past. The bluetooth module works that's for sure as the Wiimote i'm using definitely DOES connect to the NDEV as soon as it's synced but using libOGC then in the end, it tries to connect upon booting but error's out with code 17 03 where 17 00 should be. As long as this is not being resolved, there may never be any Bluetooth support.

    The strange thing is that with this error, the Wiimote seems to be connected to the NDEV but ALL of the 4 LED's are offline and from what i can see by the debug logs, there seems to be a connection because as soon as you hit a button, there is a reply upon pressing / releasing. MAYBE this is a buffer related thing / structure packing related thing - i simply don't know. In theory it should have been working because the code is STOCK (original). But whatever release i use of libBTE / libwiiuse... i ALWAYS get the same result in the end.

    ...and not to forget: WinterMute regrets giving ANY kind of support. I almost tried at the devkitpro forums: NO RESPONSE. That's not the way how you should deal with people using your stuff.

    EDIT:

    As it turns out, OGG playback seems to be working without stuttering after enabling a long introduced feature that i had already implemented back in 2015 but didn't enable at the time because the original code was working for the Wii but that method didn't on the NDEV.

    I just enabled the usage of SDL's memory Read/Write operations and this seems to be working.
    The original feature was once implemented into the NightDiveStudio's Strife: VE port.

    It looks like setting the screen bits per pixel to 32 makes the OGG music stutter again. 8bpp and 16bpp do not stutter whereas 16bpp are normally used for this port.

    Time to get some beer...
     
    Last edited: May 12, 2019
  2. nitr8

    OP nitr8 GBAtemp Regular
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    BIG, GREAT, OUTSTANDING NEWS:
    ---------------------------------

    WIIMOTE WORKING!!!

    It turned out, structure packing / alignment was NOT working the way it should for the MetroWerks C-Compiler.

    NOW IT DOES!!!

    So it looks like if you compile using GCC and do "__attribute__((packed))" then alignment will fit. But it doesn't work this way for the MWCC. You MUST do

    #pragma pack(push, *)
    ... (THE STRUCT BEING PACKED)
    #pragma pack(pop)

    Corresponding code now has been added to the structs of libOGC, libBTE and libwiiuse.

    Finally i can continue looking into the game itself, instead of just staring at library code like i did the last few weeks.
     
    Last edited: May 16, 2019
  3. MaeseJesus

    MaeseJesus GBAtemp Advanced Fan
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    That's absolutely amazing, congratulations!
     
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  4. nitr8

    OP nitr8 GBAtemp Regular
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    Let's see if the last change that i made to WiiDOOM does compile...

    There have been lots of changes & additions after R33 but i never released anything after that anymore.

    EDIT:

    I forgot to mention 1 thing: let's see if it's possible to run these ELF's through the HBC...
    This would require some kind of a HBC-MOD on my side for further investigation.
    Last step before anything else...
     
    Last edited: May 16, 2019
  5. CaptainHIT

    CaptainHIT GBAtemp Regular
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    Fingers crossed. :)
     
  6. Sethtimus Prime

    Sethtimus Prime GBAtemp Regular
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    This is awesome!
     
  7. nitr8

    OP nitr8 GBAtemp Regular
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  8. CaptainHIT

    CaptainHIT GBAtemp Regular
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    What? Only intro works? ;)
     
  9. nitr8

    OP nitr8 GBAtemp Regular
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    It's a WIP.
    Currently NO SOUND, NO CONTROLS.

    I'm trying to get controls to work first...
     
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  10. CaptainHIT

    CaptainHIT GBAtemp Regular
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    Please no offense, It was just sarcasm. I see you got some great stuff going on in there. ;)
    Keep up the good work!
     
  11. nitr8

    OP nitr8 GBAtemp Regular
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    We have a DOL file that boots from within the HBC!

    -----------------------------------------
    My work is FINALLY DONE!
    -----------------------------------------


    So this is it!

    Over 9 MONTHS for inspecting the NDEV & RVL-SDK,

    INCLUDING:

    - getting rid of the official libraries and headers in order to accomplish free libraries ONLY with the goal to debug "your own" homebrew stuff

    - crashing at least ONE NDEV (but why don't buy 2 at the same time for twice the price...) *cough*

    Now it's DEFINITELY time for a (short) rest.... *sigh*

    BTW: I found the reason for HEXEN not booting. NOW IT DOES! ;-)

    THIS is the state on a RETAIL Wii - NO DEBUG STUFF INCLUDED, COMPILED USING THE MetroWerks C-Compiler:

    [​IMG]
     
    Last edited: May 26, 2019
  12. MaeseJesus

    MaeseJesus GBAtemp Advanced Fan
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    Congratulations, what a journey!

    Have all the rest you want, it certainly has been long enough.
     
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  13. CaptainHIT

    CaptainHIT GBAtemp Regular
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    Hell yeah! That's the spirit, that's the way! Congrats for all your work! And thank you for your support for the ageing Wii! ;)
     
  14. nitr8

    OP nitr8 GBAtemp Regular
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    OUCH!!!

    [​IMG]
     
    Last edited: May 30, 2019
  15. CaptainHIT

    CaptainHIT GBAtemp Regular
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    Uh oh? Something bad?
     
  16. niuus

    niuus GBAtemp Advanced Fan
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    Brutal news!
     
  17. niuus

    niuus GBAtemp Advanced Fan
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    @nitr8: quick question, would it eventually support Doom's new Fifth Chapter recently released by Romero?
     
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  18. nitr8

    OP nitr8 GBAtemp Regular
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    That would require a few lines of code addition. I think it's no problem at all.

    I had the chance to test Heretic the last two days. Looks like it's running pretty stable but still needs some fixes...
     
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  19. CaptainHIT

    CaptainHIT GBAtemp Regular
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    Wouldn't be gzdoom a better candidate to port instead of prboom?
     
  20. nitr8

    OP nitr8 GBAtemp Regular
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    Sure, yeah - but i'm not familiar with C++ and i higly doubt that i can handle getting it ported.

    It would also require to get controls and SDL to work. GZDoom is currently at v4.x which requires SDL v2.x. There is NO SDL2 for the Wii. It was never ported.

    GZDoom v1.x was supporting SDL v1. But that's really, really old stuff.
    GZDoom >= v2.2 is also using OpenGL which is not part of the Wii API. Nintendo used their own: "OpenGX" which - using the wrapper "libGL2GX" - can adopt GL functionality. I tried some things with the library itself - got it to compile. But i have never been able to make it work in the end.
     
    Last edited: Jun 4, 2019
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