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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Dolphin + Wii console homebrews = Failure?
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Dolphin + Wii console homebrews = Failure?
04-20-2009, 11:57 AM
#11
omegadox Offline
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(04-20-2009, 10:54 AM)cmccmc Wrote: some work just not many. Also Omega Hurry Up and check your email plz
done.
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04-21-2009, 05:48 AM
#12
Luigi__ Offline
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Does anyone manage to run a homebrew that displays text via printf() in Dolphin?
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04-21-2009, 07:54 AM
#13
shuffle2 Offline
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yea, I use homebrew all the time (both graphical and non). Not really sure where your problem is Smile
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04-21-2009, 10:30 AM
#14
Luigi__ Offline
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So, could you compile the "template" wii example shipped with devkitpro, run it under Dolphin, and tell me if the text shows? If yes, what are your settings for Dolphin?

I don't really want to have to dump my NAND. It doesn't seem really easy and user-friendly (I don't even understand the term "fakesigning-enabled"). But if it's really needed...
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04-21-2009, 10:59 AM (This post was last modified: 04-21-2009, 11:02 AM by shuffle2.)
#15
shuffle2 Offline
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ya, see attached pic
here are my current settings:
Dolphin.ini
Code:
[General]
LastFilename = C:\Users\Shawn\Desktop\emulation\gc.wii\homebrew\dkpprojects\wii\template\template.elf
GCMPathes = 1
RecersiveGCMPaths = False
GCMPath0 = D:\Games\Nintendo Wii
[Interface]
ConfirmStop = False
UsePanicHandlers = True
HideCursor = False
AutoHideCursor = False
Theme = 3
ShowWiimoteLeds = False
ShowWiimoteSpeakers = False
Language = 0
ShowToolbar = True
ShowStatusbar = True
ShowLogWindow = False
ShowConsole = True
TLBHack = 1
[Core]
HLEBios = True
UseDynarec = True
UseDualCore = True
DSPThread = True
SkipIdle = True
LockThreads = False
DefaultGCM =
DVDRoot =
OptimizeQuantizers = False
EnableCheats = False
SelectedLanguage = 0
MemcardA = ./User/GC/MemoryCardA.USA.raw
MemcardB = ./User/GC/MemoryCardB.USA.raw
SlotA = 1
SlotB = 2
SerialPort1 = 0
SIDevice0 = 150994944
SIDevice1 = 0
SIDevice2 = 0
SIDevice3 = 0
RunCompareServer = False
RunCompareClient = False
GFXPlugin = Plugins/Plugin_VideoOGL.dll
DSPPlugin = Plugins/Plugin_DSP_HLE.dll
Pad1Plugin = Plugins/Plugin_PadSimple.dll
Pad2Plugin = Plugins/Plugin_PadSimple.dll
Pad3Plugin = Plugins/Plugin_PadSimple.dll
Pad4Plugin = Plugins/Plugin_PadSimple.dll
WiiMote1Plugin = Plugins/Plugin_Wiimote.dll
[Wii]
Widescreen = False
ProgressiveScan = False
gfx_opengl.ini
Code:
[Hardware]
WindowedRes = 1680x1050
FullscreenRes = 640x480
Fullscreen = False
VSync = True
RenderToMainframe = True
[Settings]
StretchToFit = False
KeepAR_4_3 = True
KeepAR_16_9 = False
Crop = False
HideCursor = False
UseXFB = False
AutoScale = True
SafeTextureCache = False
ShowFPS = False
OverlayStats = False
OverlayBlendStats = False
OverlayProjStats = False
DLOptimize = 0
Show = 0
DumpTextures = False
DumpEFBTarget = False
DumpFrames = False
ShowEFBCopyRegions = False
ShowShaderErrors = False
MSAA = 0
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableLighting = False
DisableTexturing = False
DstAlphaPass = False
DisableFog = False
FreeLook = False
[Enhancements]
ForceFiltering = True
MaxAnisotropy = 3
[Hacks]
EFBCopyDisable = False
EFBCopyDisableHotKey = True
ProjectionHax1 = False
EFBToTextureEnable = True

by the way, in the pic my Wii dir only has the wii menu in it, and the /shared2/sys/sysconf file

and yes, it still runs without the wii menu being present Smile


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04-22-2009, 12:07 AM (This post was last modified: 04-22-2009, 12:57 AM by Luigi__.)
#16
Luigi__ Offline
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The text shows up into the debugging console. Shouldn't it appear on the screen instead?
EDIT: I just tested the template ap on my Wii. No text too. So which function may I use to print text onscreen?

EDIT: I just copied the content of your config files and now it's worse. When trying to run the template app, with DolphinD.exe (debug) it will just crash and with Dolphin.exe it will take forever to load.
Is it just me or Dolphin hates me? Sad
First, you have XFB disabled. I was told that XFB must be enabled for console apps to work.
Next, DolphinD.exe will just crash if it's not using debug versions of the plugins. But you were using it with normal versions of the plugins (or were you just using the DebugFast build?).

And my text NEVER prints, not even in the console window.
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04-22-2009, 02:24 AM
#17
shuffle2 Offline
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(04-22-2009, 12:07 AM)Luigi__ Wrote: The text shows up into the debugging console. Shouldn't it appear on the screen instead?
EDIT: I just tested the template ap on my Wii. No text too. So which function may I use to print text onscreen?
(04-19-2009, 09:54 AM)shuffle2 Wrote: dolphin intercepts some functions and redirects them to the logger.
try enabling the OSReport log.
...if you're programming homebrew, use cout instead of printf to get it to appear on the screen. Alternatively you could try to modify dolphin to not hle and redirect the function...but I promise, once you get used to it, it's a handy thing Wink

(04-22-2009, 12:07 AM)Luigi__ Wrote: EDIT: I just copied the content of your config files and now it's worse. When trying to run the template app, with DolphinD.exe (debug) it will just crash and with Dolphin.exe it will take forever to load.
Is it just me or Dolphin hates me? Sad
First, you have XFB disabled. I was told that XFB must be enabled for console apps to work.
Next, DolphinD.exe will just crash if it's not using debug versions of the plugins. But you were using it with normal versions of the plugins (or were you just using the DebugFast build?).

And my text NEVER prints, not even in the console window.

Yes, you noticed the most annoying bug in dolphin currently (imo)...which is that debug build needs debug plugins, and debug plugins can't run on debugfast or release builds of dolphin. It's caused by the logging...it's definitely an issue that should be fixed...

you may be interested in looking at http://code.google.com/p/dolphin-emu/source/browse/trunk/Source/Core/Core/Src/HLE/HLE_OS.cpp
Also, you will always see any of that output in the console, as long as you have the OSReport log enabled, like I said before
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04-22-2009, 04:09 AM (This post was last modified: 04-22-2009, 05:28 AM by Luigi__.)
#18
Luigi__ Offline
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Posts: 61
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Joined: Apr 2009
Thank you so much man! Now everything becomes clear to me.
Except one thing: Real XFB needs to enabled for non-graphical homebrews to run, doesn't it? In your config file you have it disabled.

EDIT: there's no cout function... no matter if I try cout("sting"); or cout << "string"; it'll tell me that cout is undefined. If I try to include <iostream> it tells me "iostream : no such file or directory".
printf on my Wii prints the text onscreen, so it's indeed designed to print text onscreen.
I guess the BIOS has font data stored somewhere, and uses it to print text onscreen when printf is called.

By the way, could one give me some docs about the Wii, please?
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04-22-2009, 06:53 AM
#19
shuffle2 Offline
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for example
printf("%s says hello to %s", person, name);
would be
std::cout<<person<<" says hello to "<<name<<std::endl;

that's a question for google :p

Real XFB needs to be enabled for various reasons (one of them being homebrew which does not use/init GX stuff). most of the time it's not needed though. My procedure is run something, and if it "seems wrong", try enabling real xfb - usually you can tell it needs real xfb because the fps counter won't be working at all.
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04-22-2009, 07:21 AM
#20
omegadox Offline
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It should show with XFB (remember XFB does not work without DC mode enabled), I have gotten Wii HB programs to run in Dolphin. Some gamecube ones will flicker, because they need interlacing enabled (enabled by default in HW).
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