Egoboo Wii Port

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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Veiva
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Re: Egoboo Wii Port

Post by Veiva »

penguinflyer5234 wrote:I just noticed WiiTexture.cpp:96 is incorrect, it frees the memory incorrectly (using free() instead of allocator->deallocate)
Thanks, it's fixed. I'll push the changes out tomorrow.
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penguinflyer5234
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Re: Egoboo Wii Port

Post by penguinflyer5234 »

Gah :|
I didn't realize that glColor4ub was a function :(
In other news, I fixed the blending errors :o

...

1039 Loggys = 10 FPS WOO

Code: Select all

Profile run: 117131 milliseconds
Average profile frame length: 97.609169 milliseconds
Best draw time: 89 milliseconds (frame 523)
Element pool memory usage: 5754272 of 6291456 (91.461685%)
Texture pool memory usage: 16448 of 6291456 (0.261434%)
Scratch pool memory usage: 0 of 6291456 (0.000000%)
Standard pool memory usage: 6624 of 1572864 (0.421143%)
...
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Maxaxle
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Re: Egoboo Wii Port

Post by Maxaxle »

>1039 Loggys
I think the full game will run fine :P
"Failing to plan is planning to fail."
Bug me if you want to play a game.
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octagon
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Re: Egoboo Wii Port

Post by octagon »

"End of the Framerate".
Make this an orb spell, I dare you.
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penguinflyer5234
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Re: Egoboo Wii Port

Post by penguinflyer5234 »

Egoboo-Wii hasn't been updated in a year, guys. Just throwing that out there.
...
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octagon
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Re: Egoboo Wii Port

Post by octagon »

I was kidding....
and I failed to see the 2012 in your post date. shame on me
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Veiva
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Re: Egoboo Wii Port

Post by Veiva »

Woah. I'm working on something. Still trying to get Egoboo-Wii in a reasonable state. Should push my latest code changes but they're on another HDD. It's not much besides refactoring and such, but it's better than what's there...

In the mean time, stare into my avatar. Feel the love of the Ditto species of Pokemon. Feel it.

Feel.
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